当前位置: X-MOL 学术IEEE Trans. Cybern. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Reach-Avoid Games With Two Defenders and One Attacker: An Analytical Approach
IEEE Transactions on Cybernetics ( IF 11.8 ) Pub Date : 2019-03-01 , DOI: 10.1109/tcyb.2018.2794769
Rui Yan , Zongying Shi , Yisheng Zhong

This paper considers a reach-avoid game on a rectangular domain with two defenders and one attacker. The attacker aims to reach a specified edge of the game domain boundary, while the defenders strive to prevent that by capturing the attacker. First, we are concerned with the barrier, which is the boundary of the reach-avoid set, splitting the state space into two disjoint parts: 1) defender dominance region (DDR) and 2) attacker dominance region (ADR). For the initial states lying in the DDR, there exists a strategy for the defenders to intercept the attacker regardless of the attacker’s best effort, while for the initial states lying in the ADR, the attacker can always find a successful attack strategy. We propose an attack region method to construct the barrier analytically by employing Voronoi diagram and Apollonius circle for two kinds of speed ratios. Then, by taking practical payoff functions into considerations, we present optimal strategies for the players when their initial states lie in their winning regions, and show that the ADR is divided into several parts corresponding to different strategies for the players. Numerical approaches, which suffer from inherent inaccuracy, have already been utilized for multiplayer reach-avoid games, but computational complexity complicates solving such games and consequently hinders efficient on-line applications. However, this method can obtain the exact formulation of the barrier and is applicable for real-time updates.

中文翻译:

具有两名防守者和一名进攻者的避免近距离比赛:一种分析方法

本文考虑在具有两个防御者和一个攻击者的矩形域上的避免到达游戏。攻击者旨在到达游戏域边界的指定边缘,而防御者则通过捕获攻击者来努力防止这种情况。首先,我们关注障碍,障碍是避免触及集的边界,它将状态空间分为两个不相交的部分:1)防御者优势区域(DDR)和2)攻击者优势区域(ADR)。对于位于DDR中的初始状态,无论攻击者尽了最大努力,防御者都有一种拦截攻击者的策略,而对于位于ADR中的初始状态,攻击者总是可以找到成功的攻击策略。提出了利用沃罗诺伊图和阿波罗尼乌斯圆环两种速度比解析地构造攻击区域的攻击区域方法。然后,通过考虑实际的支付功能,当玩家的初始状态位于其获胜区域时,我们为他们提供了最佳策略,并显示ADR分为与玩家不同策略相对应的几个部分。遭受固有误差的数值方法已经被用于避免多人游戏的游戏,但是计算复杂性使解决这类游戏变得复杂,因此阻碍了有效的在线应用。但是,此方法可以获得障碍的精确公式,并且适用于实时更新。当他们的初始状态位于他们的获胜区域时,我们为他们提供了最佳策略,并显示了ADR分为几个部分,分别对应于玩家的不同策略。遭受固有误差的数值方法已经被用于避免多人游戏的游戏,但是计算复杂性使解决这类游戏变得复杂,因此阻碍了有效的在线应用。但是,此方法可以获得障碍的精确公式,并且适用于实时更新。当他们的初始状态位于他们的获胜区域时,我们为他们提供了最佳策略,并显示了ADR分为几个部分,分别对应于玩家的不同策略。遭受固有误差的数值方法已经被用于避免多人游戏的游戏,但是计算复杂性使解决这类游戏变得复杂,因此阻碍了有效的在线应用。但是,此方法可以获得障碍的精确公式,并且适用于实时更新。已经将其用于避免多人游戏的游戏,但是计算复杂性使解决这类游戏变得复杂,因此阻碍了有效的在线应用程序。但是,此方法可以获得障碍的精确公式,并且适用于实时更新。已经将其用于避免多人游戏的游戏,但是计算复杂性使解决这类游戏变得复杂,因此阻碍了有效的在线应用程序。但是,此方法可以获得障碍的精确公式,并且适用于实时更新。
更新日期:2019-03-01
down
wechat
bug