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二人防守一人进攻的达阵-回避游戏:分析方法。

Reach-Avoid Games With Two Defenders and One Attacker: An Analytical Approach.

出版信息

IEEE Trans Cybern. 2019 Mar;49(3):1035-1046. doi: 10.1109/TCYB.2018.2794769. Epub 2018 Feb 2.

DOI:10.1109/TCYB.2018.2794769
PMID:29994434
Abstract

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.

摘要

本文研究了在具有两个防御者和一个攻击者的矩形域上的攻防博弈。攻击者的目标是到达游戏域边界的指定边缘,而防御者则试图通过捕获攻击者来阻止这一目标。首先,我们关注的是障碍,它是到达-避免集的边界,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,防御者存在一种拦截攻击者的策略,无论攻击者的最佳努力如何,而对于位于 ADR 中的初始状态,攻击者总能找到成功的攻击策略。我们提出了一种攻击区域方法,通过使用 Voronoi 图和 Apollonius 圆来分析构造障碍,对于两种速度比。然后,通过考虑实际的收益函数,我们给出了当玩家的初始状态位于其获胜区域时的最优策略,并表明 ADR 被分为几个部分,对应于玩家的不同策略。对于多人攻防博弈,已经使用了具有固有不准确性的数值方法,但计算复杂性使此类博弈的求解变得复杂,从而阻碍了有效的在线应用。然而,这种方法可以获得障碍的确切公式,并且适用于实时更新。

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