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Efficient Iterative Linear-Quadratic Approximations for Nonlinear Multi-Player General-Sum Differential Games

机译:非线性多层广义和和博弈的有效迭代线性二次逼近

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Many problems in robotics involve multiple decision making agents. To operate efficiently in such settings, a robot must reason about the impact of its decisions on the behavior of other agents. Differential games offer an expressive theoretical framework for formulating these types of multi-agent problems. Unfortunately, most numerical solution techniques scale poorly with state dimension and are rarely used in real-time applications. For this reason, it is common to predict the future decisions of other agents and solve the resulting decoupled, i.e., single-agent, optimal control problem. This decoupling neglects the underlying interactive nature of the problem; however, efficient solution techniques do exist for broad classes of optimal control problems. We take inspiration from one such technique, the iterative linear-quadratic regulator (ILQR), which solves repeated approximations with linear dynamics and quadratic costs. Similarly, our proposed algorithm solves repeated linear-quadratic games. We experimentally benchmark our algorithm in several examples with a variety of initial conditions and show that the resulting strategies exhibit complex interactive behavior. Our results indicate that our algorithm converges reliably and runs in real-time. In a three-player, 14-state simulated intersection problem, our algorithm initially converges in < 0.25 s. Receding horizon invocations converge in < 50 ms in a hardware collision-avoidance test.
机译:机器人中的许多问题都涉及多个决策代理。要在此类设置中有效运行,机器人必须推理其对其他代理行为的影响。差异游戏为制定这些类型的多助手问题提供表现力的理论框架。遗憾的是,大多数数值解决方案技术与状态尺寸较差,并且很少用于实时应用。因此,通常可以预测其他药剂的未来决定,并解决所得到的去耦,即单孕,最佳控制问题。这种去耦忽视了问题的潜在的互动性;然而,有效的解决方案技术确实存在广泛的最佳控制问题。我们从一种这种技术中获取灵感,迭代线性二次调节器(ILQR),其解决了线性动力学和二次成本的重复近似。同样,我们所提出的算法解决了重复的线性二次游戏。我们通过各种初始条件在几个例子中通过实验在若干示例中基准测试,并显示所产生的策略表现出复杂的互动行为。我们的结果表明,我们的算法会收敛可靠并实时运行。在三位玩家14状态模拟交叉路口问题中,我们的算法最初收敛于<0.25秒。后退地平线调用在硬件碰撞避免测试中收敛于<50毫秒。

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