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Linear quadratic Gaussian differential games with different information patterns.

机译:具有不同信息模式的线性二次高斯微分博弈。

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A discrete-time linear-quadratic-Gaussian (LQG) differential game is considered where the players have access to unshared control- and measurement-histories. The particular problem that is solved is where one adversary has access to only noisy partial information of the state while the other makes a perfect measurement of the state vector. The system dynamics are assumed linear with additive process noise. The solutions show a significant departure from previously published results. First, process noise is included in the dynamical system and a quadratic weighting in the state is included in the cost criterion. Secondly, no prior assumption is made about the structure of the strategies. Specifically, the equilibrium strategies of both players are shown to be finite-dimensional, not infinite-dimensional as was originally thought. Thirdly, it is assumed that the perfect-measurement adversary's control matrix is in the range space of the other adversary's measurement matrix. Then, by a limit of the linear-exponential-Gaussian game solution to the LQG game solution, it is seen that the partial information player avoids reproducing an estimated version of his adversary's strategy. A key feature of this problem solution is the filter structure of the player with partial measurements. In particular, the error of the filter is a Gaussian random variable whose statistics are independent of the opponent's control history. This filter also allows the partial measurement player to estimate the entire state without having to guess/estimate his opponent's strategy. It is noted that for this class of stochastic games, for all possible pure control strategy pairs, there always exist correlations using which each player can improve his performance. Since the error variance of the filter derived here is independent of the opponent's strategy and his control action, the improvements in cost for each player appears minimal. This property is used to extend the notion of a saddle point for deterministic games to that of a saddle interval in pure strategies for games with uncertainty.
机译:考虑了离散时间线性二次高斯(LQG)差分游戏,其中玩家可以访问未共享的控制和测量历史记录。解决的特定问题是,一个对手只能访问状态的嘈杂部分信息,而另一方则可以对状态向量进行完美的测量。假定系统动力学与附加过程噪声成线性关系。该解决方案显示出与先前发布的结果的重大差异。首先,过程噪声包含在动态系统中,状态的二次加权包含在成本准则中。其次,没有对策略的结构做任何先验假设。具体来说,两个参与者的均衡策略都显示为有限维度,而不是最初认为的无限维度。第三,假设完美测量对手的控制矩阵在另一对手测量矩阵的范围空间内。然后,通过将线性指数高斯游戏解决方案限制为LQG游戏解决方案,可以看到部分信息参与者避免了复制其对手策略的估计版本。该问题解决方案的关键特征是具有部分测量值的播放器的滤波器结构。特别地,过滤器的误差是高斯随机变量,其统计信息独立于对手的控制历史。该过滤器还允许部分测量参与者估算整个状态,而不必猜测/估算对手的策略。注意,对于此类随机游戏,对于所有可能的纯控制策略对,始终存在相关性,每个玩家都可以使用这些相关性来改善其性能。由于此处得出的过滤器的误差方差与对手的策略及其控制动作无关,因此,每个玩家的成本改善似乎很小。此属性用于将确定性游戏的鞍点概念扩展到不确定性游戏的纯策略中的鞍点间隔概念。

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