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A game theoretic fault detection filter

机译:游戏理论故障检测过滤器

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The fault detection process is approximated with a disturbance attenuation problem. The solution to this problem, for both linear time-varying and time-invariant systems, leads to a game theoretic filter which bounds the transmission of all exogenous signals except the fault to be detected. In the limit, when the disturbance attenuation bound is brought to zero, a complete transmission block is achieved by embedding the nuisance inputs into an unobservable, invariant subspace. Since this is the same invariant subspace structure seen in some types of detection filters, we can claim that the asymptotic game filter is itself a detection filter. One can also make use of this subspace structure to reduce the order of the limiting game theoretic filter by factoring this invariant subspace out of the state space. The resulting lower dimensional filter will then be sensitive only to the failure to be detected. A pair of examples given at the end of the paper demonstrate the effectiveness of the filter for time-invariant and time-varying problems in both full-order and reduced-order forms.
机译:故障检测过程近似带有干扰衰减问题。对于线性时变系统和时不变系统,该问题的解决方案导致了博弈论滤波器,该滤波器限制了除待检测故障之外的所有外源信号的传输。在极限情况下,当干扰衰减范围变为零时,通过将讨厌的输入嵌入到不可观察的不变子空间中,可以实现完整的传输块。由于这是在某些类型的检测过滤器中看到的不变子空间结构,因此我们可以断言渐近博弈过滤器本身就是检测过滤器。通过将这个不变子空间从状态空间中分解出来,人们也可以利用这种子空间结构来减少极限博弈理论滤波器的阶数。然后,所得的低维滤波器将仅对要检测的故障敏感。本文末尾给出的一对示例以全阶和降阶形式展示了滤波器对于时不变和时变问题的有效性。

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