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The Role of Visibility in Pursuit/Evasion Games

机译:可见性在追逐/逃避游戏中的作用

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摘要

The cops-and-robber (CR) game has been used in mobile robotics as a discretized model (played on a graph G) of pursuit/evasion problems. The “classic” CR version is a perfect information game: the cops’ (pursuer’s) location is always known to the robber (evader) and vice versa. Many variants of the classic game can be defined: the robber can be invisible and also the robber can be either adversarial (tries to avoid capture) or drunk (performs a random walk). Furthermore, the cops and robber can reside in either nodes or edges of G. Several of these variants are relevant as models or robotic pursuit/evasion. In this paper, we first define carefully several of the variants mentioned above and related quantities such as the cop number and the capture time. Then we introduce and study the cost of visibility (COV), a quantitative measure of the increase in difficulty (from the cops’ point of view) when the robber is invisible. In addition to our theoretical results, we present algorithms which can be used to compute capture times and COV of graphs which are analytically intractable. Finally, we present the results of applying these algorithms to the numerical computation of COV.
机译:警察和强盗(CR)游戏已在移动机器人中用作追踪/逃避问题的离散模型(在图形G上播放)。 “经典” CR版本是一个完美的信息游戏:强盗(逃避者)总是知道警察(追求者)的位置,反之亦然。可以定义经典游戏的许多变体:强盗可以是不可见的,强盗也可以是对抗性的(尝试避免捕获)或醉酒的(进行随机游走)。此外,警察和强盗可以驻留在G的节点或边缘。这些变体中的一些与模型或机器人的追踪/逃避有关。在本文中,我们首先仔细定义上述几种变体以及相关数量,例如警号和捕获时间。然后,我们介绍并研究能见度(COV)的成本,这是一种在看不见强盗时增加难度(从警察的角度来看)的定量度量。除了理论结果外,我们还提供了可用于计算分析上难以处理的图形的捕获时间和COV的算法。最后,我们介绍了将这些算法应用于COV数值计算的结果。

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