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A Visibility-Based Pursuit-Evasion Game with a Circular Obstacle

机译:具有圆障碍的基于可见性的追逃游戏

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In this paper, we address a visibility-based target tracking game for the scenario when the environment contains a circular obstacle. The game is originally formulated in four dimensions, but due to the symmetry of the environment, the dimension of the state space can be reduced to three. The control policies of the players on possible barrier surfaces are computed on the basis of semipermeability of the barriers. A standard surface, that can be a barrier, is constructed using Isaacs' techniques. It is shown that the surface lies outside the game space. This opens up the possibility that the evader might be able to win the underlying game of kind for all initial positions in the game space or that the set of such win positions does not coincide with the game space and is determined by some barrier surfaces, construction of which may represent an independent difficult problem. We present the construction of the optimal control policies, and trajectories for the players near the usable part on the terminal manifold by analyzing a related game of degree.
机译:在本文中,我们针对环境包含圆形障碍物的情况解决基于可见性的目标跟踪游戏。游戏最初是按四个维度制定的,但是由于环境的对称性,状态空间的维度可以减小为三个维度。根据障碍物的半渗透性来计算玩家在可能的障碍物表面上的控制策略。使用Isaacs的技术构造可以成为障碍物的标准表面。结果表明,表面位于游戏空间之外。这开辟了可能性,即逃避者可能能够赢得游戏空间中所有初始位置的同类游戏,或者这种获胜位置的集合与游戏空间不一致,并由某些障碍物表面,构造决定其中可能代表一个独立的难题。通过分析相关的度数博弈,我们给出了最优控制策略的构建以及终端流形上可用部分附近的玩家的轨迹。

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