TY - JOUR
T1 - Reach-Avoid Games with Two Defenders and One Attacker
T2 - An Analytical Approach
AU - Yan, Rui
AU - Shi, Zongying
AU - Zhong, Yisheng
N1 - Publisher Copyright:
© 2013 IEEE.
PY - 2019/3
Y1 - 2019/3
N2 - This paper considers a reach-avoid game on a rectangular domain with two defenders and one attacker. The attacker aims to reach a specified edge of the game domain boundary, while the defenders strive to prevent that by capturing the attacker. First, we are concerned with the barrier, which is the boundary of the reach-avoid set, splitting the state space into two disjoint parts: 1) defender dominance region (DDR) and 2) attacker dominance region (ADR). For the initial states lying in the DDR, there exists a strategy for the defenders to intercept the attacker regardless of the attacker's best effort, while for the initial states lying in the ADR, the attacker can always find a successful attack strategy. We propose an attack region method to construct the barrier analytically by employing Voronoi diagram and Apollonius circle for two kinds of speed ratios. Then, by taking practical payoff functions into considerations, we present optimal strategies for the players when their initial states lie in their winning regions, and show that the ADR is divided into several parts corresponding to different strategies for the players. Numerical approaches, which suffer from inherent inaccuracy, have already been utilized for multiplayer reach-avoid games, but computational complexity complicates solving such games and consequently hinders efficient on-line applications. However, this method can obtain the exact formulation of the barrier and is applicable for real-time updates.
AB - This paper considers a reach-avoid game on a rectangular domain with two defenders and one attacker. The attacker aims to reach a specified edge of the game domain boundary, while the defenders strive to prevent that by capturing the attacker. First, we are concerned with the barrier, which is the boundary of the reach-avoid set, splitting the state space into two disjoint parts: 1) defender dominance region (DDR) and 2) attacker dominance region (ADR). For the initial states lying in the DDR, there exists a strategy for the defenders to intercept the attacker regardless of the attacker's best effort, while for the initial states lying in the ADR, the attacker can always find a successful attack strategy. We propose an attack region method to construct the barrier analytically by employing Voronoi diagram and Apollonius circle for two kinds of speed ratios. Then, by taking practical payoff functions into considerations, we present optimal strategies for the players when their initial states lie in their winning regions, and show that the ADR is divided into several parts corresponding to different strategies for the players. Numerical approaches, which suffer from inherent inaccuracy, have already been utilized for multiplayer reach-avoid games, but computational complexity complicates solving such games and consequently hinders efficient on-line applications. However, this method can obtain the exact formulation of the barrier and is applicable for real-time updates.
KW - Analytical approach
KW - attack region (AR)
KW - barrier
KW - differential games
KW - reach-avoid games
KW - winning regions
UR - https://www.scopus.com/pages/publications/85041653144
U2 - 10.1109/TCYB.2018.2794769
DO - 10.1109/TCYB.2018.2794769
M3 - 文章
C2 - 29994434
AN - SCOPUS:85041653144
SN - 2168-2267
VL - 49
SP - 1035
EP - 1046
JO - IEEE Transactions on Cybernetics
JF - IEEE Transactions on Cybernetics
IS - 3
M1 - 8279644
ER -