TY - GEN
T1 - Attackability in games of pursuit and evasion with antagonizing players
AU - Ma, Hongbin
AU - Ge, Shuzhi Sam
AU - Lum, Kai Yew
PY - 2008
Y1 - 2008
N2 - For the games of pursuit evasion with antagonizing players, the following three stages have been proposed: detection, attack and engagement, in which the roles of the two players are symmetric and each one is meant to search and attack its opponent. In the general framework established in our previous work, while the fundamental concepts, such as detectability, for the first stage have been laid before, this paper is dedicated to the second stage and to develop the associated fundamental concepts including the attackability, which describes whether one player (say $P-1$) could attack its opponent ($P-2$) before $P-2$ could see $P-1$, under the assumptions that (i) each player has a limited range vision zone and a limited range attack zone, and (ii) $P-2$ would follow a predefined trajectory and $P-1$ could choose its trajectory so as to attack $P-2$ since $P-1$ could see $P-2$ first. To demonstrate the concepts of attackability by detailed analysis, % as a preliminary work, a simple yet typical planar PEAP game is discussed in this contribution, where two players are moving along two straight lines with constant speeds and each player has circular vision zone and attack zone. Sufficient and necessary conditions for all possible cases of attackability are given under several natural assumptions, which yields a complete analysis for the new concepts of attackability.
AB - For the games of pursuit evasion with antagonizing players, the following three stages have been proposed: detection, attack and engagement, in which the roles of the two players are symmetric and each one is meant to search and attack its opponent. In the general framework established in our previous work, while the fundamental concepts, such as detectability, for the first stage have been laid before, this paper is dedicated to the second stage and to develop the associated fundamental concepts including the attackability, which describes whether one player (say $P-1$) could attack its opponent ($P-2$) before $P-2$ could see $P-1$, under the assumptions that (i) each player has a limited range vision zone and a limited range attack zone, and (ii) $P-2$ would follow a predefined trajectory and $P-1$ could choose its trajectory so as to attack $P-2$ since $P-1$ could see $P-2$ first. To demonstrate the concepts of attackability by detailed analysis, % as a preliminary work, a simple yet typical planar PEAP game is discussed in this contribution, where two players are moving along two straight lines with constant speeds and each player has circular vision zone and attack zone. Sufficient and necessary conditions for all possible cases of attackability are given under several natural assumptions, which yields a complete analysis for the new concepts of attackability.
KW - Autonomous robotic systems
KW - Guidance navigation and control
KW - Mobile robots
UR - http://www.scopus.com/inward/record.url?scp=79961019188&partnerID=8YFLogxK
U2 - 10.3182/20080706-5-KR-1001.1411
DO - 10.3182/20080706-5-KR-1001.1411
M3 - Conference contribution
AN - SCOPUS:79961019188
SN - 9783902661005
T3 - IFAC Proceedings Volumes (IFAC-PapersOnline)
BT - Proceedings of the 17th World Congress, International Federation of Automatic Control, IFAC
T2 - 17th World Congress, International Federation of Automatic Control, IFAC
Y2 - 6 July 2008 through 11 July 2008
ER -