TY - GEN
T1 - Detectability in games of pursuit evasion with antagonizing players
AU - Ge, Shuzhi Sam
AU - Ma, Hongbin
AU - Lum, Kai Yew
PY - 2007
Y1 - 2007
N2 - In reality, the games of pursuit and evasion actually involve antagonizing players, rather than the commonly studied pursuit and evasion games with pre-fixed pursuers or evaders. In these practical scenarios, the game process can normally be divided into three stages: detection, attack and engagement stages. In such games, the roles of players are symmetric and each one is to search and attack the other one. This key point distinguishes the games of pursuit and evasion with antagonizing players from most existing pursuit-evasion games. In this paper, a basic framwork for such games is established first by introducing several essential concepts including vision zone, range of view, field of view, etc. Then, a fundamental and important concept, detectability, is presented under the assumptions that (i) each player has a limited range vision zone and (ii) the players would follow their own predefined trajectories until one player could detect its opponent. At the detection stage, to demonstrate concepts of detectability and related concepts, a simple yet typical case is investigated in this contribution, where two players are moving along two straight lines with constant speeds and each player has a circular vision zone. Sufficient and necessary conditions for all possible cases of detectability are given under several natural assumptions, which consequently yields a complete analysis.
AB - In reality, the games of pursuit and evasion actually involve antagonizing players, rather than the commonly studied pursuit and evasion games with pre-fixed pursuers or evaders. In these practical scenarios, the game process can normally be divided into three stages: detection, attack and engagement stages. In such games, the roles of players are symmetric and each one is to search and attack the other one. This key point distinguishes the games of pursuit and evasion with antagonizing players from most existing pursuit-evasion games. In this paper, a basic framwork for such games is established first by introducing several essential concepts including vision zone, range of view, field of view, etc. Then, a fundamental and important concept, detectability, is presented under the assumptions that (i) each player has a limited range vision zone and (ii) the players would follow their own predefined trajectories until one player could detect its opponent. At the detection stage, to demonstrate concepts of detectability and related concepts, a simple yet typical case is investigated in this contribution, where two players are moving along two straight lines with constant speeds and each player has a circular vision zone. Sufficient and necessary conditions for all possible cases of detectability are given under several natural assumptions, which consequently yields a complete analysis.
KW - Detectability
KW - Limited range of view
KW - Predefined trajectory
KW - Pursuit-evasion game
UR - https://www.scopus.com/pages/publications/62749100570
U2 - 10.1109/CDC.2007.4434200
DO - 10.1109/CDC.2007.4434200
M3 - Conference contribution
AN - SCOPUS:62749100570
SN - 1424414989
SN - 9781424414987
T3 - Proceedings of the IEEE Conference on Decision and Control
SP - 1404
EP - 1409
BT - Proceedings of the 46th IEEE Conference on Decision and Control 2007, CDC
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 46th IEEE Conference on Decision and Control 2007, CDC
Y2 - 12 December 2007 through 14 December 2007
ER -