Searcharxiv⌕ Search

arXiv subjects

Daigo Shishika

Publications and source records attributed to Daigo Shishika.

40 records · Page 3Linked to original sources

Perimeter-defense Game between Aerial Defender and Ground Intruder

We study a variant of pursuit-evasion game in the context of perimeter defense. In this problem, the intruder aims to reach the base plane of a hemisphere without being captured by the defender, while the defender tries to capture the intruder. The perimeter-defense game was previously studied under the assumption that the defender moves on a circle. We extend the problem to the case where the defender moves on a hemisphere. To solve this problem, we analyze the strategies based on the breaching point at which the intruder tries to reach the target and predict the goal position, defined as optimal breaching point, that is achieved by the optimal strategies on both players. We provide the barrier that divides the state space into defender-winning and intruder-winning regions and prove that the optimal strategies for both players are to move towards the optimal breaching point. Simulation results are presented to demonstrate that the optimality of the game is given as a Nash equilibrium.

cs.RO↗

Minimal Exposure Dubins Orienteering Problem

Different applications, such as environmental monitoring and military operations, demand the observation of predefined target locations, and an autonomous mobile robot can assist in these tasks. In this context, the Orienteering Problem (OP) is a well-known routing problem, in which the goal is to maximize the objective function by visiting the most rewarding locations, however, respecting a limited travel budget (e.g., length, time, energy). However, traditional formulations for routing problems generally neglect some environment peculiarities, such as obstacles or threatening zones. In this paper, we tackle the OP considering Dubins vehicles in the presence of a known deployed sensor field. We propose a novel multi-objective formulation called Minimal Exposure Dubins Orienteering Problem (MEDOP), whose main objectives are: (i) maximize the collected reward, and (ii) minimize the exposure of the agent, i.e., the probability of being detected. The solution is based on an evolutionary algorithm that iteratively varies the subset and sequence of locations to be visited, the orientations on each location, and the turning radius used to determine the paths. Results show that our approach can efficiently find a diverse set of solutions that simultaneously optimize both objectives.

cs.RO↗

Cooperative Team Strategies for Multi-player Perimeter-Defense Games

This paper studies a variant of the multi-player reach-avoid game played between intruders and defenders with applications to perimeter defense. The intruder team tries to score by sending as many intruders as possible to the target area, while the defender team tries to minimize this score by intercepting them. Finding the optimal strategies of the game is challenging due to the high dimensionality of the joint state space, and the existing works have proposed approximation methods to reduce the design of the defense strategy into assignment problems. However they suffer from either suboptimal defender performance or computational complexity. Based on a novel decomposition method, this paper proposes a scalable (polynomial-time) assignment algorithm that accommodates cooperative behaviors and outperforms the existing defense strategies. For a certain class of initial configurations, we derive the exact score by showing that the lower bound provided by the intruder team matches the upper bound provided by the defender team, which also proves the optimality of the team strategies.

eess.SY↗

Decentralization of Multiagent Policies by Learning What to Communicate

Effective communication is required for teams of robots to solve sophisticated collaborative tasks. In practice it is typical for both the encoding and semantics of communication to be manually defined by an expert; this is true regardless of whether the behaviors themselves are bespoke, optimization based, or learned. We present an agent architecture and training methodology using neural networks to learn task-oriented communication semantics based on the example of a communication-unaware expert policy. A perimeter defense game illustrates the system's ability to handle dynamically changing numbers of agents and its graceful degradation in performance as communication constraints are tightened or the expert's observability assumptions are broken.

cs.RO↗