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Dipankar Maity

Publications and source records attributed to Dipankar Maity.

At least 55 records · Page 3Linked to original sources

Deception in Differential Games: Information Limiting Strategy to Induce Dilemma

Can deception exist in differential games? We provide a case study for a Turret-Attacker differential game, where two Attackers seek to score points by reaching a target region while a Turret tries to minimize the score by aligning itself with the Attackers before they reach the target. In contrast to the original problem solved with complete information, we assume that the Turret only has partial information about the maximum speed of the Attackers. We investigate whether there is any incentive for the Attackers to move slower than their maximum speed in order to ``deceive'' the Turret into taking suboptimal actions. We first describe the existence of a dilemma that the Turret may face. Then we derive a set of initial conditions from which the Attackers can force the Turret into a situation where it must take a guess.

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On the Effect of Quantization on Dynamic Mode Decomposition

Dynamic Mode Decomposition (DMD) is a widely used data-driven algorithm for estimating the Koopman Operator.This paper investigates how the estimation process is affected when the data is quantized. Specifically, we examine the fundamental connection between estimates of the operator obtained from unquantized data and those from quantized data. Furthermore, using the law of large numbers, we demonstrate that, under a large data regime, the quantized estimate can be considered a regularized version of the unquantized estimate. This key theoretical finding paves the way to accurately recover the unquantized estimate from quantized data. We also explore the relationship between the two estimates in the finite data regime. The theory is validated through repeated numerical experiments conducted on three different dynamical systems.

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Optimal Evasion from a Sensing-Limited Pursuer

This paper investigates a partial-information pursuit evasion game in which the Pursuer has a limited-range sensor to detect the Evader. Given a fixed final time, we derive the optimal evasion strategy for the Evader to maximize its distance from the pursuer at the end. Our analysis reveals that in certain parametric regimes, the optimal Evasion strategy involves a 'risky' maneuver, where the Evader's trajectory comes extremely close to the pursuer's sensing boundary before moving behind the Pursuer. Additionally, we explore a special case in which the Pursuer can choose the final time. In this scenario, we determine a (Nash) equilibrium pair for both the final time and the evasion strategy.

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Communication-Aware Map Compression for Online Path-Planning

This paper addresses the problem of the communication of optimally compressed information for mobile robot path-planning. In this context, mobile robots compress their current local maps to assist another robot in reaching a target in an unknown environment. We propose a framework that sequentially selects the optimal compression, guided by the robot's path, by balancing the map resolution and communication cost. Our approach is tractable in close-to-real scenarios and does not necessitate prior environment knowledge. We design a novel decoder that leverages compressed information to estimate the unknown environment via convex optimization with linear constraints and an encoder that utilizes the decoder to select the optimal compression. Numerical simulations are conducted in a large close-to-real map and a maze map and compared with two alternative approaches. The results confirm the effectiveness of our framework in assisting the robot reach its target by reducing transmitted information, on average, by approximately 50% while maintaining satisfactory performance.

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Efficient Communication for Pursuit-Evasion Games with Asymmetric Information

We consider a class of pursuit-evasion differential games in which the evader has continuous access to the pursuer's location, but not vice-versa. There is an immobile sensor (e.g., a ground radar station) that can sense the evader's location and communicate that information intermittently to the pursuer. Transmitting the information from the sensor to the pursuer is costly and only a finite number of transmissions can happen throughout the entire game. The outcome of the game is determined by the control strategies of the players and the communication strategy between the sensor and the pursuer. We obtain the (Nash) equilibrium control strategies for both the players as well as the optimal communication strategy between the static sensor and the pursuer. We discuss a dilemma for the evader that emerges in this game. We also discuss the emergence of implicit communication where the absence of communication from the sensor can also convey some actionable information to the pursuer.

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Optimal Intermittent Sensing for Pursuit-Evasion Games

We consider a class of pursuit-evasion differential games in which the evader has continuous access to the pursuer's location, but not vice-versa. There is a remote sensor (e.g., a radar station) that can sense the evader's location upon a request from the pursuer and communicate that sensed location to the pursuer. The pursuer has a budget on the total number of sensing requests. The outcome of the game is determined by the sensing and motion strategies of the players. We obtain an equilibrium sensing strategy for the pursuer and an equilibrium motion strategy for the evader. We quantify the degradation in the pursuer's pay-off due to its sensing limitations.

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Target Defense against Periodically Arriving Intruders

We consider a variant of pursuit-evasion games where a single defender is tasked to defend a static target from a sequence of periodically arriving intruders. The intruders' objective is to breach the boundary of a circular target without being captured and the defender's objective is to capture as many intruders as possible. At the beginning of each period, a new intruder appears at a random location on the perimeter of a fixed circle surrounding the target and moves radially towards the target center to breach the target. The intruders are slower in speed compared to the defender and they have their own sensing footprint through which they can perfectly detect the defender if it is within their sensing range. Considering the speed and sensing limitations of the agents, we analyze the entire game by dividing it into partial information and full information phases. We address the defender's capturability using the notions of engagement surface and capture circle. We develop and analyze three efficient strategies for the defender and derive a lower bound on the capture fraction. Finally, we conduct a series of simulations and numerical experiments to compare and contrast the three proposed approaches.

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Planning Visual Inspection Tours for a 3D Dubins Airplane Model in an Urban Environment

This paper investigates the problem of planning a minimum-length tour for a three-dimensional Dubins airplane model to visually inspect a series of targets located on the ground or exterior surface of objects in an urban environment. Objects are 2.5D extruded polygons representing buildings or other structures. A visibility volume defines the set of admissible (occlusion-free) viewing locations for each target that satisfy feasible airspace and imaging constraints. The Dubins traveling salesperson problem with neighborhoods (DTSPN) is extended to three dimensions with visibility volumes that are approximated by triangular meshes. Four sampling algorithms are proposed for sampling vehicle configurations within each visibility volume to define vertices of the underlying DTSPN. Additionally, a heuristic approach is proposed to improve computation time by approximating edge costs of the 3D Dubins airplane with a lower bound that is used to solve for a sequence of viewing locations. The viewing locations are then assigned pitch and heading angles based on their relative geometry. The proposed sampling methods and heuristics are compared through a Monte-Carlo experiment that simulates view planning tours over a realistic urban environment.

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Target Defense against Sequentially Arriving Intruders

We consider a variant of the target defense problem where a single defender is tasked to capture a sequence of incoming intruders. The intruders' objective is to breach the target boundary without being captured by the defender. As soon as the current intruder breaches the target or gets captured by the defender, the next intruder appears at a random location on a fixed circle surrounding the target. Therefore, the defender's final location at the end of the current game becomes its initial location for the next game. Thus, the players pick strategies that are advantageous for the current as well as for the future games. Depending on the information available to the players, each game is divided into two phases: partial information and full information phase. Under some assumptions on the sensing and speed capabilities, we analyze the agents' strategies in both phases. We derive equilibrium strategies for both the players to optimize the capture percentage using the notions of engagement surface and capture circle. We quantify the percentage of capture for both finite and infinite sequences of incoming intruders.

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A Linear Programming Approach for Resource-Aware Information-Theoretic Tree Abstractions

In this chapter, an integer linear programming formulation for the problem of obtaining task-relevant, multi-resolution, environment abstractions for resource-constrained autonomous agents is presented. The formulation leverages concepts from information-theoretic signal compression, specifically, the information bottleneck (IB) method, to pose an abstraction problem as an optimal encoder search over the space of multi-resolution trees. The abstractions emerge in a task-relevant manner as a function of agent information-processing constraints. We detail our formulation, and show how hierarchical tree structures, signal encoders, and information-theoretic methods for signal compression can be unified under a common theme. A discussion delineating the benefits and drawbacks of our formulation is presented, as well as a detailed explanation how our approach can be interpreted within the context of generating abstractions for resource-constrained autonomous systems. It is shown that the resulting information-theoretic abstraction problem over the space of multi-resolution trees can be formulated as a integer linear programming (ILP) problem. We demonstrate the approach on a number of examples, and provide a discussion detailing the differences of the proposed framework compared to existing methods. Lastly, we consider a linear program relaxation of the ILP problem, thereby demonstrating that multi-resolution information-theoretic tree abstractions can be obtained by solving a convex program.

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Actuator Scheduling for Linear Systems: A Convex Relaxation Approach

In this letter, we investigate the problem of actuator scheduling for networked control systems. Given a stochastic linear system with a number of actuators, we consider the case that one actuator is activated at each time. This problem is combinatorial in nature and NP hard to solve. We propose a convex relaxation to the actuator scheduling problem, and use its solution as a reference to design an algorithm for solving the original scheduling problem. Using dynamic programming arguments, we provide a suboptimality bound of our proposed algorithm. Furthermore, we show that our framework can be extended to incorporate multiple actuators scheduling at each time and actuation costs. A simulation example is provided, which shows that our proposed method outperforms a random selection approach and a greedy selection approach.

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One Apollonius Circle is Enough for Many Pursuit-Evasion Games

This paper investigates obstacle-free simple motion pursuit-evasion problems where the pursuer is faster and game termination is point capture. It is well known that the interior of the Apollonius Circle (AC) is the evader's dominance region, however, it was unclear whether the evader could reach outside the initial AC without being captured. We construct a pursuit strategy that guarantees the capture of an evader within an arbitrarily close neighborhood of the initial AC. The pursuer strategy is derived by reformulating the game into a nonlinear control problem, and the guarantee holds against any admissible evader strategy. Our result implies that the evader can freely select the capture location, but only inside the initial AC. Therefore, a class of problems, including those where the payoff is determined solely based on the location of capture, are now trivial.

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Optimal Controller and Quantizer Selection for Partially Observable Linear-Quadratic-Gaussian Systems

In networked control systems, often the sensory signals are quantized before being transmitted to the controller. Consequently, performance is affected by the coarseness of this quantization process. Modern communication technologies allow users to obtain resolution-varying quantized measurements based on the prices paid. In this paper, we consider joint optimal controller synthesis and quantizer scheduling for a partially observed Quantized-Feedback Linear-Quadratic-Gaussian (QF-LQG) system, where the measurements are quantized before being sent to the controller. The system is presented with several choices of quantizers, along with the cost of using each quantizer. The objective is to jointly select the quantizers and synthesize the controller to strike an optimal balance between control performance and quantization cost. When the innovation signal is quantized instead of the measurement, the problem is decoupled into two optimization problems: one for optimal controller synthesis, and the other for optimal quantizer selection. The optimal controller is found by solving a Riccati equation and the optimal quantizer selection policy is found by solving a linear program (LP)- both of which can be solved offline.

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Sensor Scheduling for Linear Systems: A Covariance Tracking Approach

We consider the classical sensor scheduling problem for linear systems where only one sensor is activated at each time. We show that the sensor scheduling problem has a close relation to the sensor design problem and the solution of a sensor schedule problem can be extracted from an equivalent sensor design problem. We propose a convex relaxation to the sensor design problem and a reference covariance trajectory is obtained from solving the relaxed sensor design problem. Afterwards, a covariance tracking algorithm is designed to obtain an approximate solution to the sensor scheduling problem using the reference covariance trajectory obtained from the sensor design problem. While the sensor scheduling problem is NP-hard, the proposed framework circumvents this computational complexity by decomposing this problem into a convex sensor design problem and a covariance tracking problem. We provide theoretical justification and a sub-optimality bound for the proposed method using dynamic programming. The proposed method is validated over several experiments portraying the efficacy of the framework.

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Information-Theoretic Abstractions for Planning in Agents with Computational Constraints

In this paper, we develop a framework for path-planning on abstractions that are not provided to the agent a priori but instead emerge as a function of the available computational resources. We show how a path-planning problem in an environment can be systematically approximated by solving a sequence of easier to solve problems on abstractions of the original space. The properties of the problem are analyzed, and a number of theoretical results are presented and discussed. A numerical example is presented to show the utility of the approach and to corroborate the theoretical findings. We conclude by providing a discussion detailing the connections of the proposed approach to anytime algorithms and bounded rationality.

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Multi-Agent Consensus Subject to Communication and Privacy Constraints

We consider a multi-agent consensus problem in the presence of adversarial agents. The adversaries are able to listen to the inter-agent communications and try to estimate the state of the agents. The agents have a limited bit-rate for communication and are required to quantize the transmitted signal in order to meet the bit-rate constraint of the communication channel. We propose a consensus protocol that is protected against the adversaries, i.e., the expected mean-square error of the adversary state estimate is lower bounded. In order to deal with the bit-rate constraint, we propose a dynamic quantization scheme that guarantees protected consensus.

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Information-Theoretic Abstractions for Resource-Constrained Agents via Mixed-Integer Linear Programming

In this paper, a mixed-integer linear programming formulation for the problem of obtaining task-relevant, multi-resolution, graph abstractions for resource-constrained agents is presented. The formulation leverages concepts from information-theoretic signal compression, specifically the information bottleneck (IB) method, to pose a graph abstraction problem as an optimal encoder search over the space of multi-resolution trees. The abstractions emerge in a task-relevant manner as a function of agent information-processing constraints, and are not provided to the system a priori. We detail our formulation and show how the problem can be realized as an integer linear program. A non-trivial numerical example is presented to demonstrate the utility in employing our approach to obtain hierarchical tree abstractions for resource-limited agents.

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Event-triggered Feedback Control for Signal Temporal Logic Tasks

A framework for the event-triggered control synthesis under signal temporal logic (STL) tasks is proposed. In our previous work, a continuous-time feedback control law was designed, using the prescribed performance control technique, to satisfy STL tasks. We replace this continuous-time feedback control law by an event-triggered controller. The event-triggering mechanism is based on a maximum triggering interval and on a norm bound on the difference between the value of the current state and the value of the state at the last triggering instance. Simulations of a multi-agent system quantitatively show the efficacy of using an event-triggered controller to reduce communication and computation efforts.

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