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Isaac Weintraub

Publications and source records attributed to Isaac Weintraub.

8 recordsLinked to original sources

Interception-Driven Inverse Reachability for Engagement Zone Construction

In contested environments, autonomous vehicles may need to plan around adversarial pursuers whose launch locations are unknown. This paper presents an interception-driven inverse-reachability framework for inferring a feasible pursuer launch region directly from observed interception events for a single pursuer. Each interception induces a geometric constraint on the unknown launch location, and intersecting these constraints yields a bounded set guaranteed to contain the true origin under maximum-capability assumptions. Mapping this inferred set through the pursuer reachable region produces deterministic engagement zones with an explicit worst-case safety interpretation. A probabilistic extension models uncertainty in the pursuer launch location and yields graded engagement-risk fields for risk-aware planning. To accelerate localization, we introduce an information-driven planner for sacrificial agents that selects trajectories to maximize expected contraction of the feasible launch region. Monte Carlo simulations show that the proposed framework rapidly reduces launch-location uncertainty and enables substantially shorter safe trajectories after only a small number of sacrificial deployments.

eess.SY

Collaborative Threat-Aware Autonomy (CTAA)

Navigating teams of unmanned vehicles through environments containing dynamic, adversarial Weapon Engagement Zones~(WEZs) poses a fundamental challenge to mission success: a single vehicle, however capable its onboard guidance, remains a single point of failure. This paper presents a role-differentiated multi-agent framework for collaborative threat-aware trajectory planning in which a fleet of Autonomous Collaborative Platforms~(ACPs) is assigned distinct roles primary intercept, escort, and decoy to improve team-level mission success probability while managing individual WEZ exposure. Each ACP independently employs a reactive guidance law derived from the Collision Sphere Boundary for Evader Zero-Set~(CSBEZ), which accounts for pursuer maneuverability constraints imposed by minimum turn radius, and steers the vehicle toward the safest heading that also makes progress toward its goal. Role assignment and spatial route separation induce two complementary effects: probabilistic redundancy, in which $N$ independent paths raise the team success probability and threat saturation, in which lower-priority escorts and decoys draw adversary attention and free the primary vehicle to transit uncontested.

cs.MA

Reactive Vehicle Guidance using Dynamic Maneuvering Cue

Recent approaches for navigating among dynamic threat regions (i.e., weapon engagement zones) have focused on planning entire trajectories. Moreover, the allowance for penetration into these threat regions was based on heuristic measurements of risk. This paper offers an approach for a more reactive (i.e., feedback-based) guidance that is based on closed-form analytical expressions and thereby suitable for onboard, real-time execution. In addition, a risk measurement is formulated based upon the concept of Dynamic Maneuvering Cue (DMC) which measures the amount of turn a vehicle would need to take in its current state in order to put itself outside the threat region. This approach is then extended to handle multiple threat regions simultaneously (with minimal additional computational complexity). Finally, the DMC constraint is applied to a simple feedback controller as well as a model predictive controller (MPC). The MPC shows better performance but at the cost of having to solve an optimization problem online versus the meager computational burden associated with the simple controller. This approach, which is based on assuming the threats are adversarial, may be used as a conservative method for collision avoidance and deconfliction.

math.OC

Mutual Support by Sensor-Attacker Team for a Passive Target

We introduce a pursuit game played between a team of a sensor and an attacker and a mobile target in the unbounded Euclidean plane. The target is faster than the sensor, but slower than the attacker. The sensor's objective is to keep the target within a sensing radius so that the attacker can capture the target, whereas the target seeks to escape by reaching beyond the sensing radius from the sensor without getting captured by the attacker. We assume that as long as the target is within the sensing radius from the sensor, the sensor-attacker team is able to measure the target's instantaneous position and velocity. We pose and solve this problem as a \emph{game of kind} in which the target uses an open-loop strategy (passive target). Aside from the novel formulation, our contributions are four-fold. First, we present optimal strategies for both the sensor and the attacker, according to their respective objectives. Specifically, we design a sensor strategy that maximizes the duration for which the target remains within its sensing range, while the attacker uses proportional navigation to capture the target. Second, we characterize the \emph{sensable region} -- the region in the plane in which the target remains within the sensing radius of the sensor during the game -- and show that capture is guaranteed {if and only if} the Apollonius circle between the attacker and the target is fully contained within this region. Third, we {derive a lower bound} on the target's speed below which capture is guaranteed, and an upper bound on the target speed above which there exists an escape strategy for the target, from an arbitrary initial orientation between the agents. Fourth, for a given initial orientation between the agents, we present a sharper upper bound on the target speed above which there exists an escape strategy for the target.

eess.SY

One-vs-one Threat-Aware Weaponeering with Basic Engagement Zones

In this paper we address the problem of 'weaponeering', i.e., placing the weapon engagement zone (WEZ) of a vehicle on a moving target, while simultaneously avoiding the target's WEZ. A WEZ describes the lethality region of a range-limited weapon considering both the range of the weapon along with the state of the target. The weapons are assumed to have simple motion, while the vehicles carrying the weapons are modeled with Dubins dynamics. Three scenarios are investigated and are differentiated in the assumptions that can be made about the target in the process of the vehicle control design: 1) no knowledge of target control, 2) avoid unsafe positions assuming the target's optimal control, 3) full knowledge of target's optimal control. The engagement is formulated as a stochastic optimal control problem with uncertainty in the target's control modeled using a noise parameter applied to the target's control input. After discretizing the Hamilton-Jacobi-Bellman equation, Value iteration is then used to obtain an approximate solution for the optimal vehicle control and time-to-go. Simulation results support usage of the first paradigm: assume no knowledge of the target's control.

math.OC

Escape from an Orbiting Pursuer with a Nonzero Capture Radius

This paper explores a multi-agent containment problem, where a fast evader, modeled having constant speed and using constant heading, attempts to escape a circular containment region that is orbited by a slower pursuer with a nonzero capture radius. The pursuer is constrained to move along the edge of the containment region and seeks to capture the evader. This paper presents an in-depth analysis of this pursuer-evader containment scenario. First, multiple types of capture conditions for a single-pursuer case are analyzed defining the worst-case initial position for the pursuer. Second, a parametric study is performed to demonstrate the effects of speed ratio, capture radius, and initial location of the evader. Finally, a reachability analysis is performed to investigate the viable escape headings and reachable regions by the evader. This work provides a foundation for the analysis of escape under more general evader inputs as well as a multiple-pursuer version of the scenario.

math.OC

Competitive Perimeter Defense of Conical Environments

We consider a perimeter defense problem in a planar conical environment in which a single vehicle, having a finite capture radius, aims to defend a concentric perimeter from mobile intruders. The intruders are arbitrarily released at the circumference of the environment and they move radially toward the perimeter with fixed speed. We present a competitive analysis approach to this problem by measuring the performance of multiple online algorithms for the vehicle against arbitrary inputs, relative to an optimal offline algorithm that has information about entire input sequence in advance. In particular, we establish two necessary conditions on the parameter space to guarantee (i) finite competitiveness of any algorithm and (ii) a competitive ratio of at least 2 for any algorithm. We then design and analyze three online algorithms and characterize parameter regimes in which they have finite competitive ratios. Specifically, our first two algorithms are provably 1, and 2-competitive, respectively, whereas our third algorithm exhibits different competitive ratios in different regimes of problem parameters. Finally, we provide a numerical plot in the parameter space to reveal additional insights into the relative performance of our algorithms.

cs.DS

Optimal Strategies for the Game of Protecting a Plane in 3-D

A conflict between rational and autonomous agents is considered. The paper addresses a differential game of protecting a target in the 3-D space. This problem highlights the strong correlation between the highly dynamic scenario, the uncertainty on the behavior of the adversary, and the online and robust computation of state-feedback strategies which guarantee the required level of performance of each player. This work significantly expands previous results around this problem by providing the players' state-feedback saddle-point strategies. Additionally, the continuously differentiable Value function of the multi-agent differential game is obtained and it is shown to be the solution of the Hamilton-Jacobi-Isaacs equation. Finally, the Barrier surface is explicitly obtained and illustrative examples highlight the robustness properties and the guarantees provided by the saddle-point strategies obtained in this paper.

math.OC