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Meir Pachter

Publications and source records attributed to Meir Pachter.

17 recordsLinked to original sources

Target Defense Using a Turret and Mobile Defender Team

A scenario is considered wherein a stationary, turn constrained agent (Turret) and a mobile agent (Defender) cooperate to protect the former from an adversarial mobile agent (Attacker). The Attacker wishes to reach the Turret prior to getting captured by either the Defender or Turret, if possible. Meanwhile, the Defender and Turret seek to capture the Attacker as far from the Turret as possible. This scenario is formulated as a differential game and solved using a geometric approach. Necessary and sufficient conditions for the Turret-Defender team winning and the Attacker winning are given. In the case of the Turret-Defender team winning equilibrium strategies for the min max terminal distance of the Attacker to the Turret are given. Three cases arise corresponding to solo capture by the Defender, solo capture by the Turret, and capture simultaneously by both Turret and Defender.

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Min-Time Escape of a Dubins Car from a Polygon

A turn constrained vehicle is initially located inside a polygon region and desires to escape in minimum time. First, the method of characteristics is used to describe the time-optimal strategies for reaching a line of infinite length. Next, the approach is extended to polygons constructed of a series of line segments. Using this construction technique, the min-time path to reach each edge is obtained; the resulting minimum of the set of optimal trajectories is then selected for escaping the polygon.

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Equivalence of Dubins Path on Sphere with Geographic Coordinates and Moving Frames

In this article, two methods of addressing path planning for a Dubins vehicle moving on a sphere are considered, wherein either spherical coordinates or a moving frame are considered to describe the vehicle's motion. The primary contribution of this article is to show the equivalence of these two approaches, which in turn shows that the results known for the moving frame-based description transfer to the model utilizing spherical coordinates.

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Pursuit-Evasion on a Sphere and When It Can Be Considered Flat

In classical works on a planar differential pursuit-evasion game with a faster pursuer, the intercept point resulting from the equilibrium strategies lies on the Apollonius circle. This property was exploited for the construction of the equilibrium strategies for two faster pursuers against one evader. Extensions for planar multiple-pursuer single-evader scenarios have been considered. We study a pursuit-evasion game on a sphere and the relation of the equilibrium intercept point to the Apollonius domain on the sphere. The domain is a generalization of the planar Apollonius circle set. We find a condition resulting in the intercept point belonging to the Apollonius domain, which is the characteristic of the planar game solution. Finally, we use this characteristic to discuss pursuit and evasion strategies in the context of two pursuers and a single slower evader on the sphere and illustrate it using numerical simulations.

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Complete Solution of the Lady in the Lake Scenario

In the Lady in the Lake scenario, a mobile agent, L, is pitted against an agent, M, who is constrained to move along the perimeter of a circle. L is assumed to begin inside the circle and wishes to escape to the perimeter with some finite angular separation from M at the perimeter. This scenario has, in the past, been formulated as a zero-sum differential game wherein L seeks to maximize terminal separation and M seeks to minimize it. Its solution is well-known. However, there is a large portion of the state space for which the canonical solution does not yield a unique equilibrium strategy. This paper provides such a unique strategy by solving an auxiliary zero-sum differential game. In the auxiliary differential game, L seeks to reach a point opposite of M at a radius for which their maximum angular speeds are equal (i.e., the antipodal point). L wishes to minimize the time to reach this point while M wishes to maximize it. The solution of the auxiliary differential game is comprised of a Focal Line, a Universal Line, and their tributaries. The Focal Line tributaries' equilibrium strategy for L is semi-analytic, while the Universal Line tributaries' equilibrium strategy is obtained in closed form.

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Surveillance of a Faster Fixed-Course Target

The maximum surveillance of a target which is holding course is considered, wherein an observer vehicle aims to maximize the time that a faster target remains within a fixed-range of the observer. This entails two coupled phases: an approach phase and observation phase. In the approach phase, the observer strives to make contact with the faster target, such that in the observation phase, the observer is able to maximize the time where the target remains within range. Using Pontryagin's Minimum Principle, the optimal control laws for the observer are found in closed-form. Example scenarios highlight various aspects of the engagement.

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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.

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The Synthesis of Optimal Control Laws Using Isaacs' Method for the Solution of Differential Games

In this paper we advocate for Isaacs' method for the solution of differential games to be applied to the solution of optimal control problems. To make the argument, the vehicle employed is Pontryagin's canonical optimal control example, which entails a double integrator plant. However, rather than controlling the state to the origin, we require the end state to reach a terminal set that contains the origin in its interior. Indeed, in practice, it is required to control to a prescribed tolerance rather than reach a desired end state; constraining the end state to a terminal manifold of co-dimension n-1 renders the optimal control problem easier to solve. The global solution of the optimal control problem is obtained and the synthesized optimal control law is in state feedback form. In this respect, two target sets are considered: a smooth circular target and a square target with corners. Closed-loop state-feedback control laws are synthesized that drive the double integrator plant from an arbitrary initial state to the target set in minimum time. This is accomplished using Isaacs' method for the solution of differential games, which entails Dynamic Programming (DP), working backward from the Usable Part (UP) of the target set, as opposed to obtaining the optimal trajectories using the necessary conditions for optimality provided by Pontryagin's Maximum Principle (PMP). In this paper, the case is made for Isaacs' method for the solution of differential games to be applied to the solution of optimal control problems by way of the juxtaposition of the PMP and DP methods.

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A Differential Game Approach for Beyond Visual Range Tactics

An operational relevant conflict between teams of autonomous vehicles in the Beyond Visual Range domain is addressed in this paper. Optimal strategies are designed in order for a team of air interceptors to protect a high value asset and block the attacking team at a safe distance from such asset. The attacking agents take specific roles of leader and wingman and also devise their own optimal strategies in order to launch an attack as close as possible from the asset. The problem is formulated as a zero-sum differential game between players with different speed over two stages: the attack and the retreat stages. For each stage the state-feedback optimal strategies of each player are derived in analytical form.

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The Barrier Surface in the Cooperative Football Differential Game

This paper considers the blocking or football pursuit-evasion differential game. Two pursuers cooperate and try to capture the ball carrying evader as far as possible from the goal line. The evader wishes to be as close as possible to the goal line at the time of capture and, if possible, reach the line. In this paper the solution of the game of kind is provided: The Barrier surface that partitions the state space into two winning sets, one for the pursuer team and one for the evader, is constructed. Under optimal play, the winning team is determined by evaluating the associated Barrier function.

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An Introduction to Pursuit-evasion Differential Games

Pursuit and evasion conflicts represent challenging problems with important applications in aerospace and robotics. In pursuit-evasion problems, synthesis of intelligent actions must consider the adversary's potential strategies. Differential game theory provides an adequate framework to analyze possible outcomes of the conflict without assuming particular behaviors by the opponent. This article presents an organized introduction of pursuit-evasion differential games with an overview of recent advances in the area. First, a summary of the seminal work is outlined, highlighting important contributions. Next, more recent results are described by employing a classification based on the number of players: one-pursuer-one-evader, N-pursuers-one-evader, one-pursuer-M-evaders, and N-pursuer-M-evader games. In each scenario, a brief summary of the literature is presented. Finally, two representative pursuit-evasion differential games are studied in detail: the two-cutters and fugitive ship differential game and the active target defense differential game. These problems provide two important applications and, more importantly, they give great insight into the realization of cooperation between friendly agents in order to form a team and defeat the adversary.

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The Complete Differential Game of Active Target Defense

In the Target-Attacker-Defender (TAD) differential game, an Attacker missile strives to capture a Target aircraft. The Target tries to escape the Attacker and is aided by a Defender missile which aims at intercepting the Attacker before the latter manages to close in on the Target. The conflict between these intelligent adversaries has been suitably modeled as a zero-sum differential game. Optimal strategies have been synthesized covering the region of the state space where the Target/Defender team is able to win the game. However, the Game of Degree in the Attacker's region of win has not been fully addressed. Preliminary attempts at designing the players' strategies have not been proven to be optimal in the differential game sense. The main results of the paper present the optimal strategies of the Game of Degree in the Attacker's winning region of the state space. It is proven that the obtained strategies provide the saddle-point solution of the game; the Value function is obtained and it is shown to be continuous and continuously differentiable. It is also demonstrated that it is the solution of the Hamilton-Jacobi-Isaacs (HJI) equation. Finally, the obtained strategies are compared to recent results addressing the TAD differential game in [22]. It is shown by counterexample that the strategies proposed in [22] are not optimal. The unique regular solution of this differential game that actually provides a semipermeable Barrier surface is synthesized and verified in this paper.

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Multiple Pursuer Multiple Evader Differential Games

In this paper an N-pursuer vs. M-evader team conflict is studied. The differential game of border defense is addressed and we focus on the game of degree in the region of the state space where the pursuers are able to win. This work extends classical differential game theory to simultaneously address weapon assignments and multi-player pursuit-evasion scenarios. Saddle-point strategies that provide guaranteed performance for each team regardless of the actual strategies implemented by the opponent are devised. The players' optimal strategies require the co-design of cooperative optimal assignments and optimal guidance laws. A representative measure of performance is proposed and the Value function of the game is obtained. It is shown that the Value function is continuous, continuously differentiable, and that it satisfies the Hamilton-Jacobi-Isaacs equation - the curse of dimensionality is overcome and the optimal strategies are obtained. The cases of N=M and N>M are considered. In the latter case, cooperative guidance strategies are also developed in order for the pursuers to exploit their numerical advantage. This work provides a foundation to formally analyze complex and high-dimensional conflicts between teams of N pursuers and M evaders by means of differential game theory.

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Escape Regions of the Active Target Defense Differential Game

The active target defense differential game is addressed in this paper. In this differential game an Attacker missile pursues a Target aircraft. The aircraft is however aided by a Defender missile launched by, say, the wingman, to intercept the Attacker before it reaches the Target aircraft. Thus, a team is formed by the Target and the Defender which cooperate to maximize the separation between the Target aircraft and the point where the Attacker missile is intercepted by the Defender missile, while the Attacker simultaneously tries to minimize said distance. This paper focuses on characterizing the set of coordinates such that if the Target's initial position belong to this set then its survival is guaranteed if both the Target and the Defender follow their optimal strategies. Such optimal strategies are presented in this paper as well.

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Active Target Defense Differential Game with a Fast Defender

This paper addresses the active target defense differential game where an Attacker missile pursues a Target aircraft. A Defender missile is fired by the Target's wingman in order to intercept the Attacker before it reaches the aircraft. Thus, a team is formed by the Target and the Defender which cooperate to maximize the distance between the Target aircraft and the point where the Attacker missile is intercepted by the Defender missile, while the Attacker tries to minimize said distance. The results shown here extend previous work. We consider here the case where the Defender is faster than the Attacker. The solution to this differential game provides optimal heading angles for the Target and the Defender team to maximize the terminal separation between Target and Attacker and it also provides the optimal heading angle for the Attacker to minimize the said distance.

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Bounding Procedures for Stochastic Dynamic Programs with Application to the Perimeter Patrol Problem

One often encounters the curse of dimensionality in the application of dynamic programming to determine optimal policies for controlled Markov chains. In this paper, we provide a method to construct sub-optimal policies along with a bound for the deviation of such a policy from the optimum via a linear programming approach. The state-space is partitioned and the optimal cost-to-go or value function is approximated by a constant over each partition. By minimizing a non-negative cost function defined on the partitions, one can construct an approximate value function which also happens to be an upper bound for the optimal value function of the original Markov Decision Process (MDP). As a key result, we show that this approximate value function is {\it independent} of the non-negative cost function (or state dependent weights as it is referred to in the literature) and moreover, this is the least upper bound that one can obtain once the partitions are specified. Furthermore, we show that the restricted system of linear inequalities also embeds a family of MDPs of lower dimension, one of which can be used to construct a lower bound on the optimal value function. The construction of the lower bound requires the solution to a combinatorial problem. We apply the linear programming approach to a perimeter surveillance stochastic optimal control problem and obtain numerical results that corroborate the efficacy of the proposed methodology.

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