Proceedings 2002 IEEE International Conference on Robotics and Automation (Cat. No.02CH37292)
DOI: 10.1109/robot.2002.1014421
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A reactive motion planner to maintain visibility of unpredictable targets

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Cited by 43 publications
(34 citation statements)
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“…So, the table used for learning grows proportionaly to the number of elements of the input alphabet. It is worth mentioning that in the simulation we used, to compare with our method, an algorithm inspired on the geomety based methods proposed in (La Valle & Latombe (1997); La Valle & Motwani (1997)) and (Murrieta-Cid & Tovar (2002)). In this investigation, we have shown that the one-observer-robot/one-target-robot tracking problem can be solved satisfactorily using DFA learning algorithms inspired in the formulation of the robot motion tracking as a two-player repeated game and enable us to analyse it in a more general setting than the evader/pursuer case.…”
Section: Robot Motion Tracking Dfa Learning Sketching and Streamingmentioning
confidence: 99%
“…So, the table used for learning grows proportionaly to the number of elements of the input alphabet. It is worth mentioning that in the simulation we used, to compare with our method, an algorithm inspired on the geomety based methods proposed in (La Valle & Latombe (1997); La Valle & Motwani (1997)) and (Murrieta-Cid & Tovar (2002)). In this investigation, we have shown that the one-observer-robot/one-target-robot tracking problem can be solved satisfactorily using DFA learning algorithms inspired in the formulation of the robot motion tracking as a two-player repeated game and enable us to analyse it in a more general setting than the evader/pursuer case.…”
Section: Robot Motion Tracking Dfa Learning Sketching and Streamingmentioning
confidence: 99%
“…The approach presented in [22] computes a motion strategy by maximizing the shortest distance to escape -the shortest distance the evader needs to move in order to escape the pursuer's visibility region. In this work the evaders were assumed to move unpredictably, and the distribution of obstacles in the workspace is assumed to be known in advance.…”
Section: Previous Workmentioning
confidence: 99%
“…More generally, interesting solutions for 2-players PEGs have been proposed when the map of the environment is known by the pursuer. The evader may be predictable LaValle et al (1997a) or more interestingly unpredictable Isler et al (2004); Murrieta-Cid et al (2002;2003). Thanks to the knowledge of the environment, scenarios mostly focus on maintaining the visibility of the target.…”
Section: Introductionmentioning
confidence: 99%