Abstract:Existing pursuer-evader (PE) game algorithms do not provide good real-time solutions for situations with the following complexities: (1) multi-pursuer multi-evader, (2) multiple evaders with superior control resources such as higher speeds, and (3) jamming confrontation between pursuers and evaders. This paper introduces a real-time decentralized approach, in which decentralization strategy reduces computational complexity in multi-pursuer multievader situations, cooperative chasing strategy guarantees capture… Show more
“…In [23] a two-pursuer one-evader game is considered and solved. A multi-player pursuit-evasion game with evaders having speed higher than the pursuers is considered in [69,71]. The conventional multi-player pursuit-evasion games assumes that either the pursuers or the evaders are able to have global information of the system.…”
One of the main challenges for autonomous spacecraft relative guidance and control is extending the algorithms for autonomous rendezvous and docking (AR&D) operations to multiple collaborative spacecraft.In this thesis, the autonomous rendezvous problem, between two active spacecraft, is formulated as a two player nonzero-sum differential game. The local-vertical local-horizontal (LVLH) rotating reference frame is used to describe the dynamic of the game.The State-Dependent Riccati equation (SDRE) method is applied to extend the Linear Quadratic differential game theory to obtain a feedback control law for nonlinear equation of relative motion. In the simulations both the spacecraft use continuous thrust engines. A comparison among Pareto and Nash equilibrium has been performed.A multiplayer sequential game strategy is used to extend the control law to many spacecraft for relative motion synchronization in an on-orbit self assembly strategy.
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SommarioUno dei possibili sviluppi della guida e del controllo relativo nello spazio è quella di estendere gli algoritmi per operazioni di rendezvous e di docking autonome a più veicoli spaziali che collaborano tra di loro. Il problema del rendezvous tra due veicoli spaziali viene risolto utilizzando la teoria dei giochi differenziali lineari quadratici. La dinamica del gioco viene descritta in un sistema di riferimento cartesiano non inerziale.Per estendere l'utilizzo della teoria dei giochi differenziali lineari quadratici alle equazioni non lineari di moto relativo è stata utilizzata le tecnica di parametrizzazione in funzione dello stato o linearizzazione estesa. Nelle simulazioni è stato valutato il confronto tra le prestazioni e le traiettorie ottenute con l'equilibrio di Pareto e quello di Nash quando entrambi i veicoli spaziali agiscono sotto spinta continua.Una strategia sequenziale è stata utilizzata per estendere il gioco differenziali a più di due giocatori per avere la sincronizzazione del moto relativo durante operazioni di assemblaggio nello spazio.3
“…In [23] a two-pursuer one-evader game is considered and solved. A multi-player pursuit-evasion game with evaders having speed higher than the pursuers is considered in [69,71]. The conventional multi-player pursuit-evasion games assumes that either the pursuers or the evaders are able to have global information of the system.…”
One of the main challenges for autonomous spacecraft relative guidance and control is extending the algorithms for autonomous rendezvous and docking (AR&D) operations to multiple collaborative spacecraft.In this thesis, the autonomous rendezvous problem, between two active spacecraft, is formulated as a two player nonzero-sum differential game. The local-vertical local-horizontal (LVLH) rotating reference frame is used to describe the dynamic of the game.The State-Dependent Riccati equation (SDRE) method is applied to extend the Linear Quadratic differential game theory to obtain a feedback control law for nonlinear equation of relative motion. In the simulations both the spacecraft use continuous thrust engines. A comparison among Pareto and Nash equilibrium has been performed.A multiplayer sequential game strategy is used to extend the control law to many spacecraft for relative motion synchronization in an on-orbit self assembly strategy.
2
SommarioUno dei possibili sviluppi della guida e del controllo relativo nello spazio è quella di estendere gli algoritmi per operazioni di rendezvous e di docking autonome a più veicoli spaziali che collaborano tra di loro. Il problema del rendezvous tra due veicoli spaziali viene risolto utilizzando la teoria dei giochi differenziali lineari quadratici. La dinamica del gioco viene descritta in un sistema di riferimento cartesiano non inerziale.Per estendere l'utilizzo della teoria dei giochi differenziali lineari quadratici alle equazioni non lineari di moto relativo è stata utilizzata le tecnica di parametrizzazione in funzione dello stato o linearizzazione estesa. Nelle simulazioni è stato valutato il confronto tra le prestazioni e le traiettorie ottenute con l'equilibrio di Pareto e quello di Nash quando entrambi i veicoli spaziali agiscono sotto spinta continua.Una strategia sequenziale è stata utilizzata per estendere il gioco differenziali a più di due giocatori per avere la sincronizzazione del moto relativo durante operazioni di assemblaggio nello spazio.3
“…Being the first of its kind, the research contribution, which extends the recent results in [6]- [8], includes a new forecasting capability for a complete probabilistic description of performance distributions that will affect the consequence factor of pursuit and evasion interactions. In particular, all respective measures of social payouts for stochastic multiplayer pursuit evasion are viewed as random variables with mixed random realizations from uncertain environments.…”
Section: Introductionmentioning
confidence: 99%
“…There has been a great number of applications that use closed-loop saddle-point equilibria in the literature on deterministic zero-sum differential games [4] and [8]. Due to computational complexities, a complete probabilistic description of performance uncertainty for multiplayer pursuit evasion even in a linear-quadratic framework against stochastic and adversarial elements is less usual.…”
The research proposes a new method of assessing performance risk and uncertainty with high confidence for a linear-quadratic class of stochastic pursuit-evasion on the basis of multi-player confrontations and competitions. The proposed method to characterize higher-order performance uncertainties for this class of differential games is enabled by three prerequisites: 1) the Know-How related to competence; 2) the KnowHow-to-Cooperate for coordination between activities; and 3) the performance-measure statistics for coalitional performance robustness capturing adversarial elements from competitive teams and stochastic surprises from stationary environments.
I. INTRODUCTIONSince the 1950s, the work of Issacs [3] in deterministic pursuit-evasion game of a single pursuer and a single evader with perfect information pattern and common knowledge has been greatly extended to pursuit-evasion with multiple pursuers and multiple evaders. There has been a great number of applications that use closed-loop saddle-point equilibria in the literature on deterministic zero-sum differential games [4] and [8]. Due to computational complexities, a complete probabilistic description of performance uncertainty for multiplayer pursuit evasion even in a linear-quadratic framework against stochastic and adversarial elements is less usual. To the best knowledge of the author, there hasn't yet been any work done for stochastic multi-player pursuit-evasion problems in which team members have a consensus interest to improve the team performance robustness beyond the statistical averaging against mixed random realizations from noisy environments and deceptions from competitive teams.Being the first of its kind, the research contribution, which extends the recent results in [6]-[8], includes a new forecasting capability for a complete probabilistic description of performance distributions that will affect the consequence factor of pursuit and evasion interactions. In particular, all respective measures of social payouts for stochastic multiplayer pursuit evasion are viewed as random variables with mixed random realizations from uncertain environments. Information about a priori regularities of noisy environments is assumed to be common knowledge. Furthermore, it is assumed here that each team will choose interaction strategies which will be best for its coalition payout, whether it is an internalized goal of either i) performance probing via an effective knowledge construct that is capable of extracting the knowledge of higher-order characteristics of performance distributions; ii) performance cautioning that mitigates performance riskiness with multiple validity and reliability attributes through the use of variance, skewness, flatness, to
“…Over the many issues for contextual target tracking, we looked at the variations in the themes and while there is discussion on context awareness (as situation awareness using ontologies and logical networks), there was limited analysis of connections to threat assessment [97] for context inference. Ideas exist for game-theoretic modeling of multiple affiliation entities being tracked [98]; however, there is a need for context-based human, social, cultural, and behavior (HSCB) modeling and assessment [99]. For example, HSCB can be used can be used with road information to isolate which pedestrians, how fast cars are moving on roads, and clutter mitigation that does not conform to social, cultural and behavioral norms which leads to human, animal, vehicle and clutter (HVAC) target categorization.…”
Many information fusion solutions work well in the intended scenarios; but the applications, supporting data, and capabilities change over varying contexts. One example is weather data for electro-optical target trackers of which standards have evolved over decades. The operating conditions of: technology changes, sensor/target variations, and the contextual environment can inhibit performance if not included in the initial systems design. In this paper, we seek to define and categorize different types of contextual information. We describe five contextual information categories that support target tracking: (1) domain knowledge from a user to aid the information fusion process through selection, cueing, and analysis, (2) environment-to-hardware processing for sensor management, (3) known distribution of entities for situation/threat assessment, (4) historical traffic behavior for situation awareness patterns of life (POL), and (5) road information for target tracking and identification. Appropriate characterization and representation of contextual information is needed for future high-level information fusion systems design to take advantage of the large data content available for a priori knowledge target tracking algorithm construction, implementation, and application.
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