日本フィジカルAI新聞

世界のフィジカルAIを、日本語で。

追跡逃避arXiv:2206.08318

追跡逃避問題における計画と定式化:キープアウェイゲームとその戦略

Planning and Formulations in Pursuit-Evasion: Keep-away Games and Their Strategies

シェア:XThreadsFacebookLINEはてブBluesky

追跡者と逃避者がアンカーと呼ばれる地点を巡って争うキープアウェイゲームを研究し、静止アンカーでは幾何学的分枝限定法で勝敗を判定するアルゴリズムを提案、動的制約下への拡張も示した。

著者: Weifu Wang, Ping Li

分類: cs.RO

原文アブストラクト

We study a pursuit-evasion problem which can be viewed as an extension of the keep-away game. In the game, pursuer(s) will attempt to intersect or catch the evader, while the evader can visit a fixed set of locations, which we denote as the anchors. These anchors may or may not be stationary. When the velocity of the pursuers is limited and considered low compared to the evaders, we are interested in whether a winning strategy exists for the pursuers or the evaders, or the game will draw. When the anchors are stationary, we show an algorithm that can help answer the above question. The primary motivation for this study is to explore the boundaries between kinematic and dynamic constraints. In particular, whether the solution of the kinematic problem can be used to speed up the search for the problems with dynamic constraints and how to discretize the problem to utilize such relations best. In this work, we show that a geometric branch-and-bound type of approach can be used to solve the stationary anchor problem, and the approach and the solution can be extended to solve the dynamic problem where the pursuers have dynamic constraints, including velocity and acceleration bounds.

  1. 1Boston Dynamics、車輪付きAtlasの研究試作機を紹介研究・技術
  2. 2GXOとApptronik、Apolloの物流現場試験を拡大 最大1,000台の展開を構想量産・展開
  3. 3newmoとKDDIが資本業務提携 2028年に堺市で自動運転タクシー商用化目指す提携・買収
  4. 4NVIDIA、CoRLでGR00T 2とIsaac Lab 3.0を発表新製品・発表
  5. 5UC BerkeleyとNVIDIAの研究者、AIエージェントでロボット制御コードを仮想環境で改善研究・技術

PR・アフィリエイト広告

OZ GAMING(GPU搭載BTOゲーミングPC)

OZ GAMING(GPU搭載BTOゲーミングPC)の公式広告バナーOZ GAMINGで完成品PCを見る ↗
PR本紙発行元 EmplifAI