2015
DOI: 10.1007/s13235-015-0156-0
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A Dijkstra-Type Algorithm for Dynamic Games

Abstract: We study zero-sum dynamic games with deterministic transitions and alternating moves of the players. Player 1 aims at reaching a terminal set and minimizing a possibly discounted running and final cost. We propose and analyze an algorithm that computes the value function of these games extending Dijkstra's algorithm for shortest paths on graphs. We also show the connection of these games with numerical schemes for differential games of pursuit-evasion type, if the grid is adapted to the dynamical system. Under… Show more

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Cited by 3 publications
(7 citation statements)
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“…Our Dijkstra‐like algorithm is patterned after the Dijkstra‐like stochastic shortest path algorithm, but requires less restrictive conditions because an optimal proper policy has the essential character of a consistently improving policy when the arc lengths are nonnegative. As noted earlier, related Dijkstra‐like algorithms were proposed by (without the type of convergence analysis that we give here), and by (under the assumption that all arc lengths are strictly positive, and with an abbreviated convergence argument). We will assume the following: Assumption …”
Section: Methodsmentioning
confidence: 99%
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“…Our Dijkstra‐like algorithm is patterned after the Dijkstra‐like stochastic shortest path algorithm, but requires less restrictive conditions because an optimal proper policy has the essential character of a consistently improving policy when the arc lengths are nonnegative. As noted earlier, related Dijkstra‐like algorithms were proposed by (without the type of convergence analysis that we give here), and by (under the assumption that all arc lengths are strictly positive, and with an abbreviated convergence argument). We will assume the following: Assumption …”
Section: Methodsmentioning
confidence: 99%
“…Problems of this kind have been studied extensively from different points of view (see e.g., Refs. 1,6,7,10,12,13,47,52,58,59,68,80). For our shortest path formulation to be applicable to such a problem, the pursuers and the evaders must have perfect information about each others' positions, and the Cartesian product of their positions (the state of the system) must be restricted to the finite set of nodes of a given graph, with known transition costs (i.e., a "terrain map" that is known a priori).…”
Section: Relations With Other Problems and Literature Reviewmentioning
confidence: 99%
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“…In contrast to approaches like, e.g., finite elements which require fine discretizations [5], the set oriented discretization is particularly suitable for the quantized event-based problem formulation due to its ability to rigorously handle large quantization regions by representing them as boxes or cells in the set oriented discretization. The resulting game on a hypergraph can then be solved using a Dijkstra-type algorithm [11,26] (see also [3] for a recent extension).…”
Section: Game Theoretic Stabilizing Controller Design For Perturbed Smentioning
confidence: 99%