2018
DOI: 10.1016/j.automatica.2017.12.045
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Image feedback based optimal control and the value of information in a differential game

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Cited by 25 publications
(13 citation statements)
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“…Consider the system (1) and suppose that Assumptions 1, 3 and 4 hold. Given X 0 P and X 0 E , the number q of the evaders which the pursuit team can guarantee to prevent from reaching the target region Ω tar is given by (1), ..., z(N v )] T , z(i) = 0, 1 (50) and the maximum matching is given by z * = argmax z (c T z). The parameter matrixes and vectors are defined as follows: c = ones(N v , 1), b 1 = r T , A 1 = I Nv , b 2 = ones(N e , 1), A 2 = ones(1, N v /N e ) ⊗ I Ne , b 3 = ones(N p , 1) (51) and A 3 is computed by Algorithm 2 presented below.…”
Section: Definition 8 (Execution Pursuit Coalition) a Pursuit Coalitionmentioning
confidence: 99%
See 1 more Smart Citation
“…Consider the system (1) and suppose that Assumptions 1, 3 and 4 hold. Given X 0 P and X 0 E , the number q of the evaders which the pursuit team can guarantee to prevent from reaching the target region Ω tar is given by (1), ..., z(N v )] T , z(i) = 0, 1 (50) and the maximum matching is given by z * = argmax z (c T z). The parameter matrixes and vectors are defined as follows: c = ones(N v , 1), b 1 = r T , A 1 = I Nv , b 2 = ones(N e , 1), A 2 = ones(1, N v /N e ) ⊗ I Ne , b 3 = ones(N p , 1) (51) and A 3 is computed by Algorithm 2 presented below.…”
Section: Definition 8 (Execution Pursuit Coalition) a Pursuit Coalitionmentioning
confidence: 99%
“…The construction of barrier, the most central and important part in RA games, has attracted a lot of attention in pursuitevasion games and until now, achieved remarkable results [45]- [48]. For example, in [49] and [50], the authors compute the barrier for a pursuit-evasion game between an omnidirectional evader and a differential drive robot. For the problem of tracking an evader in an environment containing a corner, the method of explicit policy is used to investigate the escape set and the track set [51].…”
Section: Introductionmentioning
confidence: 99%
“…This problem is a new variant of the classical pursuitevasion problems [7]. Our approach is closer to the visibilitybased [8], [9] pursuit-evasion games. However, the main distinction is that in classical pursuit-evasion games, the goal of the evader (i.e., the agent in our setting) is to always evade the pursuer (i.e., the guard) whereas in our setting, the agent has to explore the environment to increase its visibility while at the same time staying away from the guard.…”
Section: Introductionmentioning
confidence: 97%
“…The proposed problem builds on classic pursuit evasion games [8][9][10] and visibility-based scouting problems [11,12]. In classic pursuit-evasion, the evader (i.e., the agent in our setting) always tries to avoid the capture of the pursuer (i.e., the opponent).…”
Section: Introductionmentioning
confidence: 99%