A pursuit-evasion game robot controller design based on a neural network with an improved optimization algorithm

Q3 Mathematics
Mustafa Wassef Hasan, Luay G. Ibrahim
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引用次数: 0

Abstract

A pursuit-evasion game (PEG) is a type of game that utilizes one or several cooperative pursuers to capture one or several evaders. The PEG game concept has been used in different multi-robot applications such as transportation or navigation applications, search and rescue, surveillance applications such as collision avoidance and air traffic control systems, multi-defense applications such as missile guidance systems, and medical applications such as analyzing biological behaviors. Regardless of the benefits of PEG, one of the main drawbacks of such systems is the computational burden and the immense time required to learn such systems. For this reason, this work proposes a neural network game based on the pursuit-evasion game, where the leader (evader) robot tries to eat several particles/apples distributed inside a closed game environment with boundary and inner obstacles. In contrast, a follower (pursuer) robot tries to capture the leader robot and stop the particle-eating process. The leader and follower robots were designed based on a differential two-wheel robot (DTWR). The neural network is presented to control and learn the leader and follower robot directions with respect to the boundary and inside obstacles in the game environment. The neural network weights are learned using an improved sine cosine algorithm based on chaotic theory (ISCACT). The ISCACT is proposed to solve and avoid the proposed game of being trapped in the local minimum problem. The ISCACT is tested based on five multimodal benchmark functions. The ISCACT has been used in two cases, the first case arises when ISCACT is used in the follower robot’s learning process. In the second case, the ISCACT has been used in the leader robot’s learning process. The results for the first and second cases prove the superiority of the ISCACT compared with other existing works in enhancing the PEG performance time and reducing the computational burden for multi-robot applications.
基于神经网络和改进优化算法的追逐-逃避游戏机器人控制器设计
追逐-逃避游戏(PEG)是一种利用一个或多个合作追逐者捕捉一个或多个逃避者的游戏。PEG 游戏概念已被用于不同的多机器人应用中,如运输或导航应用、搜索和救援、监控应用(如避免碰撞和空中交通管制系统)、多重防御应用(如导弹制导系统)以及医疗应用(如分析生物行为)。尽管 PEG 有诸多优点,但其主要缺点之一是学习此类系统所需的计算负担和大量时间。因此,本研究提出了一种基于 "追逐-逃避 "博弈的神经网络博弈。在这种博弈中,领跑者(逃避者)机器人试图吃掉分布在一个封闭博弈环境中的多个颗粒/苹果,该环境具有边界和内部障碍物。与此相反,跟随者(追逐者)机器人则试图捕获领导者机器人并阻止吃颗粒的过程。领导者和追随者机器人是基于差分双轮机器人(DTWR)设计的。神经网络用于控制和学习领跑者和追随者机器人在游戏环境中相对于边界和内部障碍物的方向。使用基于混沌理论的改进正弦余弦算法(ISCACT)学习神经网络权重。提出 ISCACT 的目的是为了解决和避免所提出的游戏陷入局部最小值问题。根据五个多模态基准函数对 ISCACT 进行了测试。ISCACT 在两种情况下使用,第一种情况是 ISCACT 用于跟随机器人的学习过程。在第二种情况下,ISCACT 被用于领导机器人的学习过程。第一种情况和第二种情况的结果证明,与其他现有研究相比,ISCACT 在提高 PEG 性能时间和减少多机器人应用的计算负担方面更具优势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Results in Control and Optimization
Results in Control and Optimization Mathematics-Control and Optimization
CiteScore
3.00
自引率
0.00%
发文量
51
审稿时长
91 days
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