部分可观察欧几里德空间中多智能体追逃博弈的对抗规划

Eric Raboin, U. Kuter, Dana S. Nau, Satyandra K. Gupta
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引用次数: 3

摘要

我们描述了一种启发式搜索技术,用于在部分可观察欧几里得空间中的多智能体追逐-逃避博弈,其中一队跟踪者试图最小化他们对逃避目标的不确定性。智能体的移动和观察能力受到多边形障碍物的限制,而每个智能体对其他智能体的了解仅限于直接观察或团队成员的定期更新。我们的多项式时间算法能够为连续二维欧几里得空间中的游戏生成策略,这是对过去仅适用于简单网格世界域的算法的改进。我们证明了我们的算法可以容忍代理之间通信的中断,尽管代理无法直接通信很长一段时间,但仍能继续生成良好的策略。实验还表明,我们的技术可以快速生成有效的策略,对于具有六个或更多代理的合理大小的域,决策时间不到一秒。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adversarial Planning for Multi-Agent Pursuit-Evasion Games in Partially Observable Euclidean Space
We describe a heuristic search technique for multi-agent pursuit-evasion games in partially observable Euclidean space where a team of trackers attempt to minimize their uncertainty about an evasive target. Agents' movement and observation capabilities are restricted by polygonal obstacles, while each agent's knowledge of the other agents is limited to direct observation or periodic updates from team members. Our polynomial-time algorithm is able to generate strategies for games in continuous two-dimensional Euclidean space, an improvement over past algorithms that were only applicable to simple gridworld domains. We demonstrate that our algorithm is tolerant of interruptions in communication between agents, continuing to generate good strategies despite long periods of time where agents are unable to communicate directly. Experiments also show that our technique generates effective strategies quickly, with decision times of less than a second for reasonably sized domains with six or more agents.
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