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Game tree search for minimizing detectability and maximizing visibility
Journal article   Open access   Peer reviewed

Game tree search for minimizing detectability and maximizing visibility

Zhongshun Zhang, Jonathon M. Smereka, Joseph Lee, Lifeng Zhou, Yoonchang Sung and Pratap Tokekar
Autonomous robots, v 45(2), pp 283-297
01 Feb 2021
url
https://hdl.handle.net/1721.1/131973View
SubmittedCC BY-NC V4.0 Open

Abstract

Computer Science Computer Science, Artificial Intelligence Robotics Science & Technology Technology
We introduce and study the problem of planning a trajectory for an agent to carry out a scouting mission while avoiding being detected by an adversarial opponent. This introduces a multi-objective version of classical visibility-based target search and pursuit-evasion problem. In our formulation, the agent receives a positive reward for increasing its visibility (by exploring new regions) and a negative penalty every time it is detected by the opponent. The objective is to find a finite-horizon path for the agent that balances the trade off between maximizing visibility and minimizing detectability. We model this problem as a discrete, sequential, two-player, zero-sum game. We use two types of game tree search algorithms to solve this problem: minimax search tree and Monte-Carlo search tree. Both search trees can yield the optimal policy but may require possibly exponential computational time and space. We first propose three pruning techniques to reduce the computational time while preserving optimality guarantees. When the agent and the opponent are located far from each other initially, we present a variable resolution technique with longer planning horizon to further reduce computational time. Simulation results show the effectiveness of the proposed strategies in terms of computational time.

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Collaboration types
Industry collaboration
Domestic collaboration
Web of Science research areas
Computer Science, Artificial Intelligence
Robotics
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