• Title/Summary/Keyword: 추적-회피게임

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Performance Analysis of Pursuit- Evasion Game Based Guidance Laws (추적-회피 게임 기반 유도법칙의 성능 분석)

  • Kim, Young-Sam;Tahk, Min-Jea;Ryu, Hyeok
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.36 no.8
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    • pp.747-752
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    • 2008
  • We propose a guidance law based on pursuit-evasion game solutions, and analyze its performance. The game solutions are obtained from the pursuit-evasion game solver developed by Tahk. The initial value of the game solution is used for guidance, and then the pursuit-evasion game is solved again at the next time step. In this respect, the proposed guidance laws are similar to the approach of model predictive control. The proposed guidance method is compared with proportional navigation guidance for a pursuit-evasion scenario, in which the evader always tries to maximize the capture time. According to the comparison, it has larger a capture set than ones of proportional navigation guidance law.

Improvements of pursuit performance using episodic parameter optimization in probabilistic games (에피소드 매개변수 최적화를 이용한 확률게임에서의 추적정책 성능 향상)

  • Kwak, Dong-Jun;Kim, H.-Jin
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.40 no.3
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    • pp.215-221
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    • 2012
  • In this paper, we introduce an optimization method to improve pursuit performance of a pursuer in a pursuit-evasion game (PEG). Pursuers build a probability map and employ a hybrid pursuit policy which combines the merits of local-max and global-max pursuit policies to search and capture evaders as soon as possible in a 2-dimensional space. We propose an episodic parameter optimization (EPO) algorithm to learn good values for the weighting parameters of a hybrid pursuit policy. The EPO algorithm is performed while many episodes of the PEG are run repeatedly and the reward of each episode is accumulated using reinforcement learning, and the candidate weighting parameter is selected in a way that maximizes the total averaged reward by using the golden section search method. We found the best pursuit policy in various situations which are the different number of evaders and the different size of spaces and analyzed results.

A numerical solver for quantitative pursuit-evasion game (정량적 추적자-회피자 게임을 위한 수치해석기)

  • 이훈구;탁민제
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.474-477
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    • 1996
  • In this paper, a numerical method is developed to solve the 2 dimensional missile/target persuit-evasion game. The numerical solver for the problem is composed of two parts: parametrization of the kinematic equations of motion using collocation and optimization of the parametrized minimax problem using a nonlinear programming. A numerical example is solved to verify the performance of the proposed numerical scheme.

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Differential Game of Approach with an Inertial Evader and Two Noninertial Pursuers (한 관성 회피자와 두 비관성 추적자 간의 접근 미분 게임)

  • Nam, Dong-K.;Seo, Jin-H.
    • Proceedings of the KIEE Conference
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    • 1995.11a
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    • pp.213-215
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    • 1995
  • This paper is concerned with a coplanar pursuit-evasion game of one inertial evader and two identical noninertial pursuers. The terminal time is fired and the payoff is the distance between the evader and the nearest pursuer when tile game is terminated. The value functions and the strategies is constructed for all the game surface. To get a value function, we use the generalization of the Bellman-Isaacs fundamental equation.

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A Pursuit-Evasion Game Between a Missile and an Aircraft (미사일과 항공기간의 추적.회피 게임)

  • Byun, Ji-Joon;Seo, Jin-H.
    • Proceedings of the KIEE Conference
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    • 1996.07b
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    • pp.946-948
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    • 1996
  • In this paper, we consider a 2-dimensional pursuit-evasion game between a maneuvering target and a coasting missile using qualitative game theory. The optimal evasion algorithm of the target and the optimal guidance algorithm of the missile are determined and the barrier trajectories of this game are obtained through computer simulation. The optimal strategy of the missile and target is to turn toward the final line of sight direction using maximum input and maintain its direction. The capture set of the missile can be obtained by backward integration from the BUP.

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Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

Path Following Behavior of Crowd (군중의 경로 추적 행동)

  • Yi, Ji-hyeon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.10-14
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    • 2008
  • Computer-animated crowd scenes are often observed in computer games and feature films. The common way to model locomotion of large human crowds is to employ agent based methods where the behavior of each person is independently modeled. But for large crowds, it is difficult for a user to control all the individuals using individual behavior model. Instead, crowd behaviors can be controlled more intuitively at the group level than at the individual level. In this paper, we present the group force field model to simulate path following behavior for groups. A group is a set of characters who have the same goals, i.e. the same path to follow. We also define three characteristics of grouping behavior: alignment, cohesion, and distribution. Our group force field model preserves these characteristics while avoiding collisions. By using our model, user can generate desired group behaviors from line-up behavior to lumped one.

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