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1

Li, Dongxu. "Multi-player pursuit-evasion differential games." Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1164738831.

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2

Prasad, Deepika. "Pursuit Evasion From Multiple Pursuers Using Speed Fluctuation." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367928486.

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3

Soares, Ronan Pardo. "Pursuit-evasion games, decompositions and convexity on graphs." Universidade Federal do CearÃ, 2013. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=11105.

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CoordenaÃÃo de AperfeiÃoamento de NÃvel Superior<br>Esta tese à centrada no estudo de propriedades estruturais de grafos cujas compressÃes permitem a concepÃÃo de algoritmos eficientes para resolver problemas de otimizaÃÃo. Estamos particularmente interessados em decomposiÃÃes, em jogos de perseguiÃÃo-evasÃo e em convexidade. O jogo de Processo foi definido como um modelo para a reconfiguraÃÃo de roteamento em redes WDM. Muitas vezes, jogos de perseguiÃÃo-evasÃo, em que uma equipe de agentes tem como objetivo limpar um grafo nÃo direcionado, estÃo intimamente relacionados com decomposiÃÃes em
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4

Thunberg, Johan. "Consensus and Pursuit-Evasion in Nonlinear Multi-Agent Systems." Doctoral thesis, KTH, Optimeringslära och systemteori, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-143658.

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Within the field of multi-agent systems theory, we study the problems of consensus and pursuit-evasion. In our study of the consensus problem, we first provide some theoretical results and then consider the problem of consensus on SO(3) or attitude synchronization. In Chapter 2, for agents with states in R^m, we present two theorems along the lines of Lyapunov’s second method that, under different conditions, guarantee asymptotic state consensus in multi-agent systems where the interconnection topologies are switching. The first theorem is formulated by using the states of the agents in the mu
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5

Gren, Olaf, and Dennis Magnusson. "A Method for Finding Strategies in Pursuit-Evasion Games." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280341.

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Abstract (sommario):
Many real-world situations can be described as games over finite graphs, con- sisting of a set of agents performing joint actions affecting the state of the game. One class of games over finite graphs are the so called pursuit-evasion games, where a set of pursuers try to capture an evader on a finite map. In some pursuit-evasion games where the position of the evader is unknown finding an optimal strategy to ensure victory for the pursuers can be difficult. One way to simplify this process is by using the multiplayer knowledge-based subset construction (MKBSC) to transform the game graph to a
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6

Pang, Jing-En. "Pursuit-evasion with acceleration, sensing limitation, and electronic counter measures." Connect to this title online, 2007. http://etd.lib.clemson.edu/documents/1193079487/.

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7

Jiao, Yue, and Ivan Skvortsov. "An optimization approach to the multi-player pursuit-evasion problem." Thesis, KTH, Skolan för teknikvetenskap (SCI), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210825.

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In this paper a scenario of one evader being chased by multiple pursuers in two specific simulation environments is studied. The simulation environments are divided into an open area without obstacles and a closed area with obstacles. In the open area a fairly accurate system of dynamics are implemented for both pursuers and evader. The Virtual Vehicle Approach is used to provide a reference trajectory for the pursuers to follow in order to catch the evader. The main purpose of this thesis is to find a decentralized robust control method for the dynamics of the pursuers. In the closed area, th
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8

Hermansson, Richard, and Eric Peldan. "Pursuit and Evasion in Polygonal Environments - A Mixed Integer Linear Programming Approach." Thesis, KTH, Optimeringslära och systemteori, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-105763.

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This report addresses improvements to an already existent model of a Pursuit-and-Evasion problem. The model is formulated using Mixed Integer Linear Programming (MILP). The computation time of the original model is first thoroughly examined by solving for increasingly large areas, and with a varying number of pursuers. Some improvements to the model are suggested for shortening the computation time. Finally, a new model is suggested with the aims of being more realistic and to address an issue in the original model that meant that pursuers must not share tiles (i.e they must stay separated at
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9

Grimm, Christopher Lee Jr. "A tensor-train-decomposition-based algorithm for high-dimensional pursuit-evasion games." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105615.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Aeronautics and Astronautics, 2016.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 99-100).<br>The research presented in this thesis was inspired by an interest in determining feedback strategies for high-dimensional pursuit-evasion games. When a problem is high-dimensional or involves a state space that is defined by several variables, various methods used to solve pursuit-evasion games often require unrealistic computation time. This problem, called the curse of dimensionality, can be m
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10

Phillpot, John. "Line-of-Sight Pursuit and Evasion Games on Polytopes in R^n." Scholarship @ Claremont, 2016. https://scholarship.claremont.edu/hmc_theses/80.

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We study single-pursuer, line-of-sight Pursuit and Evasion games in polytopes in $\mathbb{R}^n$. We develop winning Pursuer strategies for simple classes of polytopes (monotone prisms) in Rn, using proven algorithms for polygons as inspiration and as subroutines. More generally, we show that any Pursuer-win polytope can be extended to a new Pursuer-win polytope in more dimensions. We also show that some more general classes of polytopes (monotone products) do not admit a deterministic winning Pursuer strategy. Though we provide bounds on which polytopes are Pursuer-win, these bounds are not ti
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11

Goode, Brian Joseph. "A State Space Partitioning Scheme for Vehicle Control in Pursuit-Evasion Scenarios." Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/40266.

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Pursuit-evasion games are the subject of a variety of research initiatives seeking to provide some level of autonomy to mobile, robotic vehicles with on-board controllers. Applications of these controllers include defense topics such as unmanned aerial vehicle (UAV) and unmanned underwater vehicle (UUV) navigation for threat surveillance, assessment, or engagement. Controllers implementing pursuit-evasion algorithms are also used for improving everyday tasks such as driving in traffic when used for collision avoidance maneuvers. Currently, pursuit-evasion tactics are incorporated into the con
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12

Blumenberg, Felix, Mats Malmberg, and Fredrik Båberg. "A Heuristic Approach to the Multiagent Pursuit and Evasion Problem in Polygonal Enviroments." Thesis, KTH, Optimeringslära och systemteori, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-105488.

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In this paper heursitic algorithms are developed for the pursuit evasion problem in polygonal enviroments. In this problem, continuous trajectories shall be constructed for a group of pursuers, searching for an evader, in such a way that the evader is guaranteed to be seen at some time during the search. Three fundamentaly dierent heuristic methods are considered: tabu search, genetic algorithms and greedy methods. The result is three heuristic algorithms. Two algorithms are readily implemented in ANSI C, yielding solutions of high quality compared to previous work. The report attains and eval
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13

Shedied, Samy Aly. "Optimal Control for a Two Player Dynamic Pursuit Evasion Game; The Herding Problem." Diss., Virginia Tech, 2002. http://hdl.handle.net/10919/26110.

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In this dissertation we introduce a new class of pursuit-evasion games; the herding problem. Unlike regular pursuit evasion games where the pursuer aims to hunt the evader the objective of the pursuer in this game is to drive the evader to a certain location on the x-y grid. The dissertation deals with this problem using two different methodologies. In the first, the problem is introduced in the continuous-time, continuous-space domain. The continuous time model of the problem is proposed, analyzed and we came up with an optimal control law for the pursuer is obtained so that the evader is dri
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14

Reimann, Johan Michael. "Using Multiplayer Differential Game Theory to Derive Efficient Pursuit-Evasion Strategies for Unmanned Aerial Vehicles." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16151.

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Abstract (sommario):
In recent years, Unmanned Aerial Vehicles (UAVs) have been used extensively in military conflict situations to execute intelligence, surveillance and reconnaissance missions. However, most of the current UAV platforms have limited collaborative capabilities, and consequently they must be controlled individually by operators on the ground. The purpose of the research presented in this thesis is to derive algorithms that can enable multiple UAVs to reason about the movements of multiple ground targets and autonomously coordinate their efforts in real-time to ensure that the targets do not escape
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15

Swanson, Brian A. "Solving a Single-Pursuer, Dual-Evader Pursuit-Evasion Differential Game and Analogous Optimal Control Problems." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1595247361709163.

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16

Fredriksson, Bastian, and Edvin Lundberg. "The Monk Problem : Verifier, heuristics and graph decompositions for a pursuit-evasion problem with a node-located evader." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166442.

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This paper concerns a specific pursuit-evasion problem with a node-located evader which we call the monk problem. First, we propose a way of verifying a strategy using a new kind of recursive systems, called EL-systems. We show how an EL-system representing a graph-instance of the problem can be represented using matrices, and we give an example of how this can be used to efficiently implement a verifier. In the later parts we propose heuristics to construct a strategy, based on a greedy algorithm. Our main focus is to minimise the number of pursuers needed, called the search number. The heuri
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17

Theodorakopoulos, Panagiotis. "Suivi de cibles terrestres par des drones." Phd thesis, Université Paul Sabatier - Toulouse III, 2009. http://tel.archives-ouvertes.fr/tel-00392776.

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La plupart des applications des avions drones sont liées à l'observation d'événements au sol. En particulier, les suivi de cibles terrestres mobiles, qu'elles soient statiques, lentes ou rapides, est une tâche essentielle pour un drone. L'objectif global de la thèse est de proposer des méthodes qui permettent à un drone de suivre une cible terrestre, dans les conditions suivantes: - Le drone est de type voilure fixe équipé d'une caméra monoculaire. - Présence d'obstacles qui occultent la visibilité de zones au sol. - Existence de zones d'exclusion aérienne qui limitent le mouvement aérien. - R
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18

Park, Jaeyong. "Safe Controller Design for Intelligent Transportation System Applications using Reachability Analysis." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366201401.

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19

Gonçalves, Antônio Renato Cruz. "Problema de perseguição-evasão baseado em random walk." Universidade Federal de Sergipe, 2016. https://ri.ufs.br/handle/riufs/5023.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>One of the greatest reasons to use robotics rather than human beings is to avoid hazardous situations such as activities related to search, surveillance and rescue. The pursuit-evasion problem is a fundamental theoretical base to apply robotics on these cases. This dissertation presents an approach to solve the pursuit-evasion problem with no previous knowledge of the map, which must be simply connected, using multi-robots systems with limited sensing. The approach is based on the random walk, since it is a mathematical for
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20

Pardo, Soares Ronan. "Jeux de poursuite-évasion, décompositions et convexité dans les graphes." Phd thesis, Université Nice Sophia Antipolis, 2013. http://tel.archives-ouvertes.fr/tel-00908227.

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Cette thèse porte sur l'étude des propriétés structurelles de graphes dont la compréhension permet de concevoir des algorithmes efficaces pour résoudre des problèmes d'optimisation. Nous nous intéressons plus particulièrement aux méthodes de décomposition des graphes, aux jeux de poursuites et à la notion de convexité. Le jeu de Processus a été défini comme un modèle de la reconfiguration de routage. Souvent, ces jeux où une équipe de chercheurs doit effacer un graphe non orienté sont reliés aux décompositions de graphes. Dans les digraphes, nous montrons que le jeu de Processus est monotone e
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21

Cheung, Warren A. "Constrained pursuit-evasion problems in the plane." Thesis, 2005. http://hdl.handle.net/2429/16494.

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In pursuit-evasion problems, we are presented with one or more pursuers attempting to capture one or more evaders. We consider pursuers and evaders limited by a maximum speed moving in the two-dimensional plane with obstacles. We then investigate two problems in this domain. In the first, where we are given the starting configuration of pursuers and evaders, we identify all possible paths by the evaders that are not intercepted by pursuers, and the points reachable by the evaders before the pursuers by following these paths. In the second problem, we consider a pursuer forced to maintai
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22

Chu, Hung-Jen, and 朱弘仁. "Variational Approach to Pursuit-Evasion Game with Curvature Constraint." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/14808079096316850024.

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博士<br>國立中山大學<br>電機工程學系研究所<br>88<br>In this thesis, a pursuit-evasion game, in which the pursuer moves with simple motion whereas the evader moves at a fixed speed but with a curvature constraint, is investigated. The game is the inverse of the usual homicidal chauffeur game. Square of the distance between the pursuer and the evader when the game is terminated is selected as the cost function. To solve such a zero-sum game, the variational approach will be employed to solve the problem. An algorithm will be proposed to determine a saddle point and the value of the game under consideration
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23

Parish, III Allen S. "Pursuit and evasion games: semi-direct and cooperative control methods." 2008. http://hdl.handle.net/1969.1/ETD-TAMU-2668.

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Pursuit and evasion games have garnered much research attention since the class of problems was first posed over a half century ago. With wide applicability to both civilian and military problems, the study of pursuit and evasion games showed much early promise. Early work generally focused on analytical solutions to games involving a single pursuer and a single evader. These solutions generally assumed simple system dynamics to facilitate convergence to a solution. More recently, numerical techniques have been utilized to solve more difficult problems. While many sophisticated numerical tools
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24

Lee, Fang-Wen, and 李方雯. "Using Cognitive Behavioral Learning in Multi-Agent Pursuit-Evasion Game." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/32rmqn.

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碩士<br>國立臺北科技大學<br>資訊工程系研究所<br>102<br>Multi-Agent system use learning to make the best response action is a challenging problem in a dynamic environment. This study use probabilistic formulation and Piaget‘s schema theory to develop Cognitive Behavioral Learning in a dynamic environment of pursuit-evasion game. We divide Piaget''s original schema into two parts; one is a perceptional schema and the other is an intentional schema. According to the agent’s state(search evader、individual learning、cooperative learning), Intentional schema proposes three strategy and uses probabilistic formulation t
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Hsu, Chien-Feng, and 徐健峰. "Applying Assimilation and Accommodation for Cooperative Learning of Multi-Agent Pursuit-Evasion Strategies." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/tx2xe8.

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碩士<br>國立臺北科技大學<br>資訊工程系研究所<br>98<br>This paper examines the problem of coordinating multiple robotic pursuers in locating and tracking a non-adversarial mobile evader in a dynamic environment. We have proposed two kinds of pursue strategies. One is for agents cooperate with one another. The other is for agents do not cooperate with each other. We consider the uncertain state information of the pursuers and the evaders, and we use a probabilistic formulation of the pursuit-evasion problem. We apply Case-based Reasoning to equip agents with memory and learning ability, and then we use the method
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Hsu, Jia-Lin, and 許嘉麟. "Using Reinforcement Learning and Case-Based Reasoning in Multi-Agent Pursuit-Evasion Game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/22asfc.

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碩士<br>國立臺北科技大學<br>資訊工程系研究所<br>99<br>In multi-agent pursuit-evasion game, pursuers need to coordinate the behavior of each other to achieve a common goal, catching the evader. In this paper, we propose a learning mechanism of capture in a dynamic environment of pursuit-evasion game. We deal with uncertainty in environment by using training and divide into two different ways of learning by cooperation or not. One is individual learning and the other is case-based reasoning. Therefore, agents can have memory and learning ability, so can catch evader more quickly. We demonstrate our approach by a
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27

Rodriguez, Samuel Oscar. "Roadmap-Based Techniques for Modeling Group Behaviors in Multi-Agent Systems." Thesis, 2012. http://hdl.handle.net/1969.1/ETD-TAMU-2012-05-10796.

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Simulating large numbers of agents, performing complex behaviors in realistic environments is a difficult problem with applications in robotics, computer graphics and animation. A multi-agent system can be a useful tool for studying a range of situations in simulation in order to plan and train for actual events. Systems supporting such simulations can be used to study and train for emergency or disaster scenarios including search and rescue, civilian crowd control, evacuation of a building, and many other training situations. This work describes our approach to multi-agent systems which inte
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Mehrabian, Abbas. "Cops and Robber Game with a Fast Robber." Thesis, 2011. http://hdl.handle.net/10012/5821.

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Graph searching problems are described as games played on graphs, between a set of searchers and a fugitive. Variants of the game restrict the abilities of the searchers and the fugitive and the corresponding search number (the least number of searchers that have a winning strategy) is related to several well-known parameters in graph theory. One popular variant is called the Cops and Robber game, where the searchers (cops) and the fugitive (robber) move in rounds, and in each round they move to an adjacent vertex. This game, defined in late 1970's, has been studied intensively. The most famou
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Lau, George Tin Lam. "Path Planning Algorithms for Autonomous Border Patrol Vehicles." Thesis, 2012. http://hdl.handle.net/1807/33303.

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This thesis presents an online path planning algorithm developed for unmanned vehicles in charge of autonomous border patrol. In this Pursuit-Evasion game, the unmanned vehicle is required to capture multiple trespassers on its own before any of them reach a target safe house where they are safe from capture. The problem formulation is based on Isaacs’ Target Guarding problem, but extended to the case of multiple evaders. The proposed path planning method is based on Rapidly-exploring random trees (RRT) and is capable of producing trajectories within several seconds to capture 2 or 3 evaders.
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Sun, Andrew. "Cooperative UAV Search and Intercept." Thesis, 2009. http://hdl.handle.net/1807/17716.

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In this thesis, a solution to the multi-Unmanned Aerial Vehicle (UAV) search and intercept problem for a moving target is presented. For the search phase, an adapted diffusion-based algorithm is used to manage the target uncertainty while individual UAVs are controlled with a hybrid receding horizon / potential method. The coordinated search is made possible by an uncertainty weighting process. The team intercept phase algorithm is a behavioural approach based on the analytical solution of Isaac's Single-Pursuer/Single-Evader (SPSE) homicidal chau ffeur problem. In this formulation, the interc
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Chung, Chern Ferng Mechanical &amp Manufacturing Engineering Faculty of Engineering UNSW. "Reachable sets analysis in the cooperative control of pursuer vehicles." 2008. http://handle.unsw.edu.au/1959.4/41525.

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This thesis is concerned with the Pursuit-and-Evasion (PE) problem where the pursuer aims to minimize the time to capture the evader while the evader tries to prevent capture. In the problem, the evader has two advantages: a higher manoeuvrability and that the pursuer is uncertain about the evader??s state. Cooperation among multiple pursuer vehicles can thus be used to overcome the evader??s advantages. The focus here is on the formulation and development of frameworks and algorithms for cooperation amongst pursuers, aiming at feasible implementation on real and autonomous vehicles. The thesi
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