Tesi sul tema "Pursuit-evasion"
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Li, Dongxu. "Multi-player pursuit-evasion differential games". Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1164738831.
Testo completoPrasad, Deepika. "Pursuit Evasion From Multiple Pursuers Using Speed Fluctuation". University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367928486.
Testo completoSoares, 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.
Testo completoEsta 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 grafos. No caso de grafos direcionados, mostramos que o jogo de Processo à monotÃnico e definimos uma nova decomposiÃÃo em grafos equivalente a tal jogo. A partir de entÃo, investigamos outras decomposiÃÃes em grafos. Propomos um algoritmo FPT para calcular vÃrios parÃmetros de largura em grafos. Em particular, este à o primeiro algoritmo FPT para calcular a largura em Ãrvore especial e a largura em Ãrvore q-ramificada de um grafo. Em seguida, estudamos um outro jogo perseguiÃÃo-evasÃo que modela problemas de prÃ-obtenÃÃo. NÃs introduzimos uma versÃo mais realista do jogo de VigilÃncia a versÃo on-line. Estudamos a diferenÃa entre o jogo de VigilÃncia clÃssico e suas versÃes conectadas e on-line, fornecendo novos limites para essa diferenÃa. NÃs, entÃo, definimos um modelo geral para o estudo de jogos perseguiÃÃo-evasÃo, com base em tÃcnicas de programaÃÃo linear. Este mÃtodo permite-nos dar os primeiros resultados de aproximaÃÃo para alguns desses jogos. Finalmente, estudamos outro parÃmetro relacionado com a convexidade e a propagaÃÃo da infecÃÃo em redes, o âhull numberâ. NÃs fornecemos vÃrios resultados de complexidade computacional, dependendo das propriedades estruturais do grafo de entrada e usando decomposiÃÃes em grafos. Alguns destes resultados respondem problemas em aberto na literatura.
This thesis focuses on the study of structural properties of graphs whose understanding enables the design of efficient algorithms for solving optimization problems. We are particularly interested in methods of decomposition, pursuit-evasion games and the notion of convexity. The Process game has been defined as a model for the routing reconfiguration problem in WDM networks. Often, such games where a team of searchers have to clear an undirected graph are closely related to graph decompositions. In digraphs, we show that the Process game is monotone and we define a new equivalent digraph decomposition. Then, we further investigate graph decompositions. We propose a unified FPT-algorithm to compute several graph width parameters. This algorithm turns to be the first FPTalgorithm for the special and the q-branched tree-width of a graph. We then study another pursuit-evasion game which models prefetching problems. We introduce the more realistic online variant of the Surveillance game. We investigate the gap between the classical Surveillance Game and its connected and online versions by providing new bounds. We then define a general framework for studying pursuit-evasion games, based on linear programming techniques. This method allows us to give first approximation results for some of these games. Finally, we study another parameter related to graph convexity and to the spreading of infection in networks, namely the hull number. We provide several complexity results depending on the graph structures making use of graph decompositions. Some of these results answer open questions of the literature.
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.
Testo completoQC 20140327
Gren, Olaf, e 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.
Testo completoMånga situationer kan beskrivas som spel på ändliga grafer bestående av en mängd agenter som utför sammansatta handlingar som påverkar spelets till- stånd. En klass sådana spel är de så kallade jaktflyktspelen, där en mängd jägare försöker fånga en flykting på en ändlig spelplan. I vissa jaktflyktspel där flyktingens position är okänd för jägarna kan det vara svårt att hitta en strategi som försäkrar vinst för jägarna. En metod för att förenkla detta är genom att använda sig av multiplayer knowledge-based subset construction (MKBSC) för att expandera spelgrafen till en expanderad graf som innehåller jägarnas kunskap. I denna rapport undersöker vi användbarheten av MKBSC för att hitta kunskapsbaserade strategier för jaktflyktspel genom att analysera de expanderade graferna för hand och extrahera användbar information från dem. Resultatet var att det generellt sett är svårt att hitta användbara kunskapsbaserade strategier för jaktflyktspel genom att för hand analysera den expanderade grafen med en icke-symbolisk representation av spelet. Detta är huvudsakligen på grund av att storleken på det expanderade spelet tenderar att vara mycket stor. Det är möjligt att MKBSC kan vara användbart för att hitta kunskapsbaserade strategier för jaktflyktspel genom att använda en symbolisk representation av spelet eller genom att söka genom den expanderade grafen med hjälp av algoritmer.
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/.
Testo completoJiao, Yue, e 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.
Testo completoHermansson, Richard, e 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.
Testo completoDenna rapport introducerar förbättringar till en existerande modell av ett Pursuit-And- Evasion problem. Modellen är formulerad med hjälp av Mixed Integer Linear Programming (MILP). Först testas lösningstiden för originalmodellen utförligt på större och större områden, och med olika antal sökare. Några förbättringar föreslås för att förkorta beräkningstiden, och sedan föreslås även en helt ny modell. Syftet med den nya modellen är att den ska vara mer realistisk, och dessutom så försöker den åtgärda ett problem i originalmodellen som gör att sökare inte får stå för nära varandra.
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.
Testo completoCataloged from PDF version of thesis.
Includes bibliographical references (pages 99-100).
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 mitigated under certain circumstances by utilizing tensor-train (TT) decomposition. By using this intuition, a new algorithm for solving high dimensional pursuit-evasion problems called Best-Response Tensor-Train-decomposition-based Value Iteration (BR-TT-VI) was developed. BR-TT-VI builds on concepts from game theory, dynamic programming (DP), and tensor-train decomposition. By using TT decomposition, BR-TT-VI greatly reduces the effects of the curse of dimensionality. This work culminates in the application of BR-TT-VI to two different pursuit-evasion problems. First, a four-dimensional problem capable of being solved by traditional value iteration(VI) is tackled by the BR-TT-VI algorithm. This problem allows a direct comparison between VI and BR-TT-VI to demonstrate the reduced computational time of the new algorithm. Finally, BR-TT-VI is used to solve a six-dimensional problem involving two Dubins vehicles that is impractical to solve with VI.
by Christopher Lee Grimm Jr.
S.M.
Phillpot, John. "Line-of-Sight Pursuit and Evasion Games on Polytopes in R^n". Scholarship @ Claremont, 2016. https://scholarship.claremont.edu/hmc_theses/80.
Testo completoGoode, Brian Joseph. "A State Space Partitioning Scheme for Vehicle Control in Pursuit-Evasion Scenarios". Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/40266.
Testo completoPh. D.
Blumenberg, Felix, Mats Malmberg e 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.
Testo completoI detta arbete utvecklas heuristiska algoritmer för ett avsökningsproblem i polygonmiljöer med mobila robotar. Problemet består i att konstruera kontinuerliga banor för en grupp av robotar, sökande efter en inkräktare, så att inkräktaren garanterat blir sedd vid någon tidpunkt under sökningen. Tre i grunden olika heuristiska metoder behandlas för att skapa algoritmer: tabusökning, genetiska algoritmer och giriga metoder. Resultatet är tre algoritmer, varav två har implementerats i ANSI C, som snabbt ger lösningar av hög kvalitet jämfört med tidigare arbete. Statistik på körtider och lösningskvalitet för ett stort antal slumpmässigt genererade områden har tagits fram och utvärderats. Nyckelord : Pursuit and evasion, sökalgoritmer, Heuristiska algoritmer, tabu, giriga metoder, genetiska algoritmer.
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.
Testo completoPh. D.
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.
Testo completoSwanson, 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.
Testo completoFredriksson, Bastian, e 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.
Testo completoDenna rapport avhandlar ett specifikt pursuit-evasion problem med en hörnplacerad flykting, som vi kallar för munkproblemet. Först föreslår vi ett sätt att verifiera en strategi med en ny typ av rekursivt system, kallat EL-system. Vi visar hur ett EL-system som representerar en grafinstans av munkproblemet kan representeras med matriser, och vi ger ett exempel på hur detta kan användas för att effektivt implementera en verifikator. I de senare delarna föreslår vi heuristiker för att konstruera en strategi, baserad på giriga algoritmer. Vårt huvudfokus är att minimera antalet förföljare som krävs för att dekontaminera grafen, det så kallade söktalet. Vår heuristik förlitar sig på egenskaper för minimala stabila komponenter. Vi visar att minimala stabila komponenter är ekvivalenta med de starka komponenterna i en graf, och härleder att söktalet är lika med det maximala söktalet för grafens starka komponenter. Vi etablerar också undre och övre gränser för söktalet i syfte att minska sökintervallet.
Theodorakopoulos, Panagiotis. "Suivi de cibles terrestres par des drones". Phd thesis, Université Paul Sabatier - Toulouse III, 2009. http://tel.archives-ouvertes.fr/tel-00392776.
Testo completoPark, 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.
Testo completoGonçalves, Antônio Renato Cruz. "Problema de perseguição-evasão baseado em random walk". Universidade Federal de Sergipe, 2016. https://ri.ufs.br/handle/riufs/5023.
Testo completoOne 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 formalization probabilistically complete, considering plane and obstacle free environments that shall be treated discretely through a regular occupation grid. This dissertation also presents a variation of this approach, though it considers random walk probabilities, to enhance the previous approach, decreasing the amount of iterations needed to solve the problem. In order to validate what is proposed, a discrete multi-robot simulation environment was developed. Finally, the results obtained on the tests that were performed and possible future works that could improve this approach are discussed.
Uma das principais motivações do uso de sistemas robóticos em detrimento de seres humanos é evitar situações de risco, como as encontradas em atividades de busca, vigilância e resgate. O problema de perseguição-evasão é uma base teórica fundamental para a aplicação da robótica nestes casos. Esta dissertação apresenta uma abordagem para solução do problema de perseguição-evasão sem um conhecimento a priori do mapa, que deverá ser simplesmente conectado, através da coordenação de múltiplos robôs com visão limitada. A abordagem aqui proposta é baseada na random walk, por esta ser uma formalização matemática probabilisticamente completa, sendo contemplados ambientes planos e sem obstáculos, que serão tratados discretamente por meio de uma grade de ocupação regular. Ainda nesta dissertação, foi proposta uma variação dessa abordagem, porém com a ponderação de probabilidades da random walk, com o objetivo de aprimorar a anterior, diminuindo número de iterações necessárias para solução do problema. Para a validação da abordagem proposta, foi desenvolvido um ambiente de simulações para abordagens discretas de múltiplos robôs. Finalmente, são discutidos os resultados obtidos nos testes realizados e propostos trabalhos futuros para melhoria desta abordagem.
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.
Testo completoCheung, Warren A. "Constrained pursuit-evasion problems in the plane". Thesis, 2005. http://hdl.handle.net/2429/16494.
Testo completoScience, Faculty of
Computer Science, Department of
Graduate
Chu, Hung-Jen, e 朱弘仁. "Variational Approach to Pursuit-Evasion Game with Curvature Constraint". Thesis, 2000. http://ndltd.ncl.edu.tw/handle/14808079096316850024.
Testo completo國立中山大學
電機工程學系研究所
88
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
Parish, III Allen S. "Pursuit and evasion games: semi-direct and cooperative control methods". 2008. http://hdl.handle.net/1969.1/ETD-TAMU-2668.
Testo completoLee, Fang-Wen, e 李方雯. "Using Cognitive Behavioral Learning in Multi-Agent Pursuit-Evasion Game". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/32rmqn.
Testo completo國立臺北科技大學
資訊工程系研究所
102
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 to guess the evader’s position in next time steps; Perceptional schema use case base to save the agent’s state before action、action、state after action. When an agent faces a new situation, it might use assimilation to address the situation. If the current cognitive structure cannot explain the environment, Accommodation refers to the realization that the current structure is insufficient for ad-equate understanding of the world and that they must be changed until it can be assimilated. This study used the Recursive Porous Agent Simulation Toolkit (Repast) as the agent platform for implementing a multiagent system to demonstrate the proposed approach for the pursuit-evasion game.
Hsu, Chien-Feng, e 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.
Testo completo國立臺北科技大學
資訊工程系研究所
98
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 methods of positive-angle strategy and bevel-angle strategy based on the concept of Piaget’s assimilation and accommodation to let agents be able to adapt to environment easily and effectively. We demonstrate our approach by a pursuit-evasion game, and then we use Repast (The Recursive Porous Agent Simulation Toolkit) as the agent platform to implement our multi-agent system.
Hsu, Jia-Lin, e 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.
Testo completo國立臺北科技大學
資訊工程系研究所
99
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 pursuit-evasion game, and then we use Repast (The Recursive Porous Agent Simulation Toolkit) as the agent platform to implement our multi-agent system.
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.
Testo completoMehrabian, Abbas. "Cops and Robber Game with a Fast Robber". Thesis, 2011. http://hdl.handle.net/10012/5821.
Testo completoLau, George Tin Lam. "Path Planning Algorithms for Autonomous Border Patrol Vehicles". Thesis, 2012. http://hdl.handle.net/1807/33303.
Testo completoSun, Andrew. "Cooperative UAV Search and Intercept". Thesis, 2009. http://hdl.handle.net/1807/17716.
Testo completoChung, Chern Ferng Mechanical & 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.
Testo completo