Related papers: Capturing an Evader in Polygonal Environments: A C…
This paper studies a two-player game with a quantitative surveillance requirement on an adversarial target moving in a discrete state space and a secondary objective to maximize short-term visibility of the environment. We impose the…
This work considers a multiplayer reach-avoid game between two adversarial teams in a general convex domain which consists of a target region and a play region. The evasion team, initially lying in the play region, aims to send as many its…
We consider a game in which a cop searches for a moving robber on a connected graph using distance probes, which is a slight variation on one introduced by Seager. Carragher, Choi, Delcourt, Erickson and West showed that for any $n$-vertex…
The Unreactive Markovian Evader Interdiction Problem (UME) asks to optimally place sensors on a network to detect Markovian motion by one or more "evaders". It was previously proved that finding the optimal sensor placement is NP-hard if…
This paper addresses the problem of tracking mobile intruders in a polygonal environment. We assume that a team of diagonal guards is deployed inside the polygon to provide mobile coverage. First, we formulate the problem of tracking a…
A qualitative account is given of a differential pursuit/evasion game. A criterion for the existence of an intercept solution is obtained using future cones that contain all attainable trajectories of target or interceptor originating from…
We consider surveillance-evasion differential games, where a pursuer must try to constantly maintain visibility of a moving evader. The pursuer loses as soon as the evader becomes occluded. Optimal controls for game can be formulated as a…
We study a pursuit-evasion problem which can be viewed as an extension of the keep-away game. In the game, pursuer(s) will attempt to intersect or catch the evader, while the evader can visit a fixed set of locations, which we denote as the…
We consider a model of two competing microswimming agents engaged in a pursue-evasion task within a low-Reynolds-number environment. Agents can only perform simple maneuvers and sense hydrodynamic disturbances, which provide ambiguous…
We study pursuit-evasion differential games between a faster pursuer moving in 3D space and an evader moving in a plane. We first extend the well-known Apollonius circle to 3D space, by which we construct the isochron for the considered two…
The game of cops and robber is a pursuit-evasion game played on graphs that has been extensively studied. Traditionally the game is played with one or more cops and only one robber, but in this paper we consider the game played with…
Learning strategic robot behavior -- like that required in pursuit-evasion interactions -- under real-world constraints is extremely challenging. It requires exploiting the dynamics of the interaction, and planning through both physical…
The interdiction of escaping adversaries in urban networks is a critical security challenge. State-of-the-art game-theoretic models, such as the Escape Interdiction Game (EIG), provide comprehensive frameworks but assume a highly dynamic…
This paper addresses the visibility-based pursuit-evasion problem where a team of pursuer robots operating in a two-dimensional polygonal space seek to establish visibility of an arbitrarily fast evader. This is a computationally…
The 'Cheating Robot' version of Cops and Robbers is played on a finite, simple, connected graph. The players move in the same time period. However, before moving, the robot observes to which vertices the cops are moving and it is fast…
We model and analyze a herding problem, where the drivers try to steer the evaders' trajectories while the evaders always move away from the drivers. This problem is motivated by the guidance-by-repulsion model [Escobedo, R., Iba\~nez, A.…
In the Avoider-Enforcer convention of positional games, two players, Avoider and Enforcer, take turns selecting vertices from a hypergraph H. Enforcer wins if, by the time all vertices of H have been selected, Avoider has completely filled…
This paper analyzes the meeting time between a pair of pursuer and evader performing random walks on digraphs. The existing bounds on the meeting time usually work only for certain classes of walks and cannot be used to formulate…
This paper introduced a pursuit and evasion game to be played on a connected graph. One player moves invisibly around the graph, and the other player must guess his position. At each time step the second player guesses a vertex, winning if…
A gambler moves between the vertices $1, \ldots, n$ of a graph using the probability distribution $p_{1}, \ldots, p_{n}$. Multiple cops pursue the gambler on the graph, only being able to move between adjacent vertices. We investigate the…