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 evader


Probabilistic Weapon Engagement Zones for a Turn Constrained Pursuer

Stagg, Grant, Weintraub, Isaac E., Peterson, Cameron K.

arXiv.org Artificial Intelligence

Curve-straight probabilistic engagement zones (CSPEZ) quantify the spatial regions an evader should avoid to reduce capture risk from a turn-rate-limited pursuer following a curve-straight path with uncertain parameters including position, heading, velocity, range, and maximum turn rate. This paper presents methods for generating evader trajectories that minimize capture risk under such uncertainty. We first derive an analytic solution for the deterministic curve-straight basic engagement zone (CSBEZ), then extend this formulation to a probabilistic framework using four uncertainty-propagation approaches: Monte Carlo sampling, linearization, quadratic approximation, and neural-network regression. We evaluate the accuracy and computational cost of each approximation method and demonstrate how CSPEZ constraints can be integrated into a trajectory-optimization algorithm to produce safe paths that explicitly account for pursuer uncertainty.


Area-Optimal Control Strategies for Heterogeneous Multi-Agent Pursuit

Mammadov, Kamal, Ranasinghe, Damith C.

arXiv.org Artificial Intelligence

This paper presents a novel strategy for a multi-agent pursuit-evasion game involving multiple faster pursuers with heterogenous speeds and a single slower evader. We define a geometric region, the evader's safe-reachable set, as the intersection of Apollonius circles derived from each pursuer-evader pair. The capture strategy is formulated as a zero-sum game where the pursuers cooperatively minimize the area of this set, while the evader seeks to maximize it, effectively playing a game of spatial containment. By deriving the analytical gradients of the safe-reachable set's area with respect to agent positions, we obtain closed-form, instantaneous optimal control laws for the heading of each agent. These strategies are computationally efficient, allowing for real-time implementation. Simulations demonstrate that the gradient-based controls effectively steer the pursuers to systematically shrink the evader's safe region, leading to guaranteed capture. This area-minimization approach provides a clear geometric objective for cooperative capture.


R2PS: Worst-Case Robust Real-Time Pursuit Strategies under Partial Observability

Lu, Runyu, Shi, Ruochuan, Zhu, Yuanheng, Zhao, Dongbin

arXiv.org Artificial Intelligence

Computing worst-case robust strategies in pursuit-evasion games (PEGs) is time-consuming, especially when real-world factors like partial observability are considered. While important for general security purposes, real-time applicable pursuit strategies for graph-based PEGs are currently missing when the pursuers only have imperfect information about the evader's position. Although state-of-the-art reinforcement learning (RL) methods like Equilibrium Policy Generalization (EPG) and Grasper provide guidelines for learning graph neural network (GNN) policies robust to different game dynamics, they are restricted to the scenario of perfect information and do not take into account the possible case where the evader can predict the pursuers' actions. This paper introduces the first approach to worst-case robust real-time pursuit strategies (R2PS) under partial observability. We first prove that a traditional dynamic programming (DP) algorithm for solving Markov PEGs maintains optimality under the asynchronous moves by the evader. Then, we propose a belief preservation mechanism about the evader's possible positions, extending the DP pursuit strategies to a partially observable setting. Finally, we embed the belief preservation into the state-of-the-art EPG framework to finish our R2PS learning scheme, which leads to a real-time pursuer policy through cross-graph reinforcement learning against the asynchronous-move DP evasion strategies. After reinforcement learning, our policy achieves robust zero-shot generalization to unseen real-world graph structures and consistently outperforms the policy directly trained on the test graphs by the existing game RL approach.


Evader-Agnostic Team-Based Pursuit Strategies in Partially-Observable Environments

Kalanther, Addison, Bostwick, Daniel, Maheshwari, Chinmay, Sastry, Shankar

arXiv.org Artificial Intelligence

We consider a scenario where a team of two unmanned aerial vehicles (UAVs) pursue an evader UAV within an urban environment. Each agent has a limited view of their environment where buildings can occlude their field-of-view. Additionally, the pursuer team is agnostic about the evader in terms of its initial and final location, and the behavior of the evader. Consequently, the team needs to gather information by searching the environment and then track it to eventually intercept. To solve this multi-player, partially-observable, pursuit-evasion game, we develop a two-phase neuro-symbolic algorithm centered around the principle of bounded rationality. First, we devise an offline approach using deep reinforcement learning to progressively train adversarial policies for the pursuer team against fictitious evaders. This creates $k$-levels of rationality for each agent in preparation for the online phase. Then, we employ an online classification algorithm to determine a "best guess" of our current opponent from the set of iteratively-trained strategic agents and apply the best player response. Using this schema, we improved average performance when facing a random evader in our environment.


GradEscape: A Gradient-Based Evader Against AI-Generated Text Detectors

Meng, Wenlong, Fan, Shuguo, Wei, Chengkun, Chen, Min, Li, Yuwei, Zhang, Yuanchao, Zhang, Zhikun, Chen, Wenzhi

arXiv.org Artificial Intelligence

In this paper, we introduce GradEscape, the first gradient-based evader designed to attack AI-generated text (AIGT) detectors. GradEscape overcomes the undifferentiable computation problem, caused by the discrete nature of text, by introducing a novel approach to construct weighted embeddings for the detector input. It then updates the evader model parameters using feedback from victim detectors, achieving high attack success with minimal text modification. To address the issue of tokenizer mismatch between the evader and the detector, we introduce a warm-started evader method, enabling GradEscape to adapt to detectors across any language model architecture. Moreover, we employ novel tokenizer inference and model extraction techniques, facilitating effective evasion even in query-only access. We evaluate GradEscape on four datasets and three widely-used language models, benchmarking it against four state-of-the-art AIGT evaders. Experimental results demonstrate that GradEscape outperforms existing evaders in various scenarios, including with an 11B paraphrase model, while utilizing only 139M parameters. We have successfully applied GradEscape to two real-world commercial AIGT detectors. Our analysis reveals that the primary vulnerability stems from disparity in text expression styles within the training data. We also propose a potential defense strategy to mitigate the threat of AIGT evaders. We open-source our GradEscape for developing more robust AIGT detectors.


Real-Time Adaptive Motion Planning via Point Cloud-Guided, Energy-Based Diffusion and Potential Fields

Teshome, Wondmgezahu, Behzad, Kian, Camps, Octavia, Everett, Michael, Siami, Milad, Sznaier, Mario

arXiv.org Artificial Intelligence

Personal use of this material is permitted. Abstract-- Motivated by the problem of pursuit-evasion, we present a motion planning framework that combines energy-based diffusion models with artificial potential fields for robust real time trajectory generation in complex environments. Our approach processes obstacle information directly from point clouds, enabling efficient planning without requiring complete geometric representations. The framework employs classifier-free guidance training and integrates local potential fields during sampling to enhance obstacle avoidance. In dynamic scenarios, the system generates initial trajectories using the diffusion model and continuously refines them through potential field-based adaptation, demonstrating effective performance in pursuit-evasion scenarios with partial pursuer observability. This paper is motivated by the problem of using robots to guide crowds to safety in scenarios involving rapidly evolving threats, such as an active shooter or a forest fire.


Fast and the Furious: Hot Starts in Pursuit-Evasion Games

Smithline, Gabriel, Nivison, Scott

arXiv.org Artificial Intelligence

Effectively positioning pursuers in pursuit-evasion games without prior knowledge of evader locations remains a significant challenge. A novel approach that combines game-theoretic control theory with Graph Neural Networks is introduced in this work. By conceptualizing pursuer configurations as strategic arrangements and representing them as graphs, a Graph Characteristic Space is constructed via multi-objective optimization to identify Pareto-optimal configurations. A Graph Convolutional Network (GCN) is trained on these Pareto-optimal graphs to generate strategically effective initial configurations, termed "hot starts". Empirical evaluations demonstrate that the GCN-generated hot starts provide a significant advantage over random configurations. In scenarios considering multiple pursuers and evaders, this method hastens the decline in evader survival rates, reduces pursuer travel distances, and enhances containment, showcasing clear strategic benefits.


Strategic Communication under Threat: Learning Information Trade-offs in Pursuit-Evasion Games

La Gatta, Valerio, Mutzari, Dolev, Kraus, Sarit, Subrahmanian, VS

arXiv.org Artificial Intelligence

Adversarial environments require agents to navigate a key strategic trade-off: acquiring information enhances situational awareness, but may simultaneously expose them to threats. To investigate this tension, we formulate a PursuitEvasion-Exposure-Concealment Game (PEEC) in which a pursuer agent must decide when to communicate in order to obtain the evader's position. Each communication reveals the pursuer's location, increasing the risk of being targeted. Both agents learn their movement policies via reinforcement learning, while the pursuer additionally learns a communication policy that balances observability and risk. We propose SHADOW (Strategic-communication Hybrid Action Decision-making under partial Observation for Warfare), a multi-headed sequential reinforcement learning framework that integrates continuous navigation control, discrete communication actions, and opponent modeling for behavior prediction. Empirical evaluations show that SHADOW pursuers achieve higher success rates than six competitive baselines. Our ablation study confirms that temporal sequence modeling and opponent modeling are critical for effective decision-making. Finally, our sensitivity analysis reveals that the learned policies generalize well across varying communication risks and physical asymmetries between agents.


Cooperative Guidance for Aerial Defense in Multiagent Systems

Bajpai, Shivam, Sinha, Abhinav, Kumar, Shashi Ranjan

arXiv.org Artificial Intelligence

This paper addresses a critical aerial defense challenge in contested airspace, involving three autonomous aerial vehicles -- a hostile drone (the pursuer), a high-value drone (the evader), and a protective drone (the defender). We present a cooperative guidance framework for the evader-defender team that guarantees interception of the pursuer before it can capture the evader, even under highly dynamic and uncertain engagement conditions. Unlike traditional heuristic, optimal control, or differential game-based methods, we approach the problem within a time-constrained guidance framework, leveraging true proportional navigation based approach that ensures robust and guaranteed solutions to the aerial defense problem. The proposed strategy is computationally lightweight, scalable to a large number of agent configurations, and does not require knowledge of the pursuer's strategy or control laws. From arbitrary initial geometries, our method guarantees that key engagement errors are driven to zero within a fixed time, leading to a successful mission. Extensive simulations across diverse and adversarial scenarios confirm the effectiveness of the proposed strategy and its relevance for real-time autonomous defense in contested airspace environments.


Policy Gradient with Self-Attention for Model-Free Distributed Nonlinear Multi-Agent Games

Sebastián, Eduardo, Keskar, Maitrayee, Iqbal, Eeman, Montijano, Eduardo, Sagüés, Carlos, Atanasov, Nikolay

arXiv.org Artificial Intelligence

Abstract-- Multi-agent games in dynamic nonlinear settings are challenging due to the time-varying interactions among the agents and the non-stationarity of the (potential) Nash equilibria. In this paper we consider model-free games, where agent transitions and costs are observed without knowledge of the transition and cost functions that generate them. We propose a policy gradient approach to learn distributed policies that follow the communication structure in multi-team games, with multiple agents per team. Our formulation is inspired by the structure of distributed policies in linear quadratic games, which take the form of time-varying linear feedback gains. In the nonlinear case, we model the policies as nonlinear feedback gains, parameterized by self-attention layers to account for the time-varying multi-agent communication topology. We demonstrate that our distributed policy gradient approach achieves strong performance in several settings, including distributed linear and nonlinear regulation, and simulated and real multi-robot pursuit-and-evasion games.