pursuit-evasion game
Fast and the Furious: Hot Starts in Pursuit-Evasion Games
Smithline, Gabriel, Nivison, Scott
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.
Learned Controllers for Agile Quadrotors in Pursuit-Evasion Games
Roncero, Alejandro Sanchez, Cai, Yixi, Andersson, Olov, Ogren, Petter
We address the problem of agile 1v1 quadrotor pursuit-evasion, where a pursuer and an evader learn to outmaneuver each other through reinforcement learning (RL). Such settings face two major challenges: non-stationarity, since each agent's evolving policy alters the environment dynamics and destabilizes training, and catastrophic forgetting, where a policy overfits to the current adversary and loses effectiveness against previously encountered strategies. To tackle these issues, we propose an Asynchronous Multi-Stage Population-Based (AMSPB) algorithm. At each stage, the pursuer and evader are trained asynchronously against a frozen pool of opponents sampled from a growing population of past and current policies, stabilizing training and ensuring exposure to diverse behaviors. Within this framework, we train neural network controllers that output either velocity commands or body rates with collective thrust. Experiments in a high-fidelity simulator show that: (i) AMSPB-trained RL policies outperform RL and geometric baselines; (ii) body-rate-and-thrust controllers achieve more agile flight than velocity-based controllers, leading to better pursuit-evasion performance; (iii) AMSPB yields stable, monotonic gains across stages; and (iv) trained policies in one arena size generalize fairly well to other sizes without retraining.
Cooperative Bearing-Only Target Pursuit via Multiagent Reinforcement Learning: Design and Experiment
Li, Jianan, Wang, Zhikun, Ding, Susheng, Guo, Shiliang, Zhao, Shiyu
This paper addresses the multi-robot pursuit problem for an unknown target, encompassing both target state estimation and pursuit control. First, in state estimation, we focus on using only bearing information, as it is readily available from vision sensors and effective for small, distant targets. Challenges such as instability due to the nonlinearity of bearing measurements and singularities in the two-angle representation are addressed through a proposed uniform bearing-only information filter. This filter integrates multiple 3D bearing measurements, provides a concise formulation, and enhances stability and resilience to target loss caused by limited field of view (FoV). Second, in target pursuit control within complex environments, where challenges such as heterogeneity and limited FoV arise, conventional methods like differential games or Voronoi partitioning often prove inadequate. To address these limitations, we propose a novel multiagent reinforcement learning (MARL) framework, enabling multiple heterogeneous vehicles to search, localize, and follow a target while effectively handling those challenges. Third, to bridge the sim-to-real gap, we propose two key techniques: incorporating adjustable low-level control gains in training to replicate the dynamics of real-world autonomous ground vehicles (AGVs), and proposing spectral-normalized RL algorithms to enhance policy smoothness and robustness. Finally, we demonstrate the successful zero-shot transfer of the MARL controllers to AGVs, validating the effectiveness and practical feasibility of our approach. The accompanying video is available at https://youtu.be/HO7FJyZiJ3E.
Minimum Time Strategies for a Differential Drive Robot Escaping from a Circular Detection Region
A Differential Drive Robot (DDR) located inside a circular detection region in the plane wants to escape from it in minimum time. Various robotics applications can be modeled like the previous problem, such as a DDR escaping as soon as possible from a forbidden/dangerous region in the plane or running out from the sensor footprint of an unmanned vehicle flying at a constant altitude. In this paper, we find the motion strategies to accomplish its goal under two scenarios. In one, the detection region moves slower than the DDR and seeks to prevent escape; in another, its position is fixed. We formulate the problem as a zero-sum pursuit-evasion game, and using differential games theory, we compute the players' time-optimal motion strategies. Given the DDR's speed advantage, it can always escape by translating away from the center of the detection region at maximum speed. In this work, we show that the previous strategy could be optimal in some cases; however, other motion strategies emerge based on the player's speed ratio and the players' initial configurations.
Solving Urban Network Security Games: Learning Platform, Benchmark, and Challenge for AI Research
Zhuang, Shuxin, Li, Shuxin, Yang, Tianji, Li, Muheng, Shi, Xianjie, An, Bo, Zhang, Youzhi
After the great achievement of solving two-player zero-sum games, more and more AI researchers focus on solving multiplayer games. To facilitate the development of designing efficient learning algorithms for solving multiplayer games, we propose a multiplayer game platform for solving Urban Network Security Games (\textbf{UNSG}) that model real-world scenarios. That is, preventing criminal activity is a highly significant responsibility assigned to police officers in cities, and police officers have to allocate their limited security resources to interdict the escaping criminal when a crime takes place in a city. This interaction between multiple police officers and the escaping criminal can be modeled as a UNSG. The variants of UNSGs can model different real-world settings, e.g., whether real-time information is available or not, and whether police officers can communicate or not. The main challenges of solving this game include the large size of the game and the co-existence of cooperation and competition. While previous efforts have been made to tackle UNSGs, they have been hampered by performance and scalability issues. Therefore, we propose an open-source UNSG platform (\textbf{GraphChase}) for designing efficient learning algorithms for solving UNSGs. Specifically, GraphChase offers a unified and flexible game environment for modeling various variants of UNSGs, supporting the development, testing, and benchmarking of algorithms. We believe that GraphChase not only facilitates the development of efficient algorithms for solving real-world problems but also paves the way for significant advancements in algorithmic development for solving general multiplayer games.
Autonomous Decision Making for UAV Cooperative Pursuit-Evasion Game with Reinforcement Learning
Zhao, Yang, Nie, Zidong, Dong, Kangsheng, Huang, Qinghua, Li, Xuelong
The application of intelligent decision-making in unmanned aerial vehicle (UAV) is increasing, and with the development of UAV 1v1 pursuit-evasion game, multi-UAV cooperative game has emerged as a new challenge. This paper proposes a deep reinforcement learning-based model for decision-making in multi-role UAV cooperative pursuit-evasion game, to address the challenge of enabling UAV to autonomously make decisions in complex game environments. In order to enhance the training efficiency of the reinforcement learning algorithm in UAV pursuit-evasion game environment that has high-dimensional state-action space, this paper proposes multi-environment asynchronous double deep Q-network with priority experience replay algorithm to effectively train the UAV's game policy. Furthermore, aiming to improve cooperation ability and task completion efficiency, as well as minimize the cost of UAVs in the pursuit-evasion game, this paper focuses on the allocation of roles and targets within multi-UAV environment. The cooperative game decision model with varying numbers of UAVs are obtained by assigning diverse tasks and roles to the UAVs in different scenarios. The simulation results demonstrate that the proposed method enables autonomous decision-making of the UAVs in pursuit-evasion game scenarios and exhibits significant capabilities in cooperation.
Multi-UAV Pursuit-Evasion with Online Planning in Unknown Environments by Deep Reinforcement Learning
Chen, Jiayu, Yu, Chao, Li, Guosheng, Tang, Wenhao, Yang, Xinyi, Xu, Botian, Yang, Huazhong, Wang, Yu
Multi-UAV pursuit-evasion, where pursuers aim to capture evaders, poses a key challenge for UAV swarm intelligence. Multi-agent reinforcement learning (MARL) has demonstrated potential in modeling cooperative behaviors, but most RL-based approaches remain constrained to simplified simulations with limited dynamics or fixed scenarios. Previous attempts to deploy RL policy to real-world pursuit-evasion are largely restricted to two-dimensional scenarios, such as ground vehicles or UAVs at fixed altitudes. In this paper, we address multi-UAV pursuit-evasion by considering UAV dynamics and physical constraints. We introduce an evader prediction-enhanced network to tackle partial observability in cooperative strategy learning. Additionally, we propose an adaptive environment generator within MARL training, enabling higher exploration efficiency and better policy generalization across diverse scenarios. Simulations show our method significantly outperforms all baselines in challenging scenarios, generalizing to unseen scenarios with a 100% capture rate. Finally, we derive a feasible policy via a two-stage reward refinement and deploy the policy on real quadrotors in a zero-shot manner. To our knowledge, this is the first work to derive and deploy an RL-based policy using collective thrust and body rates control commands for multi-UAV pursuit-evasion in unknown environments. The open-source code and videos are available at https://sites.google.com/view/pursuit-evasion-rl.
Learning to Play Pursuit-Evasion with Dynamic and Sensor Constraints
Gonultas, Burak M., Isler, Volkan
We present a multi-agent reinforcement learning approach to solve a pursuit-evasion game between two players with car-like dynamics and sensing limitations. We develop a curriculum for an existing multi-agent deterministic policy gradient algorithm to simultaneously obtain strategies for both players, and deploy the learned strategies on real robots moving as fast as 2 m/s in indoor environments. Through experiments we show that the learned strategies improve over existing baselines by up to 30% in terms of capture rate for the pursuer. The learned evader model has up to 5% better escape rate over the baselines even against our competitive pursuer model. We also present experiment results which show how the pursuit-evasion game and its results evolve as the player dynamics and sensor constraints are varied. Finally, we deploy learned policies on physical robots for a game between the F1TENTH and JetRacer platforms and show that the learned strategies can be executed on real-robots. Our code and supplementary material including videos from experiments are available at https: //gonultasbu.github.io/pursuit-evasion/.
Diffusion-Reinforcement Learning Hierarchical Motion Planning in Adversarial Multi-agent Games
Wu, Zixuan, Ye, Sean, Natarajan, Manisha, Gombolay, Matthew C.
Reinforcement Learning- (RL-)based motion planning has recently shown the potential to outperform traditional approaches from autonomous navigation to robot manipulation. In this work, we focus on a motion planning task for an evasive target in a partially observable multi-agent adversarial pursuit-evasion games (PEG). These pursuit-evasion problems are relevant to various applications, such as search and rescue operations and surveillance robots, where robots must effectively plan their actions to gather intelligence or accomplish mission tasks while avoiding detection or capture themselves. We propose a hierarchical architecture that integrates a high-level diffusion model to plan global paths responsive to environment data while a low-level RL algorithm reasons about evasive versus global path-following behavior. Our approach outperforms baselines by 51.2% by leveraging the diffusion model to guide the RL algorithm for more efficient exploration and improves the explanability and predictability.
MatrixWorld: A pursuit-evasion platform for safe multi-agent coordination and autocurricula
Sun, Lijun, Chang, Yu-Cheng, Lyu, Chao, Lin, Chin-Teng, Shi, Yuhui
Multi-agent reinforcement learning (MARL) has achieved encouraging performance in solving complex multi-agent tasks. However, the safety of MARL policies is one critical concern that impedes their real-world applications. Furthermore, popular multi-agent benchmarks provide limited safety support for safe MARL research, where negative rewards for collisions are insufficient for guaranteeing the safety of MARL policies. Therefore, in this work, we propose a new safety-constrained multi-agent environment: MatrixWorld, based on the general pursuit-evasion game. In particular, a safety-constrained multi-agent action execution model is proposed for the software implementation of safe multi-agent environments. In addition, MatrixWorld is a lightweight co-evolution framework for the learning of pursuit tasks, evasion tasks, or both, where more pursuit-evasion variants are designed based on different practical meanings of safety. As a brief survey, we review and analyze the co-evolution mechanism in the multi-agent setting, which clearly reveals its relationships with autocurricula, self-play, arms races, and adversarial learning. Thus, we argue that MatrixWorld can serve as the first environment for autocurriculum research, where ideas can be quickly verified and well understood. Finally, based on the above problems concerning safe MARL and autocurricula, our experiments show the difficulties of general MARL in guaranteeing safe multi-agent coordination with only negative rewards for collisions and the potential of MatrixWorld in autocurriculum learning, where practical suggestions for successful multi-agent adversarial learning and arms races are given.