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Two-dimensional pursuit-evasion game with penalty on turning rates

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Abstract

An approach, both analytical and numerical, is used to solve a two-dimensional pursuit-evasion game characterized by a difficulty level intermediate between that of thesimple motion game (with freely and instantaneously oriented velocities) and that of thegame of two cars (with lower bounds on curvature radii). Each player's velocity has a constant modulus. The maneuvers are penalized by introducing, in the performance index, an integral term for the squared velocity turning rate.

The local problem solution is relatively easy to find: the equations of motion and the adjoint equations can be integrated by means of elliptic functions and integrals. The global problem is more delicate to solve, because of the existence of a dispersal singular surface requiring an important numerical search to be determined. Thesynthesis problem (how to express the optimal strategies as functions of state) is not explicitly solvable, but a numerical approach using successive approximations can be developed. Illustrative interception trajectories are given.

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References

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Communicated by J. V. Breakwell

The authors are grateful to Mr. J. P. Peltier, Head, Guidance Group, Aerospace Mechanics Division, Systems Department, ONERA, Châtillon, France, for his suggestions and his efficient assistance in the numerical aspect of this study.

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Marec, J.P., Van Nhan, N. Two-dimensional pursuit-evasion game with penalty on turning rates. J Optim Theory Appl 23, 305–345 (1977). https://doi.org/10.1007/BF00933054

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  • DOI: https://doi.org/10.1007/BF00933054

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