TY - JOUR
T1 - Game and information theory analysis of electronic countermeasures in pursuit-evasion games
AU - Brooks, R. R.
AU - Pang, Jing En
AU - Griffin, C.
N1 - Funding Information:
Manuscript received March 3, 2007; revised January 25, 2008 and July 4, 2008. Current version published October 20, 2008. This work was supported in part by the U. S. Army Research Laboratory and in part by the U. S. Army Research Office under Grant W911NF-05-1-0226. This paper was recommended by Associate Editor A. Garcia. R. R. Brooks with Holcombe Department of Electrical and Computer Engineering, Clemson University, Clemson, SC 29634 USA (e-mail: [email protected]). J.-E. Pang, with Cai Technologies, Inc., Duncan, SC 29634 (e-mail: [email protected]). C. Griffin is with Oak Ridge National Laboratory, Oak Ridge, TN 37831 USA (e-mail: [email protected]). Color versions of one or more of the figures in this paper are available online at http://ieeexplore.ieee.org. Digital Object Identifier 10.1109/TSMCA.2008.2003970
PY - 2008
Y1 - 2008
N2 - Two-player pursuit-evasion games in the literature typically either assume both players have perfect knowledge of the opponent's positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who needs only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader's position. In our previous work, we modeled pursuit evasion without perfect information as a two-player bimatrix game by using a realistic sensor model and information theory to compute game-theoretic payoff matrices. That game has a saddle point when the evader uses strategies that exploit sensor limitations, whereas the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider, for the first time, the effect of many types of electronic countermeasures (ECM) on pursuit-evasion games. The evader's decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.
AB - Two-player pursuit-evasion games in the literature typically either assume both players have perfect knowledge of the opponent's positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who needs only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader's position. In our previous work, we modeled pursuit evasion without perfect information as a two-player bimatrix game by using a realistic sensor model and information theory to compute game-theoretic payoff matrices. That game has a saddle point when the evader uses strategies that exploit sensor limitations, whereas the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider, for the first time, the effect of many types of electronic countermeasures (ECM) on pursuit-evasion games. The evader's decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.
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U2 - 10.1109/TSMCA.2008.2003970
DO - 10.1109/TSMCA.2008.2003970
M3 - Article
AN - SCOPUS:56449127314
SN - 1083-4427
VL - 38
SP - 1281
EP - 1294
JO - IEEE Transactions on Systems, Man, and Cybernetics Part A:Systems and Humans
JF - IEEE Transactions on Systems, Man, and Cybernetics Part A:Systems and Humans
IS - 6
ER -