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dc.contributor.authorZhang, Zhongshun
dc.contributor.authorSmereka, Jonathon M.
dc.contributor.authorLee, Joseph
dc.contributor.authorZhou, Lifeng
dc.contributor.authorSung, Yoonchang
dc.contributor.authorTokekar, Pratap
dc.date.accessioned2021-09-20T17:41:11Z
dc.date.available2021-09-20T17:41:11Z
dc.date.issued2021-01-20
dc.identifier.urihttps://hdl.handle.net/1721.1/131973
dc.description.abstractAbstract We introduce and study the problem of planning a trajectory for an agent to carry out a scouting mission while avoiding being detected by an adversarial opponent. This introduces a multi-objective version of classical visibility-based target search and pursuit-evasion problem. In our formulation, the agent receives a positive reward for increasing its visibility (by exploring new regions) and a negative penalty every time it is detected by the opponent. The objective is to find a finite-horizon path for the agent that balances the trade off between maximizing visibility and minimizing detectability. We model this problem as a discrete, sequential, two-player, zero-sum game. We use two types of game tree search algorithms to solve this problem: minimax search tree and Monte-Carlo search tree. Both search trees can yield the optimal policy but may require possibly exponential computational time and space. We first propose three pruning techniques to reduce the computational time while preserving optimality guarantees. When the agent and the opponent are located far from each other initially, we present a variable resolution technique with longer planning horizon to further reduce computational time. Simulation results show the effectiveness of the proposed strategies in terms of computational time.en_US
dc.publisherSpringer USen_US
dc.relation.isversionofhttps://doi.org/10.1007/s10514-020-09963-4en_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.sourceSpringer USen_US
dc.titleGame tree search for minimizing detectability and maximizing visibilityen_US
dc.typeArticleen_US
dc.contributor.departmentMassachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dc.date.updated2021-03-02T04:51:43Z
dc.language.rfc3066en
dc.rights.holderThe Author(s), under exclusive licence to Springer Science+Business Media, LLC part of Springer Nature
dspace.embargo.termsY
dspace.date.submission2021-03-02T04:51:43Z
mit.licensePUBLISHER_POLICY
mit.metadata.statusAuthority Work and Publication Information Needed


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