论文标题
随机追捕游戏的分层分解
Hierarchical Decompositions of Stochastic Pursuit-Evasion Games
论文作者
论文摘要
在这项工作中,我们提出了一个层次结构框架,用于解决大型网格世界中的离散随机追求逃避游戏(PEGS)。通过将网格世界分为超级遗产(例如,“房间”),提出的方法创建了一个两分辨率的决策过程,该过程由原始州一级的一组本地钉子组成,在超级Sterstate级别进行了聚合的PEG。具有较小的基数,本地游戏和汇总游戏都可以轻松解决NASH平衡。为了将决策在两个决议上连接,我们使用本地钉的NASH值作为汇总游戏的奖励。通过数值模拟,我们表明所提出的层次结构框架大大降低了计算开销,同时在与Flat Nash策略竞争时仍保持令人满意的性能水平。
In this work we present a hierarchical framework for solving discrete stochastic pursuit-evasion games (PEGs) in large grid worlds. With a partition of the grid world into superstates (e.g., "rooms"), the proposed approach creates a two-resolution decision-making process, which consists of a set of local PEGs at the original state level and an aggregated PEG at the superstate level. Having much smaller cardinality, both the local games and the aggregated game can be easily solved to a Nash equilibrium. To connect the decision-making at the two resolutions, we use the Nash values of the local PEGs as the rewards for the aggregated game. Through numerical simulations, we show that the proposed hierarchical framework significantly reduces the computation overhead, while still maintaining a satisfactory level of performance when competing against the flat Nash policies.