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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Nataly V. Munts[</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Grid Method for Numerical Study of Time-Optimal Games with Lifeline ?</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Formulation of Problem</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Krasovskii Institute of Mathematics and Mechanics, UrB RAS</institution>
          ,
          <addr-line>Yekaterinburg</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>0000</year>
      </pub-date>
      <volume>0003</volume>
      <fpage>192</fpage>
      <lpage>198</lpage>
      <abstract>
        <p>The paper discusses a numerical grid method for solving time-optimal zero-sum di erential games with lifeline. The dynamics of the considered games are supposed to be of a generic non-linear kind. The players' controls are taken from given compact sets of nite-dimensional Euclidean spaces. The objective of the rst player is to reach the target set as fast as possible, with that, avoiding the set called lifeline. The second player counteracts to that: it tries either to guide the system to the lifeline avoiding the target set of the rst player, or if it is impossible, to keep the system away from the target set in nitely, or if it is impossible too, to postpone maximally reaching the target set. In the text, we reference out work about theoretical constructions on existence of the value function of such a game. Also, we set forth the idea of the numerical method. Results of solving some model and practical examples are given.</p>
      </abstract>
      <kwd-group>
        <kwd>Time-optimal zero-sum di erential games Lifeline Value function Numeric grid method</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The following autonomous dynamic system is considered:
0; x 2 Rd; p 2 P; q 2 Q:
(1)
Here, x is the d-dimensional state vector of the system, p and q are controls of
the rst and second players, respectively, which are constrained by compact sets
in their nite-dimensional Euclidean spaces. Two sets are given: a compact set
T Rd of the full dimension and an open set W such that T W Rd. Denote
F = Rd n W and G = W n T . The set T is the target set. The rst player tries
to guide the system to it as soon as possible avoiding the set F , which is called
lifeline. The second player hinders this, it strives to reach the set F avoiding the
set T , of if it is impossible, to keep the system in the set G forever, or if this is
impossible too, to postpone reaching the target set T as long as possible.</p>
      <p>
        The following assumptions are supposed to be true:
? Copyright c 2020 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
C.1. the function f : Rd P Q 7! Rd is continuous in the totality of variables
and Lipschitzian on x with the constant ; also, the Isaacs' condition [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is
held:
min max s; f (x; p; q) = max min s; f (x; p; q) =: H(x; s) 8s 2 Rd: (2)
p2P q2Q q2Q p2P
C.2. the boundary @G (that is, the boundaries @T and @F ) is compact, twice
smooth and has the curvature radius not less than some r &gt; 0.
      </p>
      <p>C.3. the boundary @T and the function f obey the following condition:
min max nT (x); f (x; p; q) &lt; 0;
p2P q2Q
min max nF (x); f (x; p; q) &lt; 0;
p2P q2Q
t = t x( ; x0) = min t : x(t; x0) 2 T ;
t = t x( ; x0) = min t : x(t; x0) 2 F ;
which are the rst instants when the trajectory hits the sets T and F ,
respectively. They equal +1 if the corresponding set is never hit by the trajectory.
The payo for the trajectory x( ; x0) is de ned as
x( ; x0) =
(+1; if t = +1 or t &lt; t ;</p>
      <p>t ; otherwise:</p>
      <p>
        The players' strategies are feedback. To de ne a motion of the system
under feedback strategies of the players, we use the formalization suggested by
Krasovskii and Subbotin [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ].
      </p>
      <p>
        In paper [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], the authors have proved the existence of the value function for
games of this kind. The proof uses the positional ideology set forth in [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ].
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] together with the original game (1), a Dirichlet problem for the
Hamilton{Jacobi PDE corresponding to the game is considered:
      </p>
      <p>H x; Du(x)</p>
      <p>u(x) = 0; x 2 G;
(5)
where H(x; s) = H(x; s) + 1. The function H(x; s) is the Hamiltonian de ned
in (2).</p>
      <p>
        Also, it is proved by the authors that problem (4), (5) under assumptions C.1{
C.4 has a continuous generalized solution (in the viscous [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ] or minimax [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
sense), which coincides with the value function of game (1).
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Idea of Numerical Method</title>
      <p>First, note that the payo (3) can have in nite values, what is inconvenient for
numerical analysis. Let us consider a new payo</p>
      <p>J x( ; x0) =
(1
1;
exp
x( ; x0) ; if</p>
      <p>&lt; +1;
otherwise;
(6)
which has its values in the interval [0; 1]. This variable change is well-known as
the Kruzhkov's transform. Denote by v(x) the value function for this payo . The
suggested method constructs some approximations to the function v(x).</p>
      <p>For further numerical construction, we change the continuous time by a
discrete one with instants 0, h, 2h, 3h, . . . , and the continuous space by a grid
L = (i1k; i2k; : : : ; idk) , ij 2 Z. So, h and k are the steps of time and spatial
discretization. The steps of spatial discretization along di erent axes can di er,
but this does not a ect the idea of the method. Below, a linear enumeration of
the nodes of the grid is assumed: L = flsgs2Z.</p>
      <p>Original trajectories x( ; x0) of the system are changed by discrete ones:
xn = xn 1 + hf (xn 1; pn 1; qn 1);
n = 1; 2; 3; : : : ;
where x0 is the initial position, pn 2 P , and qn 2 Q.</p>
      <p>The value function w(ls) of the discretized game can be characterized on the
basis of the Dynamic Programming Principle:
max min wloc ls + hf (ls; p; q) + 1
q2Q p2P
8
&gt;w(ls) =
&gt;
&lt;</p>
      <p>w(ls) = 0;
&gt;
&gt;:w(ls) = 1;
Fs(W ) =
8
&gt;
&gt;
&lt;</p>
      <p>0;
&gt;&gt;:1;
Here, LT , LG , and LF are the subcollections of the nodes of the grid L, which are
located in the sets T , G, and F , respectively. The coe cient = e h. The symbol
wloc denotes some local approximation of the function w between the nodes of
the grid. The approximation can be piecewise-linear, polylinear, or some other.
Each type of the approximation (or, at least, each class of approximations) needs
its own proof of convergence of the method.</p>
      <p>Let M be the set of in nite vectors with indices in Z. For any in nite
vector W , the operator F : M ! R is element-wisely de ned as follows:
max min wloc z(ls; p; q); W
q2Q p2P
+ 1
;
;
if ls 2 LG ;
if ls 2 LT ;
if ls 2 LF :
if ls 2 LG ;
if ls 2 LT ;
if ls 2 LF :
Here, z(ls; p; q) = ls + hf (ls; p; q). We have proved that in the case when wloc
is the piecewise-linear or polylinear approximation between the grid nodes the
operator F is a contraction map and its xed point impose an approximation to
the value function v(x).</p>
      <p>Note that actually, only values w(ls) for the nodes ls 2 LG are important.
The values of w at other nodes are xed and do not need to be stored and/or
computed. So, if the set G is bounded, then it can be covered by some nite
grid LG, which can be represented in a computer.</p>
      <p>So, values at these nodes can be set to some initial states and further
repeatedly recomputed by the operator F . After such a recomputation, one gets
converging sequences at the nodes, which after a su cient number of iterations
approximate well the ideal values w(ls). The latters in their turn by local
approximation estimate well the value function v of game (1) with payo (6) if the
steps h and k are small enough.</p>
      <p>
        In our work, we do not consider the questions about the rate of convergence
of the algorithm. Hovewer, this algorithm is based on the numerical method from
the work [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] where also the convergence rate theorem [1, Th. 3.4, pp. 140{144] is
proved. We believe that in our case the rate of convergence is similar, but this
fact has not been proved yet.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Examples</title>
      <p>We have an own cross-platform realization of this numerical method written
using the environment .NetCore 3.0 and language C# of version 6.0 or later.
A single-threaded program was written and then, by means of the capabilities
of C#, it was made multi-threaded in order to compute faster on multi-core
processors. A processor used for computing examples is Intel(R) Core(TM)
i78700 CPU @ 3.20GHz with 6 cores and 12 threads.</p>
      <p>
        Two following examples are connected with the classic time-optimal game
\Homicidal chau eur" originally suggested by R. Isaacs in his book [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. A
pursuing object (car with a bounded turn radius) tries to catch an evading one with
the dynamics of simple motions (pedestrian). The original dynamics are
x_ p = w1 cos ; y_p = w1 sin ;
_ = w1 a;
      </p>
      <p>R
x_ e = w2 cos b; y_e = w2 sin b:
Here, (xp; yp) and (xe; ye) are the geometric positions of the pursuer and the
evader in the plane; is the course angle of the car's velocity; w1 is the magnitude
of the linear velocity of the car; the value R=w1 describes the minimal turn radius
of the car. The control a 2 [ 1; +1] of the pursuer shows how sharply the car
turns: the value a = 1 corresponds to the maximally sharp right turn, the value
a = +1 corresponds to the maximally sharp left turn, and a = 0 corresponds to
the instantaneous rectilinear motion. The control b 2 [ ; ] of the pedestrian
is the instantaneous direction of its velocity, which magnitude is w2.</p>
      <sec id="sec-3-1">
        <title>Example 1</title>
        <p>
          A strong disadvantage of the original dynamics is their quite high dimension,
namely, 5. However, the dynamics permit [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] a reduction of the dimension of
the phase vector in the following way. Superpose the origin and the position of
the pursuer. Direct the ordinate axis along the current vector of the pursuer's
velocity. So, the new state position (x; y) of the system is two-dimensional and
its dynamics are the following:
x_ =
w1 ya + w2 sin b;
R
y_ = w1 xa
        </p>
        <p>R
w1 + w2 cos b:
Here, x, y are the two-dimensional coordinates of a new object, which now is
jointly controlled by the players. The rst player (pursuer) tries to guide the
system to the set T = (x; y) 2 R2 : (x 0:2)2 + (y 0:3)2 0:0152 keeping the
trajectory inside the set W = [ 1:5; 1:5] [ 1; 1:5]. The second one (pedestrian)
hinder this.</p>
        <p>
          The parameters of the game taken for a numerical experiment are w1 = 2,
w2 = 0:6, R = 0:2. The example has been taken from [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. The time step h =
0:001, the spatial step k = 0:005. The number of iterations equals 200. The total
time of computation was 7 hours and 51 minutes.
        </p>
        <p>The graph of the value function in the three-dimensional space x, y, v(x; y)
is given in Fig. 1.
v(x; y)
y
x</p>
      </sec>
      <sec id="sec-3-2">
        <title>Example 2</title>
        <p>Now let us present a modi ed version of the problem having the following reduced
dynamics:</p>
        <p>x_ =
y_ =</p>
        <p>W y
Vp
sin
W x
Vp
sin</p>
        <p>+ Ve sin ;
+ Ve cos</p>
        <p>Vp;</p>
        <p>V_p = W cos :
Here, x and y are the coordinates of the object; Vp is the current magnitude
of the linear velocity of the car. Now, the pursuer manages two controls. The
rst one W is the magnitude of the acceleration of the car, which results in
changing both the coordinates x, y. The second control is , which is the angle
between the vectors of the acceleration and velocity of the car; it is assumed
that =2 =2.</p>
        <p>Note that due to chosen constraints for the control the velocity Vp can only
grow. There are constraints for its magnitude: Vp 2 [Vmin; Vmax].</p>
        <p>The value Ve is the magnitude of the velocity of the pedestrian; is the
angle between the velocity vector of the pedestrian and the direction of the
y-axis (0 2 ).</p>
        <p>
          The target set is a cylinder T = (x; y; Vp) : x2 + y2 0:32 . For
computations, we take W 1, Ve 0:3, Vmin = 0:5, Vmax = 1:5. The example has been
taken from [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>Vp
y
x</p>
      </sec>
    </sec>
  </body>
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