Two-Player Reconnaissance Game with Half-Planar Target and Retreat
Regions
Yoonjae Lee Efstathios Bakolas
Abstract— This paper is concerned with the reconnaissance
game that involves two mobile agents: the Intruder and the
Defender. The Intruder is tasked to reconnoiter a territory of
interest (target region) and then return to a safe zone (retreat
region), where the two regions are disjoint half-planes, while
being chased by the faster Defender. This paper focuses on the
scenario where the Defender is not guaranteed to capture the
Intruder before the latter agent reaches the retreat region. The
goal of the Intruder is to minimize its distance to the target
region, whereas the Defender’s goal is to maximize the same
distance. The game is decomposed into two phases based on
the Intruder’s myopic goal. The complete solution of the game
corresponding to each phase, namely the Value function and
state-feedback equilibrium strategies, is developed in closed-
form using differential game methods. Numerical simulation
results are presented to showcase the efficacy of our solutions.
I. INTRODUCTION
Pursuit-evasion and target defense games have received a
significant amount of attention due to their close connection
with a wide range of applications in, for example, aerospace,
military, and robotics. Not many attempts, however, have
yet been made to address hybrid problems that possess
both pursuit-evasion and target defense aspects, such as
aerial reconnaissance and coast guarding problems. In these
problems, the goal of an intruding agent is not necessarily to
attack or reach a target, but to perform reconnaissance tasks
in the vicinity of it and then escape to a safe zone before
being neutralized by its opponent. This paper presents how to
formulate this type of problems as a two-staged differential
game and find equilibrium (i.e., worst-case) control policies
for the agents involved.
Literature review: The study of pursuit-evasion games was
initiated by Isaacs in his seminal work [1]. Recent advances
in the field of pursuit-evasion games are summarized in [2].
One remarkable variant of pursuit-evasion games is the so-
called target guarding game, the two-player version of which
was first discussed in [1]. For the past few years, target
guarding games with a stationary target or territory have
been extensively studied. The related work in the literature
can be categorized based on the shape of the target under
consideration, which can be a point [3], [4], a line [5]–
[7], a circle [8], or an arbitrary convex set [9]–[12]. One
class of target guarding games that has recently attracted
the attention of many researchers is the so-called perimeter-
defense game [13], [14], which involves a defender(s) whose
state is constrained along the boundary or perimeter of a
target. The turret-defense game, which is a special case
that has a circular target, has recently been studied in [15].
Y. Lee (PhD student) and E. Bakolas (Associate Professor) are with the
Department of Aerospace Engineering and Engineering Mechanics, The
University of Texas at Austin, Austin, Texas 78712-1221, USA, Emails:
yol033@utexas.edu; bakolas@austin.utexas.edu
Another remarkable class of target guarding games is the
active target defense game, which involves a mobile target
[16] or a maneuverable target (i.e., an evader) [17]–[19].
In target guarding games, an intruder aims at reaching a
target or, if capture is unavoidable, approach the target as
close as possible until the time of capture. This problem
formulation is relevant to the problem considered in this
paper, namely the reconnaissance game. Similar to target
guarding games, the reconnaissance game involves an in-
truder whose goal is to minimize its distance to the target.
The difference, however, is that the intruder in the latter game
has an additional goal which is to enter a safe zone before
being captured by the defender. The fact that the intruder
has dual goals makes the game difficult to analyze with the
classical differential game approach. To our best knowledge,
[20] was the first work that studied an open-loop solution of
the reconnaissance game with two agents and a point target
using the method of game decomposition. This method has
later been revisited for many other problems that have more
than one stages, such as the fixed-course target observation
problem [21], the engage or retreat game [22], and the
capture-the-flag game [23], [24]. Note that the key difference
between the capture-the-flag game and the reconnaissance
game is that the latter game always terminates with the
intruder entering the safe zone, whereas the former game
has no such hard terminal constraint.
Statement of contributions: The main contributions of this
paper are as follows. Compared to [20] in which only the
point target case was considered and an open-loop solution
was developed in part based on iterative search methods,
we develop the complete solution for the reconnaissance
game involving two agents and half-planar target and retreat
regions completely analytically. In particular, our method
yields the solution to the game, namely the Value function
and state-feedback equilibrium strategies of the game, in
closed-form instead of relying on algorithmic or numerical
methods as in [20]. Furthermore, we rigorously verify the
validity of our solution using the Hamilton-Jacobi-Isaacs
(HJI) equation, a step that has also been absent in [20].
Lastly, using the analytical expression of the Value function,
we show how to divide the state space of the game into the
winning sets of each agent and also how to characterize the
barriers that demarcate these winning sets.
Outline: The rest of the paper is structured as follows.
In Section II, the reconnaissance game is formulated and
decomposed into two phases. In Sections III and IV, the
solution of the game corresponding to each phase is de-
veloped based on differential game methods. In Section
V, simulation results are presented. Finally, in Section VI,
concluding remarks are provided.
arXiv:2210.01364v2 [eess.SY] 21 Mar 2023