Optimal Planning Strategy for Ambush Avoidance

Artificial Intelligence for Transportation: Advice, Interactivity and Actor Modeling: Papers from the 2015 AAAI Workshop
Optimal Planning Strategy for Ambush Avoidance
Emmanuel Boidot,
Aude Marzuoli,
Eric Feron
[email protected], [email protected],
[email protected]
Guggenheim School of Aerospace Engineering
Georgia Institute of Technology
Atlanta, Georgia 30332
Abstract
by Vanek et al. (2011, 2013) and money transit protection by
Salani et al. (2010).
This problem of ambush avoidance can be described as
a network interdiction problem where interdiction are done
on nodes. In the class of network interdiction problems, several special cases have been studied: 1. Shortest path interdiction where arcs of the network can be removed (Israeli
and Wood 2002). 2. Network interdiction when the network
structure is set and the concern is to monitor the network
(the objective of the evader is to maximize the probability of being undetected by choosing the most reliable path)
(Pan, Charlton, and Morton 2003). The invader can be informed or uninformed. 3. Maximum flow interdiction where
the goal of the interdictor is to prevent the flow of some unwanted items. (Wood 1993), which has been extended to a
stochastic formulation to minimize the expected maximum
flow (Janjarassuk and Linderoth 2008). Each of these models are Stackelberg games, two steps, two players sequential games, zero-sum. Washburn (1995) identifies optimality
properties regarding some interdiction network subclasses.
The consideration of ambush games as network interdiction
problems allows us to better understand the optimal position
of the ambushes. Thus we can predict the optimal outcome
of the game.
A well-known framework for path planning in adversarial environments is differential games, pioneered by Isaacs
(1954). For a complete and recent set of references, see
(Friedman 2013). Unlike pursuit-evasion games, we are interested in the case when one agent is a vehicle, and the other
agent makes a unique decision, that of placing one or more
ambushes. Our approach naturally leads to the design of
random distributions of trajectories. For the same scenario,
the returned strategy is unique but two vehicles following
this strategy might use different paths. For clarity reasons, a
probabilistic strategy is referred to as a ”route” and a deterministic realization of this strategy as a ”path”.
While the work cited so far proposes solution of the game
on transportation network, there has been little study of the
set of optimal solutions. Furthermore, its extension to continuous environments remains yet to be explored. With this
perspective, a method to create a network on any environment on which the game is to be run is first developed. Second, the outcome of an ambush is no longer constant, but it
depends on its position; the factors influencing this outcome
Operating vehicles in adversarial environments between a recurring origin-destination pair requires new planning techniques. Such a technique, presented in this paper, is a game
inspired by Ruckle’s original contribution. The goal of the
first player is to minimize the expected casualties undergone
by a moving agent. The goal of the second player is to maximize this damage. The outcome of the game is obtained via
a linear program that solves the corresponding minmax optimization problem over this outcome. The formulation originally proposed by Feron and Joseph is extended to different
environment models in order to compute routing strategies
over unstructured environments. To compare these methods
for increasingly accurate representations of the environment,
a grid-based model is chosen to represent the environment
and the existence of a sufficient network size is highlighted.
A global framework for the generation of realistic routing
strategies between any two points is described. Finally the
practicality of the proposed framework is illustrated on real
world environments.
Introduction
We seek to develop routing strategies for dynamical systems operating in adversarial environments. An agent tries
to move a vehicle from a given origin to a desired target set,
while avoiding undesired set of states (ambushes); and another agent sets up ambushes at the locations of his choice.
The vehicle is penalized if it gets caught into an ambush,
while the ambusher then gets rewarded. Examples of applications of this research could be found in protection of automated vehicles, such as delivery vehicles.
The idea behind this paper was first introduced by Ruckle
(1976), who extended Isaacs’s (1954) classical battleship
versus bomber duel by interpreting a two-dimensional environment as a rectangular array of lattice points. Ruckle
stated that such geometric games played on a finite lattice always exhibit a solution because of the Minimax theorem of
Von Neumann and Morgenstern (1944). He identified necessary and sufficient conditions for the mixed strategy of a
player to be optimal. Ruckle’s idea was extended by Joseph
and Feron (2005a, 2005b). They advanced the idea of a variable game outcome at each node of the network. Their formulation was later used in applications for piracy prevention
c 2015, Association for the Advancement of Artificial
Copyright Intelligence (www.aaai.org). All rights reserved.
11
2
are identified. This makes the computation of the optimal
routing strategy possible on any environment without manual input of a case specific game matrix. These two aspects
constitute the main contribution of this paper to the current
state of the art in the field of ambush games.
The outline of this paper is as follows. First, the game and
its mathematical formulationare described. Different network construction methods and ambush types considered for
the adaptation of the game to unstructured environments are
then detailed. Finally, two applications are described to illustrate this work.
5
1
3
7
6
4
Figure 1: Decision flow - The network representation of the environment (left) is considered in
order to create a strategy for BLUE (middle):
p = (p12 , p13 , p14 , p25 , p26 , p35 , p36 , p45 , p46 , p57 , p67 ) =
(1/3, 1/3, 1/3, 1/6, 1/6, 1/6, 1/6, 1/6, 1/6, 1/2, 1/2).
Then a strategy for RED (right) is computed:
q = (q1 , . . . , q7 ) = (0, 0, 0, 0, 1/2, 1/2, 0). The outcome of the game for these strategies is V = 1/2. The
probability associated with each edge is displayed as the
width of the edge.
Approach
Game Description
The problem of interest is to plan the path for a agent (evolving in the air, on the ground, or at sea) that needs to move
from an origin, or source, s to a destination, or sink, t in an
environment where hostile forces might try to ambush it. It
is modeled as a two players non-cooperative zero-sum game,
meaning that a player’s sole goal is to optimize his personal
gain (non cooperative) and the sum of the outcome over all
players is zero. Player 1, denoted BLUE, chooses a route
from origin to destination. Player 2, denoted RED, selects a
number of locations (ambush area or ambush sites) where
he can set up one or several ambushes. An example of such
a decision flow is represented in Figure 1. The number of
ambushes depends on RED’s resources. In the remainder of
this paper we assume that RED only sets one ambush.
It is common for this type of game theoretic problems to
assume that ambushes take place at nodes or on edges of
the network, which is the approach adopted by Boidot and
Feron (2012). However, to expand the approach to continuous state space, it makes more practical sense for RED’s
strategies to relate to areas of the environment (continuous
sets), rather than the topology of the network used to define BLUE’s paths. This way, RED’s strategy translates into
where it would position its ambushes given a specified action
range. The physical meaning of an ambush site corresponds
to the area RED can impact if he sets his ambush at a given
location. Setting an ambush on this area means that BLUE
will be ambushed if his path goes through nodes contained
by the ambush area. Ambushes are populated ambush sites.
A representation of this concept is displayed in Figure 2.
This idea is further developed in the next section.
If BLUE’s path passes through an ambush site, then RED
wins. If BLUE’s path avoids all ambushes, then BLUE wins.
The outcome of an ambush corresponds to the casualties that
the agent would experience in this specific area, should an
ambush be effectively be present at that location. It is dependent on the characteristics of the local environment. The
outcome of a game is the sum of this local outcome over all
the ambushes that BLUE’s path has gone through. Thus we
assume ambushes are not lethal, although high costs may
be incurred. The outcome α of an ambush at any point is
assumed to be known by both players. Its computation is
discussed in the Applications section.
The environment is represented by a network (N, E) and
a local outcome map. Each ambush area i is associated with
a local outcome αi . The set α is the discretized local outcome map. In this paper, only single-stage ambush games
are considered, meaning that both players need to decide
their strategy at the beginning of the game, and they cannot change it during the execution of the route. The environment and its discrete representation are the only information
RED and BLUE share : the network, the local outcome map,
BLUE’s origin and destination points and the position of the
ambush areas are known to both players, but not the position
of those chosen by RED.
A possible strategy for BLUE is represented by a probability vector p, where pij is the probability that the agent
uses edge eij between nodes ni and nj . Similarly, a strategy for RED is represented by a probability vector q that
contains the probability qk that RED sets an ambush at the
ambush area ak .
Given the network and the local outcome map, the goal
of the game is to find the optimal strategy p∗ for BLUE,
assuming that RED follows its optimal strategy q∗ . Consider
the case of a recurring transition from state s to state t, where
there exist two different paths from s to t. A deterministic
approach will return only one of the two paths, whereas the
mixed strategy p will return a probability p1 of BLUE using
the first path and a probability p2 of BLUE using the second
path. Incorporating mixed strategy solutions means that, for
a given environment, RED can at best (after a large number
of runs following this strategy) figure out the strategy p but
will never gather any certainty over the agent’s exact path.
Mathematical Formulation
Let (N, E) be a network. Consider first the case where ambushes can be set at nodes. Therefore, the ambush areas
{ai }i and nodes N = {ni }i represent the same set. A strategy for player BLUE is a mapping p from E to [0, 1] such
that 0 ≤ p(i, j) ≤ 1 and the flow constraints are satisfied,
where i and j are node indices. A strategy for RED is a
mapping
q from N to [0, 1] such that 0 ≤ q(j) ≤ 1 and
P
qj = 1. BLUE’s (resp. RED’s) strategy space P (resp.
j∈Q
Q) is the set of all mappings.
12
From here, p will be the vector representation of the image of E by the mapping p and q will be the image of N
by the mapping q. pij is the probability that BLUE use edge
eij . qj is the probability that RED set up an ambush at node
nj .
Assume that the two players strategies are independent.
At each node nj , the probability that BLUE be ambushed
is equal to the probability that BLUE’s path go through nj
times the probability that RED set an ambush at this node.
The gain for RED at this node being αj , the P
expected outcome of the game relative to this node is:
pij qj αj .





P
i|(i,j)∈E
P
j|(s,j)∈E
P
pij =
P
(1)
i|(i,j)∈E
pjk , ∀j ∈ N \ {s, t}
1
pjt =
1
0.17
(b) Area size = 10
A simple network example is displayed in Figure 1. The
local outcome α is assumed to be equal to one at each internal node of the network and zero on departure and arrival nodes. The result of the optimization problem presented
above is displayed in Figure 1(b). Note that this optimization problem was solved using the interior-point algorithm
implemented in function linprog in MATLAB (Mehrotra
1992). Using a symmetric network (with respect to the s − t
axis) and a uniform local outcome (constant across the environment), the following observation is made: the probability
of the vehicle passing by is spread across the network and
preserves the initial symmetry. This property is of particular
interest when it comes to avoiding ambushes. It seems to indicate that optimal solutions to the problem are also the most
deceptive ones because most paths have similar likelihoods.
k|(j,k)∈E
psj =
0.17
Figure 2: Simple network example - Ambushes by area. The
probability associated with each edge is displayed as the
width of the edge. The orange rectangles represent the area
impacted by placing an ambush at the center of any rectangle. Thus, the larger the rectangle, the larger the impact
of the ambush. The brighter the rectangle, the less penalty
there is at being ambushed there. The origin and destination
area are supposed to be out of the game boundaries (they
are green zones). Grey edges are unused or used with very
low probability. Red circles represent the strategy chosen by
RED, ie areas i where RED might set his ambush with probability qi > 0. This example illustrates the importance of
associating an area to an ambush. Increasing the reach of
RED (width of the impact area) between (a) and (b) leads
to a drastically different strategy: the reach of RED has very
important consequences on BLUE’s strategy.
The other constraints of this problem enforce the conservation of the flow of probabilities through the network. The
probability that the agent arrives at node nj is equal to the
probability that the agent leaves the same node. Probabilities
of the agent being at origin and destination nodes are equal
to 1.






0.17
(a) Area size = 6
with Djk = αj if the k th line of p represents the probability
that BLUE use an edge eij directed towards nj , and Djk = 0
otherwise.
The objective of the approach is to find a strategy for
BLUE that minimize the largest possible outcome for RED.
Provided that qj ≤ 1 for all j, RED can always maximize V
by choosing the node nj for which the probability of BLUE
passing through that node, weighted by the value αj , is maximal. Therefore BLUE’s optimal solution is to minimize this
product across all nodes :


X
p∗ = arg min max
pij αj  .
(2)
j∈N
0.17
0.5
j∈N i|(i,j)∈E
p
0.17
0.5
i|(i,j)∈E
Therefore the strategic outcome of the game is :
X X
V=
pij qj αj = qt Dp.
0.17
(3)
j|(j,t)∈E
Framework for unstructured environments
This problem is solved as a linear programming problem
by introducing a slack variable z constrained as follows.
P
z ≥
pij αj ∀j ∈ N
(4)
i|(i,j)∈E
The approach described in the previous section, defined by
Joseph (2005a, 2005b), requires the existence of a network
to optimize the routing, for example a city street map. Unstructured environments do not have a “natural” framework
over which the finite-dimensional linear program (5) may
be posed and solved. This section proposes three methods to
build a network to support the formulation of Problem (5), it
compares the corresponding outcomes and it identifies key
features.
Rewriting Equations (2) and (4), the problem can be posed
as a linear program:
minimize z
subject to Dp−1z ≤ 0,
Ap = b,
p ≥ 0.
(5)
Network Construction
where A and b represent the flow conservation constraints.
The probability of each edge being used is computed as to
minimize expected losses.
Taking full advantage of unstructured environments may be
advantageous for vehicles with off-road capabilities. Instead
13
Network # Sampling
Connectivity
1(rdm)
Random Delaunay triangulation
2(uni8 ) Uniform
8 connected grid
3(uniD ) Uniform Delaunay triangulation
0.25
Table 1: Different network construction methods.
0.25
0.13
0.12
0.12
0.25
0.12
0.13
0.25
0.13
0.12
(b) rdm - λ 6= 0.
(a) rdm - λ = 0.
of assuming the existence of a road network that limits vehicle routing options, the network now only represents a discretization of the continuous environment, and it is capable
of accounting for the vehicle physical properties and the environment characteristics.
Several methods are tested in order to discretize the environment with networks allowing reasonably short computation times, as shown in Table 1. Consider Method 1: while
randomly sampled nodes connected through a Delaunay triangulation result in a relatively small and computationally
efficient representation of the environment, rdm might not
be representative enough of the details of the environment.
The sampling is limited to a small number of nodes to keep
time to compute the solution of (5) relatively small. uni8
is a structured method that creates a grid on the environment. It is fully connected, but requires 16 directed edges
per node, making the linear problem computationally intensive. It might be preferable to choose a less precise technique
with yet enough granularity on the environment description.
Method 3, uniD , reduces the connectivity of the network
by using a Delaunay triangulation instead of constructing a
fully connected grid.
0.13
0.17
0.17
0.17
0.17
0.17
0.17
0.17
0.17
0.17
0.17
0.17
0.17
(d) uni8 - λ 6= 0.
(c) uni8 - λ = 0.
0.17
0.15
0.17
0.17
0.16
0.18
0.17
0.17
0.17
0.17
0.17
0.17
(f) uniD - λ 6= 0.
(e) uniD - λ = 0.
Figure 3: Results of the linear program (6) for different network geometries. In the left column, cycles can be identified
in the departure and arrival areas whereas there are only outgoing edges in the right column examples. Notice the 1-to1 repartition of route segments to areas for routes returned
with energy optimization (as seen in Figures 3(d) and 3(f))
along the median between departure and arrival.
Ambush types
A different model is now considered where the state space
for RED is modified. Ambushes are paired with an area in
the environment instead of a node on the network. This corresponds to discretizing the ambushes by tiling the space
with area of impact. Here, only rectangular tiles over a rough
grid are considered. The ability to choose the ambush locations over a finer grid than that given by a tile could also
be investigated. The reach of RED is a measure of the area
of impact of RED. The size of an ambush area is proportional to the square of the reach. If RED decides to allocate
a resource to this area and BLUE’s path goes through one
of these nodes, then the ambush is successful and RED’s
outcome is the value αi corresponding to this area. The local outcome corresponds to the casualties that would be incurred to the agent.
Figure 2 displays the optimal solution for BLUE given
two values of the reach. Setting ambush by area also decouples the space dependency for BLUE strategy from RED’s
strategy. We can study the convergence of BLUE’s strategy
regarding the precision of the environment model when the
set of ambushes for RED is fixed. This feature could support
the use of the discrete routing strategies as approximations
of a continuous strategy.
The mathemical formulation of these new concepts is now
considered. A transposition matrix S is created. If node j
belongs to ambush area i then the j th column of S will be
zero except on its ith line. Reformulating the linear problem
similarly the initial formulation, BLUE’s optimal solution is
now: p∗ = arg min max qt SDp.
p
q
As seen in Figure 2, the reach of RED influences BLUE’s
optimal strategy, hence our choice of the reach as a parameter in the environment model representing RED’s capabilities. Note that the strategy q∗ for RED is computed assuming it has perfect knowledge of BLUE’s strategy. RED
knows the network and the probability that BLUE uses any
edge of the network. Once p∗ is computed for BLUE, q∗ is
computed as q∗ = arg max qt SDp∗ . This is a very strong
q
assumed advantage for RED regarding which the routing
method is quite robust.
Energy Optimization
A consequence of taking into account the reach of RED is
the creation of cycles, most particularly inside each ambush
area. The probabilistic routing could lead to a path where
the vehicle stays inside a closed subset for a very long time.
This situation is more likely in ambush areas where the local
outcome is close to zero. In his work, Joseph (2005) intro-
14
duced a penalty on the path length to avoid cycles. Here, we
use a similar “energy” metric E associatedPwith a weight (or
energy factor) λ > 0 such that E =
pij keij k2 A
i,j|(i,j)∈E
comparison of the results with and without this term is done
in the Performance subsection. The new linear program is:
minimize (1 − λ)z + λE
subject to SDp−1z ≤ 0,
Ap = b,
p ≥ 0.
(6)
(a) 900 vertices
Large values of λ lead to a few paths close to the shortest path while increasing the overall risk for the system.
Low values of λ return routing strategies close to the safest
ones since the objective function will not penalize lengthiest safest paths. Note that, the set of optimal strategies being
fairly large, the routing strategies returned with low values
of λ might also be risk optimal. An analysis of this parameter led to the empirical result that λ ∼ 10−3 allows for risk
optimal results while removing cycles.
Examples of routing strategies with or without energy optimization for different networks described in Table 1 are
compared in Figure 3. The routes with and without energy optimization result in similar game outcome (V = 31 ).
Hence cycles are suppressed without significant change to
the routing strategy regarding the outcome of the game.
Interestingly, it seems that the route includes a fixed number of distinct paths depending on the reach of RED. In Figure 3, this distance is such that the median between departure
and arrival is divided into three segments. This configuration
leads to four distinct paths in Figures 3(f),3(d). Yet, this is
optimally equivalent to having only one path along the set of
areas aligned between departure and arrival. Any route with
intersection-free paths such that the flow is uniformly distributed along the ambush areas would be optimally equivalent regarding the strategic outcome. This comes back to the
properties of the optimal solution proven by Ruckle (1976,
1979). He stipulates that the optimal outcome of the game is
1
m , where m is the number of dictincts path from departure
to arrival. Work in progress aims at proving that the outcome
is proportional to the min-cut capacity of the network.
The network construction method has an important impact on RED strategy. Comparing Figures 3(a),3(b) and Figures 3(c),3(d),3(e),3(f), RED has a strategy with a larger
spread on grid-based networks. This represent an interesting
feature because, if RED has limited resources, his strategy
being spread corresponds to a higher probability of BLUE
not being ambushed.
(b) 3600 vertices
Figure 4: Comparison of the results obtained for different network density with the second network construction
method. The departure-arrival median is divided in seven areas, which leads to seven different paths. The routes in (a)
and (b) are similar, illustrating the convergence of the solution as the size of the network increases.
of the route measures the portion of the environment covered by the route as a fraction of the total surface of the
environment. The energy metric, which we have already discussed, represents the deviation of the random strategy from
the least-energy (and shortest) path between origin and destination.
The metrics defined above were computed for each network construction method, using different optimization algorithms, with or without energy optimization. While the
study was realized over 100 environments with 5 to 20 obstacles randomly generated, we start by looking at the obstacle free environment in Figure 4 for comprehension purposes. As soon as there exists a path in each of the seven
distinct sections in the environment described above, the solutions are close to optimality. On average, more spreading is present when constructing a random network. When
optimizing the energy, the regular networks exhibit less
spreading. Also, the simplex optimization method, when it
is used, tends to produce solutions with lower entropy and
a narrower probability base when no energy penalty term is
present in the optimization. The spreading and energy metrics tend to favor opposite solutions. Comparing the network
construction methods, uni8 and uniD offer equivalent results. But random sampling is more energy consuming results in lesser entropies on the distribution. The maximum
theoretical entropy of log(7) ' 1.94 (because there are 7
different paths) is reached by uni8 and uniD . The metrics
and methods used converge after a given density of nodes in
the network, for a fixed size of the environment. This corresponds to the presence of an edge between each pair of
nodes where ambush areas are located.
Figure 4 illustrates one of the main results of this paper.
For each method, BLUE’s strategy is converging to a distribution that depends solely on RED’s reach and the local
outcome. Evidence suggests that there is a sufficient network
density for optimality.
On Figure 5, we can see that the outcome of the game converges with and without energy optimization, for any network construction method. The rate of convergence varies
Performance
In order to assess the performance of the precedure, several metrics are used. In his study of the one dimensional
problem, Ruckle identified the uniform distribution of paths
along a line as the optimal strategy. This strategy corresponds to maximizing the entropy of the probability distribution. The first metric is therefore entropy: it is high for
deceptive routes and close to zero for non-deceptive ones.
It is computed as the entropy of the probability distribution
over the s − t cut equidistant from s and t. The spreading
15
Outcome VS #nodes
such that T (0) = σ1 and T (1) = σ2 . We define a strategic
homotopy class as a homotopy class where all cycle-free s−
t paths are spaced by at most the reach of RED. Then we can
define a continuous ambush game as:
X
min max
pi σij qj
1
rdm − intpoint
uni8 − intpoint
uniD − intpoint
rdm − simplex
uni8 − simplex
uniD − simplex
0.9
0.8
0.7
0.6
0.5
i
j
0.4
0
5
10
15
sqrt(N)
20
N=# of vertices
25
X
30
(a) Outcome - λ 6= 0
pi = 1,
i
X
qj = 1
j
σij = 1 if Hi ∩ aj 6= ∅
σi ∈ Hi
{H1 , · · · , Hm }is the set of all strategic homotopies
Outcome VS #nodes
1
rdm − intpoint
uni8 − intpoint
uniD − intpoint
rdm − simplex
uni8 − simplex
uniD − simplex
0.9
j
0.8
0.7
We argue that the optimal strategy for BLUE in this game
1
is pi = m
, ∀i = 1, · · · , m and that the optimal outcome is
1
.
This
will
be the subject of further study.
m
0.6
0.5
0.4
0
5
10
15
sqrt(N)
20
N=# of vertices
25
30
Applications
(b) Outcome - λ = 0
General framework description
Figure 5: Game outcome
convergence. The outcome is plotp
ted as function of |N | for the three methods and both zero
and non-zero λ. The results are averaged over 100 environments.
The environment is analyzed for three different purposes.
The first objective consists in completing the existing road
network with an off-road network to cover both structured
and unstructured parts of the environment. The second is to
identify relevant geographical areas for ambushes. The third
is to compute the local outcome map. A correlation is established at each location between the possible outcome of an
ambush and the strategic characteristics of the local environment around this ambush.
To achieve these objectives, various data sources are used.
The topological information about the environment is collected through data from the Shuttle Radar Topography Mission (SRTM). While SRTM data is not precise enough for
real-time high precision path planning, which is not our
present concern, it gives sufficient information for route
planning purposes on scales of approximately one to tens
of kilometers. The second type of data used in this framework is Open Street Map (OSM) data (Hacklay et al., 2008).
Open Street Map is a global, collaborative effort to create
an open map of the world. The data aggregates semantic and
usage information about the environment infrastructure such
as the type of roads (interstate, primary, secondary, etc), authorized direction (one-way or two-ways), maximum speed,
street names or information about the buildings. The different sources of data help create the analytic environment. The
local outcome map, the off-road environment and road information merge to develop the network supporting the optimization. The methodology proposed offers an easy automated way to find routing strategies without the need for
manual operations and fine tuning.
depending on the method used. The results with and without
energy optimization are comparable. The other metrics were
studied and the convergence behavior observed was similar. This confirms that the secondary objective can be added
without any loss on the strategic outcome. Overall better results are obtained using the Interior Point algorithm on a
uniformly sampled network fully connected with non-zero
λ. However all techniques offer very similar results on average. The interior-point solution is preferred because it returns equally optimal results with a much higher spreading
compared simplex algorithm solutions. This illustrates the
high degree of degeneracy of this problem. For the empty
environment in Figure 4, the route is optimal if there are as
many distinct paths as there are areas in a vertical section of
the map (ie. 7 for this example). A parallel can be drawn between ambush games and network interdiction. Washburn et
al. (1995) proved that the optimal value of a network interdiction game is obtained when the interdictor closes nodes
or edges on the minimal capacity s−t cut of the network. Let
the reduced network of our game be the network that consists of the ambush areas as nodes, with edges if there are
possible paths between them. For non-empty environments
with uniform local outcome, a similar result is obtained: the
optimal strategy for RED is uniform (qj = 1c ) on the minimal node-cut of the reduced network, where c is the capacity
of this cut. The corresponding outcome is 1c . Ruckle optimality proof becomes a special case of this property, applied
on a trivial network (two nodes, c distinct paths from s to t).
The convergence observed previously suggests that there
exists an analog to this property in continuous space. Recall
that two paths σ1 , σ2 belong to the same homotopy class
if there exists a continuous transformation T : [0, 1] → Σ
Examples
The remainder of the paper focuses on examples of applications. The local outcome α is now defined as a parameter
depending only on the maximum speed, inversely proportional to it, bounded between 0 and 1:
0 ≤ α(v) =
16
90 − v
≤ 1.
60
744.5
3540
3540
3538
3538
3536
3536
3534
3534
3532
3532
7.445
744
90 km/h
7.44
743.5
75 km/h
7.435
lat
60 km/h
742.5
lat
7.43
lat
743
3530
3530
3528
3528
3526
3526
7.425
45 km/h
742
7.42
30 km/h
741.5
3524
7.415
741
3524
3522
15 km/h
7.41
3522
−1.1685
−1.168
−1.1675
−1.167
−1.1665
lon
740.5
4372
7.405
43.72
43.725
43.73
43.735
43.74
43.745
43.75
43.755
(a) Speed limit in the city of
Monaco.
4372.5
4373
4373.5
4374
4374.5
4375
4375.5
−1.166
−1.1685
4
x 10
(a) Pedestrian
lon
−1.168
−1.1675
−1.167
lon
−1.1665
−1.166
4
x 10
(b) Car
(b) Optimal strategy
Figure 7: Optimal routing strategy for a pedestrian and a car
near Fort Irwin, CA. The pedestrian is slow hence its local
outcome is high everywhere. The car’s outcome is low in the
lowlands (clear color) because it can go much faster.
Figure 6: Example of solution for the road network of the
city of Monaco imported from OSM data.
Conclusion
A slower speed implies a higher local outcome, and reciprocally. Indeed, interviews of former Army personnel identified the speed of the vehicle as one of the most influential
factors on the local outcome. The environmental data is used
to find the maximum speed at a given position.
The work developed addresses ambush games in unstructured environments. The opponent’s reach is a key parameter of the environment representation. The possible losses
for the system in case of ambush are computed through the
identification of several factors influencing this outcome due
to the environment and the agents’ resources. Comparing
different network construction methods and different linear optimization algorithms, efficient techniques are identified to elaborate ambush avoidance strategies. The results
highlight the existence of a sufficient network density to
represent such environments. The correlation between the
reach of the ambushing player and the optimal outcome of
the game is pointed out and a “representative distribution”
emerges. Finally a comprehensive framework is elaborated
with topological data, a pair of points and a vehicle type as
inputs. It provides an optimal stochastic routing strategy between these two points. Examples of application are tested
for structured and unstructured environments.
From a theoretical standpoint, several aspects could be
further investigated. While we have established a parallel
with network interdiction problem, the optimality property
developed for the these game might not be immediately applicable when the local outcome is not constant. Also, the
authors would like to propose a more complete continuous
model of the game at hand. This would allow to identify the
limit distribution at once and maybe draw a parallel between
the distinct paths among routes and homotopy classes.
A number of applications have been envisioned. The only
factor influencing the local outcome is currently the maximum speed at a given location. The fidelity of the model
could be improved by taking into account more risk factors
into detail. The purpose of this framework is to provide a
hands-on tool for route prediction. However the merging of
structured and unstructured environments still requires manual tuning. This merging process will be automated more
thoroughly in the upcoming work. Finally, it might be interesting to increase the precision of the environment description by one or two orders of magnitude. Doing so requires
determining how to accurately forecast the maximum safe
speed at a given location. Control theory hence becomes part
of the optimization problem.
Road network
Consider the city of Monaco, the portion of unstructured
environment is negligible. The model of ambushes at nodes
is thus used because of the structured network of the environment. On road networks the maximum speed is set to be
the maximum allowed speed. The speed profile of Monaco
is presented in Figure 6(a). The corresponding optimal solution is displayed in Figure 6(b). The departure and arrival
nodes are located on opposite sides of the city. As one might
expect, the optimal strategy returned by the framework uses
with much higher probability the portions of the network
where the speed limit is higher. However, the entire network
is used by the routing strategy.
Unstructured Environment
On the unstructured part of the environment, the maximum speed is a combined function of the different topological factors and information about BLUE’s resources such as
its means of locomotion. The resulting optimal strategies for
either a pedestrian or a car are displayed in Figures 7(a) and
7(b). The variations of topology in the environment lead to
local outcome maps that depend on the transportation mode.
The pedestrian being much slower than the car in the lowlands, the local outcome is larger. On the contrary, it is much
less penalized by the hills than the car is. Therefore it is
more advantageous for the pedestrian to travel through the
hills than it is for the car. The fact that some resources for
BLUE are more adequate for a specific environment could
translate into multimodal routing strategies. Given a set of
transportation options, a player could change part of its dynamics during its travel to reduce the optimal outcome.
Overall the framework developed is efficient. Since it requires few inputs from the user, it can be easily used to compare different routing strategies on various environments.
The large amount of SRTM and OSM data available makes
it applicable to almost anywhere in the world.
17
Acknowledgement
Wood, R. K. 1993. Deterministic network interdiction.
Mathematical and Computer Modelling 17(2):1–18.
This work was supported by the Army Research Office under MURI Award W911NF-11-1-0046. The authors would
like to thank the reviewers for their valuable input regarding
the communication network and operations research litterature.
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