[PDF] A Dijkstra-type algorithm for dynamic games





Previous PDF Next PDF



Advanced Dynamic Programming in Semiring and Hypergraph

15 juil. 2008 We formalize two particular types of DP algorithms under each of these frameworks: the. Viterbi-style topological algorithms and the Dijkstra- ...



Comparison of Dijkstras algorithm and dynamic programming

Comparison of Dijkstra's Algorithm and Dynamic. Programming Method in Finding Shortest Path for Order. Picker in a Warehouse. Noraimi Azlin Mohd Nordin1 



Shortest Path Algorithms Intro to Dynamic Programming

The dynamic programming algorithm is based upon Dijkstra's observations. Set Dki



A Dijkstra-type algorithm for dynamic games

2 mar. 2015 Keywords Zero-sum dynamic games · Dijkstra algorithm · Pursuit-evasion games ... Dynamic Programming have several good properties ...



A Comprehensive Comparison of Label Setting Algorithm and

21 sept. 2021 Keywords: Label-Setting Algorithm Dynamic Programming Algorithm



1 Introduction 2 Dijkstras Algorithm

30 août 2019 In this lecture we continue our discussion of dynamic programming focusing on using it for a variety of path-finding problems in graphs.



Ship weather routing based on modified Dijkstra algorithm Xianming

There have been some algorithms to solve ship-routing problem e.g. the modified isochrones method



1 Introduction 2 Dijkstras Algorithm

14 fév. 2016 The Floyd-Warshall algorithm for all-pairs shortest paths. • Dynamic programming for TSP. 1 Introduction. As a reminder of basic terminology: a ...



Generic Dijkstra: correctness and tractability

28 avr. 2022 The Dijkstra shortest-path algorithm finds shortest paths in a ... is also known as the dynamic programming principle. For the shortest-path ...



1 Dynamic Programming

13 mai 2015 1.1 Dynamic Programming Algorithm Recipe ... We know we can compute APSP by running Dijkstra's Algorithm on each node v ? V . The runtime ...

>G A/, ?H@yy33RkR3 ?iiTb,ff?HXb+B2M+2f?H@yy33RkR3pk .BDFbi`@ivT2 H;Q`Bi?K 7Q` /vMKB+ ;K2b hQ +Bi2 i?Bb p2`bBQM,

Journal Name manuscript No.

(will be inserted by the editor)A Dijkstra-type algorithm for dynamic games

Martino BardiJuan Pablo Maldonado Lopez

Received: date / Accepted: date

AbstractWe study zero-sum dynamic games with deterministic transitions and alternating moves of

the players. Player 1 aims at reaching a terminal set and minimising a running and nal cost. We propose

and analyse an algorithm that computes the value function of these games extending Dijkstra's algorithm

for shortest paths on graphs. We also show the connection of these games with numerical schemes for

dierential games of pursuit-evasion type, if the grid is adapted to the dynamical system. Under suitable

conditions we prove the convergence of the value of the discrete game to the value of the dierential game

as the step of approximation tends to zero. KeywordsZero-sum dynamic gamesDijkstra algorithmPursuit-evasion gamesDiscrete time games Mathematics Subject Classication (2000)91A2565Kxx49N7091A2391A2449N75

1 Introduction

In this paper we study two-person zero-sum dynamic games where the players move a state variable in

a nite state spaceX. Each action has a (possibly discounted) positive cost for player 1, that he pays

to player 2, which depends on the position and actions. Player 1 aims at reaching a given terminal set

X fand once this is done the game is nished and a nal cost is incurred. We adopt a rule of alternating moves that gives an informational advantage to one of the players. Our purpose is to provide an ecient algorithm to compute the value. We follow an approach inspired

by the classical Dijkstra algorithm (Dijkstra 1959) for nding shortest paths in nite graphs, which has

running timeO(e+vlogv) if a suitable data structure is used, wherev;edenote respectively the number

of vertices and edges, see Fredman and Tarjan (1987). The algorithm we propose updates the approximate

value function only in the immediate neighbours of those nodes where the value is already computed, thus

reducing the computation time, and converges in a nite number of steps. In particular, if the runningPartially supported by the Fondazione CaRiPaRo Project "Nonlinear Partial Dierential Equations: models, analysis, and

control-theoretic problems" and the European Project Marie Curie ITN "SADCO - Sensitivity Analysis for Deterministic

Controller Design".M. Bardi

Universita degli Studi di Padova

Dipartimento di Matematica

Via Trieste 63-35121

Padova, Italy.

E-mail: bardi@math.unipd.it

Juan Pablo Maldonado Lopez

1;2;3

1Sorbonne Universites, UPMC Univ Paris 06, UMR 7586,

IMJ-PRG, case 247, 4 place Jussieu, F-75005, Paris, France.

2CNRS, UMR 7586, F-75005, Paris, France.

3Univ Paris-Diderot, Sorbonne Paris Cite, UMR 7586,

F-75013, Paris, France.

E-mail: pablo.maldonado@imj-prg.fr

2Martino Bardi, Juan Pablo Maldonado Lopez

and terminal costs are constant the algorithm issingle-passas Dijkstra's, namely, the value function is

computed only once in each node. Our assumptions are designed to cover discrete approximations of generalised pursuit-evasion dier- ential games (Bardi and Soravia 1991, Bardi, Falcone, and Soravia 1994, Bardi, Bottacin and Falcone

1995; see also the surveys by Bardi, Falcone and Soravia. 1999 and Cardaliaguet, Quincampoix, and

Saint-Pierre 1999 and the references therein) if the grid of the numerical scheme is suitably adapted to

the controlled dynamical system. We discuss this connection in detail and prove a convergence result of

the value of the discrete game to the value of the dierential game as the step of approximation tends to

zero. Dierent from the known theory (e.g., Bardi, Falcone and Soravia 1994 and 1999) we do not require

the usual conditionx=t!0, wherexis the mesh size andtis the time step. Our motivation comes from the so-calledFast Marching Methods(brie y, FMM) for Hamilton-Jacobi

equations with convex Hamiltonian arising in deterministic control and front propagation problems, intro-

duced in Tsitsikilis (1995) and Sethian (1996) and developed by Sethian (1999), Sethian and Vladimirsky

(2003), Cristiani (2009), see also the references therein and Cacace, Cristiani, and Falcone (2014) for

some recent improvements. These numerical methods approximate time-optimal control in continuous

time and space with a fully discrete Bellman equation on a grid, and then rely on the classical Dijkstra

algorithm for an ecient solution of the discrete approximation. We recall that the methods based on

Dynamic Programming have several good properties, especially robustness, but they face the well-known

"curse of dimensionality". A large amount of research in the last twenty years was devoted to overcoming

this diculty in some cases and FMM played an important role for problems with positive costs. We

refer to McEneaney (2006), Cacace, Cristiani, Falcone, and Picarelli (2012), and the references therein

for other approaches. Recently various forms of FMM were also proposed for solving some Hamilton-Jacobi-Isaacs equations arising from dierential games (Cristiani and Falcone 2006, von Lossow 2007, Grune and Junge 2008,

Cristiani 2009), with possible applications to the stabilization of perturbed systems and to front propaga-

tion problems with non-convex Hamiltonian. They approximate the continuous problem with a discrete

Isaacs equation on a grid. However, so far there is no theoretical justication for using Dijkstra-type

algorithms for discrete dynamic games associated to such equations. One of the goals of this paper is

contributing to a rigorous foundation of these methods. Let us mention that some discrete games related to ours are the reachability games studied in Alfaro

et al. (2007), where also some numerical algorithms are provided. Moreover, if the players move simul-

taneously and use random strategies, the game becomes a special case of the zero-sum stochastic games

introduced in the seminal paper of Shapley (1953). Several algorithms have also been proposed to compute

the value function of stochastic games, starting with the value iteration algorithm in Shapley (1953). Some

variants designed to accelerate the convergence can be found in the survey by Filar and Vrieze (1991),

the more recent paper by Raghavan and Syed (2003) and the references therein, and in Kushner (2004),

where a Gauss-Seidel procedure for value iteration is studied. The extension of Dijkstra-type algorithms

to some stochastic games is an interesting open problem.

2 The discrete dynamic game

2.1 The model

LetXbe a nite set belonging to an Euclidean spaceRd, representing the state space of a system and whose elements we callnodes. LetA;Bbe nite sets where the players choose their controls. For a functionS:X AB! Xdene the trajectoryx=x(x;a;b) recursively by x n+1=S(xn;an;bn); x0=x:(1) LetXf X, denote aterminal setof nodes (which player 1 wishes to attain) and let

2(0;1] be a

discount factor. We introduce therunningandterminalcost `:X AB!R;0< `0`(x;a;b)L;8(x;a;b)2 X AB(2) g:Xf!R; g0g(x)g1;8x2 Xf(3)

A Dijkstra-type algorithm for dynamic games3

and additionally dene thearrival time^n:X ANBN!Rby ^n(x;a;b) =minfn2N:xn2 Xfg;iffn2N:xn2 Xfg 6=; +1else;

wherexnis the trajectory of (1) corresponding to the control sequencesa;b. To alleviate the notation,

we will often write ^ninstead of the more explicit ^n(x;a;b) when no confusion arises. We have then the

followingtotal costfunctionalJ:X ANBN!R

J(x;a;b) :=^n1X

n=0`(xn;an;bn) n+ ^ng(x^n); where the discount factor satises 0<

1. Observe that if ^n= +1the cost is nite for

<1 and +1for = 1 (i.e., no discount). Player 1 choosesa2ANand player 2 choosesb2BN. The aim of player 1 is to minimize the cost functional, whereas player 2 has the opposite goal. We assume that both players observe each other's actions and the statex.

We refer toG=G hX;Xf;S;A;B;`;g;

iasthe game.

2.2 The lower value function

We consider an information pattern where player 1 is informed in advance of the action that player 2

will play at each time. Although not realistic in many situations, this is relevant in the discretization of

the lower value of a dierential game, as we will see in Section 3, and also in the case of discrete robust

control problems, where player 2 represents a disturbance. Denition 1A map:BN!ANis anon anticipating strategyfor player 1 if b n=~bn;8nm=)[b]n=[~b]n;8nm: Denote withAthe set of non anticipating strategies for player 1. The denition of the setBof non anticipating strategies for player 2 is completely analogous. This allows us to introduce thelower value function V (x) := inf2Asup b

2BNJ(x;[b];b):

The following result follows from familiar arguments, see for instance Chapter 8, Theorem 3.18 in Bardi

and Capuzzo-Dolcetta 1997.

Proposition 1The lower value function satises

V (x) = inf2Asup b 2BN( k^^n1X n=0`(xn;[b]n;bn) n+ k^^nV(xk^^n)) ;8k2N:(4) V (x) = maxb2Bmina2A`(x;a;b) +

V(S(x;a;b));8x =2 Xf(5)

V (x) =g(x);8x2 Xf:(6) The rst equality (4) is the well known dynamic programming property. By takingk= 1 in (4) one can easily prove (5). The last equality (6) follows directly from the denition. The following form of the dynamic programming property will be useful later. Proposition 2LetXf~X Xand let~ndenote the arrival time to~X, i.e.~n= ~n(x;a;b) = inffn2

N:xn2~Xg:Then

V (x) = inf2Asup b 2BN( ~n1X n=0`(xn;[b]n;bn) n+ ~nV(x~n)) ProofThis is a direct consequence of the dynamic programming property (4) since ~n^n.

4Martino Bardi, Juan Pablo Maldonado Lopez

2.3 The algorithm

The following algorithm computes the lower value function: Require:n= 0;Acc0:=Xf,W0(x) := +1;8x2 X,V0(x) =g(x);8x2 Xf whileAccn6=Xdo forx2 X nAccn;b2Bdo A n(x;b) :=fa2A:S(x;a;b)2Accng end for end while Cons n:=fx2 X nAccn:An(x;b)6=;8b2Bg whileConsn6=;do W n+1(x) := maxb2Bmina2An(x;b)f`(x;a;b) +

Vn(S(x;a;b))g;8x2Consn

Acc n+1:= Accn[argminWn+1

Vn+1(x) :=Wn+1(x);8x2argminWn+1

V n+1(x) :=Vn(x);8x2Accn n n+ 1 end while The notations introduced in the algorithm have the following meaning

{Accnis the set of nodes accepted at the stepn, at such nodes the approximate value is not re-computed

in the next steps; {An(x;b)Ais the set of controls that take the statexto Accnif player 2 uses the controlb; {Consnis the set of nodes considered at the stepn, they are the nodes from which player 1 can reach Acc nno matter what player 2 does; {x2argminWn+1ifWn+1(x) = minXWn+1, such nodes become accepted at stepn+ 1.

Note that Acc

nis strictly increasing as long as Consn6=;, so the algorithm terminates in a nite numberNof steps, at most the cardinality ofX n Xf, which we denote withjX n Xfj. Denote also with Rthe set of nodes from which player 1 can reach the terminal set for any behavior of player 2, i.e.,

R:=fx2 X: inf2Asup

b

2BN^n(x;[b];b)<+1g:

It is easy to see that ifNis the terminal step of the algorithm, i.e., ConsN=;or AccN=X, then Acc N=R; i.e., the algorithm identies the setRreachable by the the rst player. The main result of this section states that the algorithm indeed computes the value function. It requires the following additional assumption in the discounted case <1 (see Remark 3 below for a discussion about this condition).

Condition 1If

<1 L+ g1`01

Proposition 3Assume either

= 1, or <1and Condition 1. Then, for anynN, V n(x) =V(x);for allx2Accn, and the algorithm converges inN jX n Xfjsteps to the value functionVon the reachability setR. ProofObserve that forn= 0 the conclusion holds by denition. It suces to prove thatV1(x) =V(x) forx2Acc1since by Proposition 2, if we knowVon~X= Acc1, then we can obtainVas the value of the new problem withXfreplaced by~XandgbyVj~Xand thus conclude by induction. Observe rst thatV1(x)V(x) follows easily from the denitions. Now for x2argminx2Cons1W1(x) consider an optimal pair (;b)2 ABNand the corresponding optimal trajectoryxnstarting from x, that is, x n+1=S(xn;[b]n;bn); x0= x;

A Dijkstra-type algorithm for dynamic games5

V (x) =J(x;[b];b): If ^n(x;[b];b) = 1 thenV(x) =W1(x) =V1(x), which is the desired conclusion. If, instead, ^n:= ^n(x;[b];b)>1 we will distinguish two cases. {Case = 1:From (4) and` >0 we have that V (x) =^n2X n=0`(xn;[b]n;bn) +V(x^n1)> V(x^n1): On the other hand, we have an optimal pair strategy-control and corresponding optimal trajectory starting fromx^n1that reachesXfin one step. ThenV(x^n1) =W1(x^n1) and so V (x^n1) =W1(x^n1)W1(x) =V1(x)V(x) which is a contradiction. {Case <1:

Here (4) gives

V (x) =^n2X n=0`(xn;[b]n;bn) n+ ^n1V(x^n1) ^n2X n=0`(xn;[b]n;bn) n+ ^n1W1(x^n1) ^n2X n=0`(xn;[b]n;bn) n+ ^n1W1(x) ^n2X n=0`(xn;[b]n;bn) n+ ^n1V(x): Then, V (x)(1 ^n1)`01 ^n11 =)V(x)`01

On the other hand, since

V

1(x)L+

g1 we get the inequalityV1(x)V(x) by Condition 1.

2.4 Remarks and some open problems

Remark 1The main advantage of our algorithm is that at each step the approximate value function is updated only on some nodes, namely on Cons n. Moreover, at least one of these nodes becomes accepted

and will not be considered in the next steps. In particular, if the costs`andgare constant (generalized

pursuit-evasion games), thenWn+1is constant on Consnand all considered nodes are accepted. In other

words, the value function is computed only once on each node, which considerably speeds up the algorithm

in comparison to iterative methods. Algorithms with this property are often calledsingle-pass.

Remark 2If we stop the algorithm before it terminates, say at ~n < N, Proposition 3 says that we have

anyway computed the value function in the set Acc ~n, which may be enough for some practical problems with very large grids.

Remark 3Condition 1 requires that the oscillation of the running cost`and the size of the terminal cost

gare not too high compared with 1=(1 ). It essentially says that, if player 1 is on a node where he can

reachXf, it is convenient for him to do so even if the cost of this step is high, rather than following forever

a trajectory with cheap running costs. For any`andgverifying (2) and (3) the condition is satised for

suciently close to 1. It is satised also for all

2(0;1) in discounted pursuit-evasion games, where

`1 andg0.

6Martino Bardi, Juan Pablo Maldonado Lopez

Remark 4If

= 1, we can add a nal step to the algorithm by settingV

N+1(x) :=W0(x) = +1for all

x2 X nAccN, soV N+1(x) =V(x) forx2 X nRand we have convergence on the whole state spaceX.

On the other hand, if

<1 the algorithm gives no information on the valueVoutsideR.

Remark 5If

= 1,`1, andg0, the problem for player 1 is nding the path of shortest length that

reachesXf, whereas player 2 seeks to make such length the longest possible (generalized pursuit-evasion).

If, in addition, there is no player 2, i.e.,Bis a singleton, the problem reduces to the shortest path and

the algorithm of this section is the classical Dijkstra algorithm. In reachability games there is no running cost and all the states inXfhave the same cost. Then the algorithm is essentially the same as Algorithm 2 in Alfaro et al. (2007), where the set Acc n+1is updated byquotesdbs_dbs7.pdfusesText_13
[PDF] dijkstra algorithm example directed graph

[PDF] dijkstra algorithm example in hindi

[PDF] dijkstra algorithm example java

[PDF] dijkstra algorithm example problem

[PDF] dijkstra algorithm example python

[PDF] dijkstra algorithm example table

[PDF] dijkstra algorithm in operation research

[PDF] dijkstra algorithm java explained

[PDF] dijkstra algorithm mit

[PDF] dijkstra algorithm pdf

[PDF] dijkstra algorithm ppt

[PDF] dijkstra algorithm pseudocode

[PDF] dijkstra algorithm python

[PDF] dijkstra algorithm runtime

[PDF] dijkstra algorithm space complexity