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10 1 1 128 760
10 1 1 128 760
Abstract
This paper introduces a novel architecture for the coordinated control of multiple Unmanned Aerial Vehicles (UAVs ) and a
differential game theoretical approach to formation control and collision avoidance. The hierarchical architecture features an
upper level with global situation awareness and team mission planning, a middle level with local knowledge, formation control
and obstacle avoidance, and a low level that interfaces with onboard baseline controllers, sensors, communication and weapon
systems. Each level consists of several interacting agents with dedicated functions. The formation control problem is viewed as a
Pursuit Game of n pursuers and n evaders. Stability of the formation of vehicles is guaranteed if the vehicles can reach their
destinations within a specified time, assuming that the destination points are avoiding the vehicles in an optimal fashion. A two-
vehicle example is shown to illustrate the approach. Vehicle model is simplified to point mass with acceleration limit. Collision
avoidance is achieved by designing the value function so that it ensures that the two vehicles move away from one another when
they come too close to each one. Simulation results are provided to verify the performance of the proposed algorithm.
Urban Warfare
GTMax Manned Vehicle
OAV Sniper
Ground
Ground
Sensor Sensor
Moving
Target
Soldiers Ground
Sensor
Commander
Operator
Level 3
Global
Team Mission Planning Global Situation Knowledge Fusion
Knowledge
/Re-planning Agent Awareness Agent Agent
Global Performance QoS Assessment
Measurement Agent Agent
Level 2
Local Formation Control Moving Obstacle Local Situation
Knowledge Agent Avoidance Agent Awareness Agent
Level 1
Behavioral
Vehicle Weapon System
Knowledge Communication Sensing Agent
Control Agent Agent Agent
……
Limitations
Due to the solution’s dependence upon the dynamic
equations of the vehicles, some limitations of the differential
game approach naturally arise. As an example, consider the
case where it is desirable to replace one type of vehicle with
another in real time. Such systems can be accommodated
only if the new type of vehicle is capable of performing all Figure 4: Definition of Angles
the maneuvers assigned to its predecessor.
Substituting the dynamical equations into the main equation
(1), we obtain the following expressions:
min [ F1 ⋅ (Vvx1 ⋅ cos(φ1) ⋅ sin(φ2 ) +
Another issue that may arise, is the existence of a closed
form solution to the Retrograde Path Equations. For some φ
systems of dynamical equations it is simply not possible to
find the solution to the differential equations.
)
Vvy1 ⋅ sin(φ1) ⋅ sin(φ2 ) + Vvz 1 ⋅ cos(φ2 ) +
F2 ⋅ (Vvx 2 ⋅ cos(φ3 ) ⋅ sin(φ 4 ) +
Two-Vehicle Example Vvy 2 ⋅ sin(φ3) ⋅ sin(φ4 ) + Vvz 2 ⋅ cos(φ4 ) ] ) (2)
In order to illustrate some of the advantages and And
max [ Fd ⋅ (Vvxd ⋅ cos(ψ 1 ) ⋅ sin(ψ 2 ) +
disadvantages with the differential game approach to
formation control, consider the following system of simple ψ
point “Helicopters”, that is, points that can move in three
dimensions governed by the following dynamic equations:
Vvyd ⋅ sin(ψ 1) ⋅ sin(ψ 2 ) + Vvzd ⋅ cos(ψ 2 ) ] )
x& i = vxi To obtain the control law that results from the max-min
solution of equation (2), the following lemma is used:
v& xi = Fi cos(φ 2i −1) sin(φ 2i ) − ki ⋅ v xi Lemma 1:
y& i = vyi Let a, b ∈ ℜ :
v& yi = Fi sin(φ2i −1 ) sin(φ2i ) − ki ⋅ v yi ρ= a2 + b2
z&i = v zi Then
v& zi = Fi cos(φ2i ) − ki ⋅ vzi max( a ⋅ cos(θ ) + b ⋅ sin(θ ))
θ
Where i = 1,2. is obtained where
The two desired “points” are described by one set of
dynamic equations. This simply implies that there is a
a b the analysis is performed on the actual position and velocity
cos(θ ) = , and sin(θ ) = differential equations.
ρ ρ
and the max is
ρ Furthermore, it should also be noted that this solution
closely resembles the isotropic rocket pursuit game
described in (Ref. 14). This is due to the fact that the
By combining Lemma 1 with Equation 2, the following
dynamic equations are decoupled, and hence working within
control strategy for vehicle 1 is found:
a three-dimensional framework will not change the problem
Vvx1 Vvy1
cos(φ1 ) = − , sin(φ1 ) = − considerably.
ρ1 ρ1
V ρ Simulation Results without Collision Avoidance
cos(φ2 ) = − vz1 , sin(φ2 ) = − 1
ρ2 ρ2
Where From the closed form expression of the control presented in
the previous section, it is obvious that the optimal strategies
ρ1 = Vvx1 + Vvy1
2 2
are in fact bang-bang controllers. Since the forces in the
and system are not dependent on the proximity of the vehicles to
the desired points, there will always exist some positional
ρ2 = Vvx21 + Vvy21 + Vvz21 error. It is however possible to resolve this problem simply
Similar results are obtained for vehicle 2. For the optimal by switching controllers at some error threshold, or
avoidance strategy of the desired points, we obtain the introducing terms that minimize the force terms F1 and F2 as
following: the vehicles approach the desired points.
V Vvyd
cos(ψ 1 ) = + vxd , sin(ψ 1 ) = +
ρd 1 ρ d1
Vvzd ρ
cos(ψ 2 ) = + , sin(ψ 2 ) = + d 1
ρd 2 ρd2
From this , we see that the retrograde equations have the
following form:
o V
v x1 = − F1 ⋅ vx1 + k1 ⋅ v x1
ρ2
o
x1 = −v x1
o
Vx1 = 0
o
V vx1 = V x1 − k1 ⋅ Vvx1 Figure 5: Two-Vehicle Simulation with Sufficient Vehicle
Velocities
For this example, the final value will be zero, and occurs
when the difference between the desired position and the
actual position is zero. Naturally, to obtain a more general
solution, a solution manifold should be used; however, in
order to display the utility of this approach, the previously
mentioned final conditions will suffice. The closed form
expression of the value function is then of the form:
1 − e − k1t
Vvx1 = ( x1 − xd ) ⋅
k1