Pac-Man is Overkill

被引:1
|
作者
dos Santos, Renato Fernando [1 ,2 ]
Ramachandran, Ragesh K. [3 ]
Vieira, Marcos A. M. [2 ]
Sukhatme, Gaurav S. [3 ]
机构
[1] Inst Fed Educ Ciencia & Tecnol Mato Grosso do Sul, Rua Salime Tanure S-N, BR-79400000 Coxim, MS, Brazil
[2] Univ Fed Minas Gerais, Comp Sci Dept, Lab Comp Vis & Robot, Av Antonio Carlos,6627 Predio ICEx Pampulha, BR-31270901 Belo Horizonte, MG, Brazil
[3] Univ Southern Calif, Robot Embedded Syst Lab, Ronald Tutor Hall,RTH426,3710 McClintock Ave, Los Angeles, CA 90089 USA
关键词
PURSUIT;
D O I
10.1109/IROS45743.2020.9341274
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Pursuit-Evasion Game (PEG) consists of a team of pursuers trying to capture one or more evaders. PEG is important due to its application in surveillance, search and rescue, disaster robotics, boundary defense and so on. In general, PEG requires exponential time to compute the minimum number of pursuers to capture an evader. To mitigate this, we have designed a parallel optimal algorithm to minimize the capture time in PEG. Given a discrete topology, this algorithm also outputs the minimum number of pursuers to capture an evader. A classic example of PEG is the popular arcade game, Pac-Man. Although Pac-Man topology has almost 300 nodes, our algorithm can handle this. We show that Pac-Man is overkill, i.e., given the Pac-Man game topology, Pac-Man game contains more pursuers/ghosts (four) than it is necessary (two) to capture evader/Pac-man. We evaluate the proposed algorithm on many different topologies.
引用
收藏
页码:11652 / 11657
页数:6
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