Hierarchical Fuzzy Inference System for Robotic
Pursuit Evasion Task
Daniel Hládek
*
, Ján Vaščák
*
, Peter Sinčák
*
• Center for Intelligent Technologies, Department of Cybernetics and Artificial Intelligence, Technical University
Kosice, Slovak Republic
daniel.hladek@tuke.sk
Abstract— We propose hierarchical multi agent control
system based on rule based fuzzy system for pursuit-evasion
task and state a new representation of this type of game that
is based on fuzzy logic. This approach enables improvement
of the rule base under uncertain conditions and can process
a priori inserted expert knowledge. Example application
domain includes reckon and guard robots, research space
probes, coordination of multiple mine sweeping devices or
autonomous rescue teams..
I. INTRODUCTION
Cooperation of multiple robot formation executing
common task might be very difficult. These tasks require
ability to deal with unknown and uncertain situation by
single entity and also take into account success of the
whole team.
We propose multi-agent control system based on the
fuzzy inference system for a group of two wheeled mobile
robots executing a common task.
Application of our approach lies in the control of
robotic formations moving in the plane such as a group of
guard robots taking care of one area and dealing with
potential intruders.
II. PROBLEM STATEMENT
First task for the group of the robots is to maintain
optimal formation in the specified area. This means to
assign a position for each robot to take care of.
We might define formation control problem as follows:
Given is a group of n two wheeled mobile robots that
are executing common task in the plane with obstacles.
The task is to navigate each robot to the position optimal
according to the task. In the area of surveillance, goal is
means to cover all areas with expected intruder
occurrence.
If the map of the area is available and we have some
other preliminary information about places of potential
intrusion, resolving of the sub-optimal positions for the
guard robots is not a very big problem. In this work we
want to focus on the following scenario:
When intruder appears, the task for the guard robots is
to contact the intruder by coming near. This could be
formalized as a pursuit-evasion problem.
The task for the team of guard robots is then to catch
the intruder in the lowest possible time. There can be
given some constraints for the positions of the robot such
as obstacles or expectation of second intruder.
III. STATE OF THE ART
According to the available literature, pursuit evasion
problem is defined as follows: Pursuit-evasion task is to
control a group of mobile robots to catch one or more
evading agents in finite time.
Pursuit-evasion evasion can be divided according to the
number of agents:
• One evader, one pursuer – in this case, the
game is reduced to the simple navigation task
• One evader, more pursuers – this case is the
most covered by the literature, because in can
be easily transformed to following cases
• More evaders, one pursuer – single agent
catches more evading entities
• More evaders, more pursuers – the most
general type of the game
Interesting question is what does it mean to catch a
evader. There are two known approaches:
• Catching by approaching to the critical
distance
• Catching by “spotting” evader in the visibility
region
We recognize several types of pursuer visibility
regions. Some approaches consider pursuer's visibility
region as a thin laser line, and divides pursuers according
to the number of lines available (k-searcher). Others
resolve visibility regions as angular area, denoted by its
size (δ-searcher).
Most of the available papers solve this problem by
formalizing pursuit evasion problems using these
methods:
Graph representation: The pursuit evasion game
happens in the oriented graph. [3] Nodes represent
available agent positions and arcs are connections between
them. This is the most basic and historically first form.
Evader is caught, when it occupies the same node as
pursuer.
Probabilistic representation. Environment is modeled
using grid world. Every square has assigned probability of
the evader occurrence. Evader is caught, when pursuer
approaches to the critical distance [4, 5]
Polygonal representation: Area is simplified to the
polygonal objects and agents move on its arcs with the
given speed. In this case, we consider k-searcher or δ-
searcher. [1, 7, 11]
978-1-4244-2106-0/08/$25.00 © 2008 IEEE. 273