S.S.Kumkov, V.S.Patsko

Construction of singular surfaces in linear differential games

8-th International Symposium on Dynamic Games and Applications (July 5 1998, Maastricht, Netherlands)

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The main topic of the report concerns constructing singular surfaces in linear differential games with fixed terminal time. The considered algorithm is embedded into the backward procedures for constructing value function level sets. These procedures were elaborated in Sverdlovsk (now Ekaterinburg) at the beginning of 80's.



References

Slide 1

h98_01.pdf 


While level sets of value function are constructed, the backward procedures based on papers of classics of DG are used. Singular surfaces were studied theoretically (necessary conditions) and in the frames of concrete problems. Nowadays, there are many papers devoted to numerical algorithms for DG solving. However algorithms for global construction and classification of singular surfaces are absent.



Linear Differential Game

Slide 2

h98_02.pdf


In this paper, linear differential games with fixed terminal time and convex payoff function depending on two components of the phase vector are considered. Computer programs for building level sets of the value function (stable bridges or Krasovskii bridges) were worked-out for arbitrary polyhedral constraints P, Q. The algorithm of constructing singular surfaces is elaborated now only for the case of scalar players' controls.



Types of Singular Surfaces

Slide 3

h98_03.pdf


When we speak about singular surfaces, we mean Isaacs' classification. The type of a singularity is determined by behavior of optimal motions near the surface. In the class of games considered (with scalar players' controls), only the following types of singularity can appear: dispersal, equivocal, and switching.
In the base of our method, there is the algorithm for constructing level sets of the value function. Therefore, let us describe it shortly.


Equivalent Game
Approximating Game

Slide 4

h98_04.pdf


After transform to the equivalent coordinates, we have a DG of the second order on the phase variable. Changing the dynamics of the equivalent game by piecewise-constant one, we get the game with simple motion in every interval of time division.



Backward Constructing

Slide 5

h98_05.pdf


Taking a value c of the payoff function, we build the corresponding level set of the payoff function. Then, making constructions in the reverse time, we find consecutively sections Wc(ti) of the level set Wc of the value function.



Level Set of Value Function

Slide 6

h98_06.pdf


So, the level set Wc in general is built as a collection of sections Wc(ti) on the time grid. It can be imagined as a “tube” in the three-dimensional space t, y1, y2.



Convex Hull Constructing

Slide 7

h98_07.pdf


Under this approximation, each time section Wc(ti) is a convex polygon described by its support function r. The passage from one section to the next one is based on the operation of constructing convex hull of a piecewise-linear positively-homogeneous function g. This function is calculated using support functions of the previous section and polygons, defined by players' controls.



Local Convexity and Concavity

Slide 8

h98_08.pdf


The procedure of convex hull construction is very fast because we have information about possible places of violation of local convexity. In this slide, the structure of the function g graph is shown schematically. Dash lines point out “corrections” of the function during convexing process. Herewith, this process stops after a few steps.



Procedure of Normals Gathering

Slide 9

h98_09.pdf


The piecewise-linearity is defined by the bundle of normals taken from the following polygons: Wc(ti+1), which is the previous section, P(ti) and Q(ti), which are the polygons describing dynamic capabilities of players in the time interval [ti, ti+1). Normals taken from the polygon Q(ti) are named “suspicious” because the local violation of convexity can be only near them.



Elementary Procedure of Convex Hull Constructing

Slide 10

h98_10.pdf


An elementary step of the convexing procedure consists of checking three linear inequalities defined by three neighbor vectors from current bundle and values of the function g on these vectors. The middle vector is taken from the collection of suspicious ones. After the check, the middle vector either is removed from the bundle (and its neighbors become suspicious) or stays and looses the “suspicious” mark.
The algorithm of convex hull construction stops when the collection of suspicious vectors is empty after some elementary step. There is also a control for the case when the convex hull does not exist, that is, the tube Wc breaks at some time instant.



Three Level Sets for Oscillator System

Slide 11

h98_11.pdf


In this slide, three tubes for the DG with the oscillator dynamics are shown. Two outer tubes are cut by a plane. The internal one breaks. The tube visualization program is elaborated by Averbukh V.L., Yurtaev D.A., Zenkov A.I. and Shilov E.A. from the System Support Department of the Institute of Mathematics and Mechanics (Ekaterinburg). This program gives very convenient interface for manipulation and investigation of three-dimensional tubes, defined by their sections.



Level Set and Singular Lines
(scheme sketch)

Slide 12

h98_12.pdf


In the base of singular surface construction, there is the algorithm for building singular lines going along concrete level set. Such lines in turn are combined from separate singular points, detected on the level set sections during their computing. When a singular point is found, it is classified.



Table of Singularities Classification

Slide 13

h98_13.pdf


The algorithm for detection and classification of singular points on the next time section uses information obtained when the convex hull of the function g is built. This information consists of some marks for vectors participated in the convexing process. Possible combinations of these marks and corresponding singularity types are shown in the table.



Level Set and Singular Lines

Slide 14

h98_14.pdf


In this picture, a numerically calculated level set and singular lines on it are drawn. Here, the DG “material point” is considered. The dispersal line for the second player (green) and the switching line for the first one (blue) come (in reverse time) into the equivocal line (magenta). Due to symmetry of the problem with respect to zero, there is another system of singular lines, located on the invisible side of the level set surface.



Singular Lines from Level Set Surface

Slide 15

h98_15.pdf


The singular lines taken from the tube shown in the previous slide are drawn.



Singular Surfaces

Slide 16

h98_16.pdf


In this picture, the collection of singular lines from different tubes is given. Again, the “material point” dynamics is used. The payoff function describes the following interest of the first player: to lead the motion to the x1-axis as close to zero as possible.



Singular Surfaces

Slide 17

h98_17.pdf


This slide demonstrates how separate singular lines join into singular surfaces. The equivocal surface is marked by the magenta color, the dispersal one by green. The gaps near the reverse time t-axis can be filled by means of more delicate grids in time and value of the parameter c.
The singular surfaces appearing in this problem were investigated analytically in 1983. The numerical results coincide well with the analytical ones.



Equivocal Lines

Slide 18

h98_18.pdf


In particular, the behavior of equivocal lines from different tubes is very interesting. There is a critical value c* of the parameter c, near which projections of equivocal lines onto x1, x2 plane look like spirals. The character of these spirals was investigated analytically. Computed equivocal lines are very similar.



Three Level Sets for Oscillator System

Slide 19

h98_19.pdf


We calculated a lot of examples. The singular surfaces are the most complicated in oscillating systems. Quite naturally, this difficulty is generated by very tricky level sets in these systems. In this picture, the level sets for the “oscillator” DG are shown. Two variants of the sets cut are presented.



Discontinuous Singular Line

Slide 20

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Here, the fragment of the middle tube is drawn. One can see that the corner line has a jump. This line is singular. Presence of such peculiarities causes complexity of singular surfaces in general.



Singular Surfaces

Slide 21

h98_21.pdf


In this slide, the singular surfaces for the “oscillator” DG are viewed from the x1-axis.



Singular Surfaces

Slide 22

h98_22.pdf


Here, the same surfaces are observed from the t-axis.



Different Views of Level Sets for "Drawing-Pin" System

Slide 23

h98_23.pdf


Next example has no any mechanical interpretation. But the level sets are very beautiful: they seem as a drawing-pin.



Dependence of Singular Surfaces on the Second Player Constraint
(case of the strong second player)

Slide 24

h98_24.pdf


The dependence of the singular surfaces on parameters of the problem is shown. When the segment Q (the second player control constraint) goes to P (the first player control constraint), the dispersal surface near the t-axis increases. It happens when the second player is "stronger" than the first one: the length of Q is greater than the length of P.



Dependence of Singular Surfaces on the Second Player Constraint
(case of the weak second player)

Slide 25

h98_25.pdf


If the situation is vice versa (that is, the first player is stronger), then the closing of P and Q does not change singular surfaces essentially.




S.S. Kumkov, V.S. Patsko
Institute of Mathematics & Mechanics Ural Branch of RAS
S.Kovalevskaya str.16
620219 Ekaterinburg, Russia
e-mail:
2445@mail.ur.ru
patsko@imm.uran.ru