Abstract

The article examines a computer model of a quasidiscrete group pursuit game with pursuers and defenders, whose aim is to reach static targets. Several pursuers may reach one target at different time periods. In order to win, at least one pursuer must reach the target, while defenders must eliminate all pursuers to succeed. A model has a unified environment that detects the pursuer as soon as he crosses it. One defender is assigned to the detected pursuer by several optimization criteria.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call