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Dennis R. Anthony

dblp:302/0345 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Motion planning and robot control · 70% Reinforcement learning · 30%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control
reach-avoid game
0.612022
Back to the Future: Efficient, Time-Consistent Solutions in Reach-Avoid Games · ICRA 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
sequential games
0.612022
Back to the Future: Efficient, Time-Consistent Solutions in Reach-Avoid Games · ICRA 2022
Robotics › Motion planning and robot control
trajectory optimization
0.612022
Back to the Future: Efficient, Time-Consistent Solutions in Reach-Avoid Games · ICRA 2022
Robotics › Motion planning and robot control › robot control
safe control
0.212022
Back to the Future: Efficient, Time-Consistent Solutions in Reach-Avoid Games · ICRA 2022

Methods — techniques the papers use, named apart from their topics

reachability analysis · 0.6dynamic game theory · 0.6
YearPublicationVenuePosition
2022 Back to the Future: Efficient, Time-Consistent Solutions in Reach-Avoid Games
abstract
We study the class of reach-avoid dynamic games in which multiple agents interact noncooperatively, and each wishes to satisfy a distinct target criterion while avoiding a failure criterion. Reach-avoid games are commonly used to express safety-critical optimal control problems found in mobile robot motion planning. Here, we focus on finding time-consistent solutions, in which future motion plans remain optimal even when a robot diverges from the plan early on due to, e.g., intrinsic dynamic uncertainty or extrinsic environment disturbances. Our main contribution is a computationally-efficient algorithm for multi-agent reach-avoid games which renders time-consistent solutions for all players. We demonstrate our approach in two- and three-player simulated driving scenarios, in which our method provides safe control strategies for all agents.
Dennis R. Anthony, Duy Phuong Nguyen, David Fridovich-Keil, Jaime Fernández Fisac
ICRA1