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Distributed Reactive Collision Avoidance - University of Washington

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10<br />

paths dynamically for the vehicles. While most <strong>of</strong> the computations are distributed, a central<br />

server is still required to make the trades. Additionally, no guarantee has been made<br />

that a collision-free set <strong>of</strong> paths will be found.<br />

The authors <strong>of</strong> [27] also use a negotiation process to optimize collision avoidance maneuvers,<br />

but another algorithm must be present to give collision-free paths for the vehicles<br />

to start from for the guarantees to work. The idea is that this other algorithm need not be<br />

optimal, but merely feasible. Then the second stage enables the vehicles to negotiate a more<br />

optimal solution derived from the first. The algorithm for finding a set <strong>of</strong> feasible paths is<br />

not given, assuming instead that one <strong>of</strong> the other approaches discussed here will suffice.<br />

A major improvement in the computation time <strong>of</strong> optimization methods is shown in<br />

[28], which uses satisficing game theory to make a truly decentralized optimization scheme.<br />

This algorithm is efficient enough to make real-time computation reasonably scalable to<br />

large numbers <strong>of</strong> vehicles. The price paid for efficient computation is a loss <strong>of</strong> the safety<br />

guarantees, as simulation results show that collisions are rare, but that they do occur.<br />

In [29], a distributed collision avoidance algorithm with guaranteed safety is presented<br />

for a homogeneous group <strong>of</strong> n aircraft. This prescribed maneuver approach involves two<br />

discrete heading and speed changes for each aircraft, where each aircraft turns the same<br />

way. The method is based upon perturbations from an exact conflict, where all vehicles<br />

are headed toward a single collision point. This algorithm was extended in [30] to work in<br />

3D and to account for bounded acceleration. Since the algorithm is computed only once,<br />

it is unclear how it could account for a dynamically changing environment where vehicles<br />

are not necessarily capable <strong>of</strong> performing the exact maneuver prescribed. Additionally, the<br />

algorithm may run into trouble with extremely inexact conflicts, since it is based upon a<br />

transformation to an exact conflict.<br />

Probably the safest collision avoidance algorithm to date is that <strong>of</strong> [31], which considers<br />

a homogeneous group <strong>of</strong> constant-speed unicycles. This method uses a completely decentralized,<br />

prescribed maneuver algorithm for n vehicles which has an absolute guarantee <strong>of</strong><br />

safety in the presence <strong>of</strong> constrained control authority. While this solution might appear

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