Pith. sign in

REVIEW

Path Defense in Dynamic Defender-Attacker Blotto Games (dDAB) with Limited Information

Not yet reviewed by Pith; the record is open.

This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.

SPECIMEN: schema-true, not a live event

T0 review · schema-true

One-sentence machine reading of the paper's core claim.

pith:XXXXXXXX · record.json · timestamp

arxiv 2204.04176 v2 pith:W2X6DONH submitted 2022-04-08 cs.GT cs.SYeess.SY

Path Defense in Dynamic Defender-Attacker Blotto Games (dDAB) with Limited Information

classification cs.GT cs.SYeess.SY
keywords pathdefenderdefenseassetsddabgamesnumberblotto
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
0 comments
Share X Bluesky LinkedIn Reddit HN
abstract

We consider a path guarding problem in dynamic Defender-Attacker Blotto games (dDAB), where a team of robots must defend a path in a graph against adversarial agents. Multi-robot systems are particularly well suited to this application, as recent work has shown the effectiveness of these systems in related areas such as perimeter defense and surveillance. When designing a defender policy that guarantees the defense of a path, information about the adversary and the environment can be helpful and may reduce the number of resources required by the defender to achieve a sufficient level of security. In this work, we characterize the necessary and sufficient number of assets needed to guarantee the defense of a shortest path between two nodes in dDAB games when the defender can only detect assets within $k$-hops of a shortest path. By characterizing the relationship between sensing horizon and required resources, we show that increasing the sensing capability of the defender greatly reduces the number of defender assets needed to defend the path.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.