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Ship collision avoidance

A G Dunne
- Iss: 3869
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TLDR
In this paper, the principles of proper collision avoidance along with many of the common problems and errors associated with the use of RADAR are reviewed along with automated plotting in heavy traffic.
Abstract
When considering the subject of ship collision avoidance many factors or principles must be included. Even with the proper use of modern navigational aids such as RADAR many collisions still occur and still others are avoided only through last second actions. This article reviews the principles of proper collision avoidance along with many of the common problems and errors associated with the use of RADAR. The use of automated plotting in heavy traffic is also discussed.

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Journal ArticleDOI

Collision Avoidance in Pedestrian-Rich Environments With Deep Reinforcement Learning

TL;DR: This work develops an algorithm that learns collision avoidance among a variety of heterogeneous, non-communicating, dynamic agents without assuming they follow any particular behavior rules and extends the previous work by introducing a strategy using Long Short-Term Memory (LSTM) that enables the algorithm to use observations of an arbitrary number of other agents.
Journal ArticleDOI

On the Suicidal Pedestrian Differential Game

TL;DR: It is shown that the case of point-capture reduces to a special version of Zermelo’s Navigation Problem (ZNP) for the pursuer, which can be used to validate the results obtained through the differential game framework, as well as to characterize the time-optimal trajectories.
Journal ArticleDOI

The game of two elliptical ships

TL;DR: In this paper, the game of two ships is formulated as a free-time unbounded game of kind, and a general solution for the optimal control on the terminal manifold is given and also a model analytical solution is derived for the primary optimal path emanating from the target set.
Book ChapterDOI

A differential game approach to collision avoidance of ships

TL;DR: A differential game method has been developed which divides the state-space into two regions and in this publication slightly different sets of ships will be considered to get a feeling for the sensitivity of the collision avoidance capacities w.r.t. the three parameters which characterize a ship.
Proceedings ArticleDOI

An asymmetric version of the two car pursuit-evasion game

TL;DR: It is shown that the problem reduces to a special version of Zermelo's Navigation Problem (ZNP) for the pursuer, and the well-known ZNP solution can be used to validate the results obtained through the differential game framework as well as to characterize the time-optimal trajectories.