well as in APP, where it is a key tool for the defenders
for keeping attackers out of the protected area.
APP has many real-life motivations from the do-
mains of access denial operations both in civil and
military sector, robotics with adversarial teams of
robots or other type of penetrators (Agmon et al.,
2011), and computer games.
Our contribution consists in analysis of computa-
tional complexity of APP. In particular, we show that
APP is PSPACE-hard. Next, we suggest several on-
line solving algorithms for the defender team that al-
locate selected vertices to be occupied so that attacker
agents cannot pass into the protected area. We iden-
tify suitable vertex allocation strategies for diverse
types of APP instances and test them thoroughly.
1.1 Related Work
Movements of agents at low reactive level are as-
sumed to be planned by some cooperative path-
finding - CPF (multi-agent path-finding - MAPF) (Sil-
ver, 2005; Ryan, 2008; Wang and Botea, 2011) algo-
rithm where agents of own team cooperate while op-
posing agents are considered as obstacles. In CPF the
task is to plan movement of agents so that each agent
reaches its unique target in a conflict free manner.
There exist multiple CPF algorithms both com-
plete and incomplete as well as optimal and sub-
optimal under various objective functions.
A good trade-off between the quality of solutions
and the speed of solving is represented by subopti-
mal/incomplete search based methods which are de-
rived from the standard A* algorithm. These meth-
ods include LRA*, CA*, HCA*, and WHCA* (Silver,
2005). They provide solutions where individual paths
of agents tend to be close to respective shortest paths
connecting agents’ locations and their targets. Con-
flict avoidance among agents is implemented via a so
called reservation table in case of CA*, HCA*, and
WHCA* while LRA* relies on replanning whenever a
conflict occurs. Since our setting in APP is inherently
suitable for a replanning, the algorithm LRA* is a can-
didate for underlying CPF algorithm for APP. More-
over, LRA* is scalable for large number of agents.
Aside from CPF algorithms, systems with mobile
agents that act in the adversarial manner represent an-
other related area. These studies often focus on pa-
trolling strategies that are robust with respect to var-
ious attackers trying to penetrate through the patrol
path (Elmaliach et al., 2009).
Theoretical or empirical works related to APP also
include studies on pursuit evasion (Hespanha et al.,
1999; Vidal et al., 2002) or predator-prey (Benda
et al., 1986; Haynes and Sen, 1995) problems. The
Tileworld (Pollack and Ringuette, 1990) also provides
an experimental environment to evaluate planning and
scheduling algorithms for a team of agents. A ma-
jor difference between these works and the concept of
APP is that, unlike the previous works, we assume the
agents in each team perform CPF algorithms, which
provide a new foundation of team architecture.
1.2 Preliminaries
The environment is modeled by an undirected un-
weighted graph G = (V,E). We restrict the instances
to 4-connected grid graphs with possible obstacles.
The team of attackers and defenders is denoted by
A = {a
1
,...,a
m
} and D = {d
1
,...d
n
}, respectively.
Continuous time is divided into discrete time steps.
Agents are placed in vertices of the graph at each
time step so that at most one agent is placed in each
vertex. Let α
t
: A ∪ D → V be a uniquely invertible
mapping denoting configuration of agents at time step
t. Agents can wait or move instantaneously into ad-
jacent vertex between successive time steps to form
the next configuration α
t+1
. Abiding by the follow-
ing movement rules ensures preventing conflicts:
• An agent can move to an adjacent vertex only if
the vertex is empty, or is being left at the same
time step by another agent
• A pair of agents cannot swap along a shared edge
• No two agents enter the same adjacent vertex at
the same time
We do not assume any specific order in which
agents perform their conflict free actions at each time
step. Our experimental implementation moves all at-
tackers prior to moving all defenders at each time
step. The mapping δ
A
: A → V assigns a unique target
to each attacker. The task in APP is to find a strat-
egy of movement for defender agents so that the area
specified by δ
A
is protected.
We state APP as a decision problem as follows:
Definition 1. The decision APP problem: Given an
instance Σ = (G,A,D,α
0
,δ
A
) of APP, is there a strat-
egy of movement for the team D of defenders, so that
agents from the team A of attackers are prevented
from reaching their targets defined by δ
A
.
In many instances it is not possible to protect all
targets. We are therefore also interested in the opti-
mization variant of the APP problem:
Definition 2. The optimization APP problem: Given
an instance Σ = (G,A,D,α
0
,δ
A
) of APP, the task is to
find a strategy of movement for the team D of defend-
ers such that the number of attackers in A that reach
their target defined by δ
A
is minimized.
Area Protection in Adversarial Path-finding Scenarios with Multiple Mobile Agents on Graphs - A Theoretical and Experimental Study of
Strategies for Defense Coordination
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