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Underwater Sensor Field Design using Game Theory
When designing a field of passive underwater sensors, a series of assumptions are typically made, with one of the more glaring being range independence throughout an operational area. It is unlikely that a large water space will have uniform acoustic characteristics, meaning that the performance of...
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creator | Golen, Erik F. Shenoy, Nirmala Incze, Bruce Imre |
description | When designing a field of passive underwater sensors, a series of assumptions are typically made, with one of the more glaring being range independence throughout an operational area. It is unlikely that a large water space will have uniform acoustic characteristics, meaning that the performance of a sensor will vary based on its physical location. Considering that a threat may also have knowledge of the acoustics of an area, a field designer could divide the area into sectors based on changes in acoustics and predict how often a threat submarine will visit each sector of the area to increase the field's submarine detection capabilities. In this work, an operational area is split up into four quadrants with varying acoustic characteristics and the probability of visitation to each quadrant by a threat submarine is determined using game theory. A new Game Theory Field Design (GTFD) model is proposed that properly allocates sensors to each quadrant according to the visitation probabilities. When compared with a random field design model that does not consider these probabilities, GTFD is shown to offer a significant improvement in terms of detection capability. |
doi_str_mv | 10.1109/MILCOM.2007.4455120 |
format | conference_proceeding |
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It is unlikely that a large water space will have uniform acoustic characteristics, meaning that the performance of a sensor will vary based on its physical location. Considering that a threat may also have knowledge of the acoustics of an area, a field designer could divide the area into sectors based on changes in acoustics and predict how often a threat submarine will visit each sector of the area to increase the field's submarine detection capabilities. In this work, an operational area is split up into four quadrants with varying acoustic characteristics and the probability of visitation to each quadrant by a threat submarine is determined using game theory. A new Game Theory Field Design (GTFD) model is proposed that properly allocates sensors to each quadrant according to the visitation probabilities. 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When compared with a random field design model that does not consider these probabilities, GTFD is shown to offer a significant improvement in terms of detection capability.</description><subject>Acoustic sensors</subject><subject>Acoustic signal detection</subject><subject>Game theory</subject><subject>Marine vehicles</subject><subject>Protection</subject><subject>Sensor phenomena and characterization</subject><subject>Underwater acoustics</subject><subject>Underwater communication</subject><subject>Underwater vehicles</subject><subject>Water</subject><issn>2155-7578</issn><issn>2155-7586</issn><isbn>9781424415120</isbn><isbn>1424415128</isbn><isbn>9781424415137</isbn><isbn>1424415136</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2007</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><recordid>eNpVj81KAzEURuMfWOo8QTd5gRlvkpufWUq1tTClC8d1yZg7NdJOJalI316hRfBsvsWBDw5jEwGVEFDfLxfNdLWsJICtELUWEi5YUVsnUCIKLZS9ZCMptC6tdubqn5Nw_eesu2VFzh_wiwGFWo0YvA6B0rc_UOIvNOR94rNI28AfKcfNwL9yHDZ87nfE23fap-Mdu-n9NlNx3jFrZ0_t9LlsVvPF9KEpYw2HUrtegbJ9JwK6Ho321BOQQ6nRdjoI5aTHjqx03nl0wdo3QwReKmE6E9SYTU63kYjWnynufDquz_nqBzYeSJY</recordid><startdate>200710</startdate><enddate>200710</enddate><creator>Golen, Erik F.</creator><creator>Shenoy, Nirmala</creator><creator>Incze, Bruce Imre</creator><general>IEEE</general><scope>6IE</scope><scope>6IH</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIO</scope></search><sort><creationdate>200710</creationdate><title>Underwater Sensor Field Design using Game Theory</title><author>Golen, Erik F. ; Shenoy, Nirmala ; Incze, Bruce Imre</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i90t-58f3037fb1d48f465aefe0e842547b5d1382a4be728a8a48d77c6ee0a2316b6d3</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2007</creationdate><topic>Acoustic sensors</topic><topic>Acoustic signal detection</topic><topic>Game theory</topic><topic>Marine vehicles</topic><topic>Protection</topic><topic>Sensor phenomena and characterization</topic><topic>Underwater acoustics</topic><topic>Underwater communication</topic><topic>Underwater vehicles</topic><topic>Water</topic><toplevel>online_resources</toplevel><creatorcontrib>Golen, Erik F.</creatorcontrib><creatorcontrib>Shenoy, Nirmala</creatorcontrib><creatorcontrib>Incze, Bruce Imre</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan (POP) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE/IET Electronic Library (IEL)</collection><collection>IEEE Proceedings Order Plans (POP) 1998-present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Golen, Erik F.</au><au>Shenoy, Nirmala</au><au>Incze, Bruce Imre</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Underwater Sensor Field Design using Game Theory</atitle><btitle>MILCOM 2007 - IEEE Military Communications Conference</btitle><stitle>MILCOM</stitle><date>2007-10</date><risdate>2007</risdate><spage>1</spage><epage>7</epage><pages>1-7</pages><issn>2155-7578</issn><eissn>2155-7586</eissn><isbn>9781424415120</isbn><isbn>1424415128</isbn><eisbn>9781424415137</eisbn><eisbn>1424415136</eisbn><abstract>When designing a field of passive underwater sensors, a series of assumptions are typically made, with one of the more glaring being range independence throughout an operational area. It is unlikely that a large water space will have uniform acoustic characteristics, meaning that the performance of a sensor will vary based on its physical location. Considering that a threat may also have knowledge of the acoustics of an area, a field designer could divide the area into sectors based on changes in acoustics and predict how often a threat submarine will visit each sector of the area to increase the field's submarine detection capabilities. In this work, an operational area is split up into four quadrants with varying acoustic characteristics and the probability of visitation to each quadrant by a threat submarine is determined using game theory. A new Game Theory Field Design (GTFD) model is proposed that properly allocates sensors to each quadrant according to the visitation probabilities. When compared with a random field design model that does not consider these probabilities, GTFD is shown to offer a significant improvement in terms of detection capability.</abstract><pub>IEEE</pub><doi>10.1109/MILCOM.2007.4455120</doi><tpages>7</tpages></addata></record> |
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subjects | Acoustic sensors Acoustic signal detection Game theory Marine vehicles Protection Sensor phenomena and characterization Underwater acoustics Underwater communication Underwater vehicles Water |
title | Underwater Sensor Field Design using Game Theory |
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