The paper investigates the impact of a precise ship domain shape on the size of collision avoidance manoeuvres. The considered collision avoidance manoeuvres include both course and speed alterations. Various ship domains are compared with their polygonal approximations, which vary in the number of points of a domain contour and placement of these points. The best of all considered approximations is determined in the course of simulation experiments performed for head-on, crossing and overtaking situations. The chosen number and placement of contour points combine precision of domain approximation with reasonable computational time.
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The paper introduces a new approach to solving multi-ship encounter situations by combining some of the assumptions of game theory with evolutionary programming techniques. A multi-ship encounter is here modelled as a game played by “thinking players” – the ships of different and possibly changing strate-gies. The solution – an optimal set of cooperating (non-colliding) trajectories is then found by means of evo-lutionary algorithms. The paper contains the description of the problem formulation as well as the details of the evolutionary program. The method can be used for both open waters and restricted water regions.
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