Abstract :
In H∞ signal estimation, we propose a filtering algorithm using covariance information. As in the H∞ filter, the algorithm for γ2=∞ is reduced to the recursive least squares (RLS) filter using the covariance information, where γ is the parameter concerned with the performance criterion of the estimator. The algorithm for γ2<∞ is preferable to the RLS filter using the covariance information in terms of estimation accuracy. For calculating the fixed-point smoothing (FPS) estimate, the smoothing algorithm is contained. The calculated filtering estimate is used as an initial value of the FPS estimator at the fixed point. We then assume that the covariance information and the autovariance functions Kx(T,T) of the state variable x(T) are given. Kx(T,T) is calculated by the system matrix A and the input matrix B. Algorithms for the filtering estimates zˆ1 (T,T) of z1(t)[=Cx(t)] and zˆ(T,T) of z(T)[=Hx(T)] are proposed. In the autovariance function p(T,T) of the filtering estimate of the state variable x(T), we use Kx(T,T). The FPS estimates zˆ1(T,T) of z1(t) and Z(t) are calculated in terms of the smoothing algorithm. We also present a new algorithm for the filtering estimate of z1(t), particularly when z1(t)=az(t) (a is a real constant). It is advantageous to calculate the filtering and FPS estimates using a, A, H and Kxy (t,t), where the latter three quantities can be obtained from the autocovariance function Kz(t,s) of the signal z(t). A numerical simulation shows that the filtering and FPS estimates by the RLS smoother using the filtering estimate as its initial value are more accurate than those by the RLS filtering and FPS algorithms of the earlier theorem
Keywords :
H∞ optimisation; covariance analysis; filtering theory; least squares approximations; numerical analysis; parameter estimation; performance index; state-space methods; stochastic games; H∞ filter; H∞ signal estimation; autovariance functions; covariance information; estimation accuracy; filtering algorithm; filtering estimates; fixed-point smoothing estimate; game theory; initial value; input matrix; numerical simulation; performance criterion; recursive least squares filter; smoothing algorithm; state variable; system matrix; Covariance matrix; Filtering algorithms; Information filtering; Information filters; Least squares approximation; Numerical simulation; Recursive estimation; Resonance light scattering; Smoothing methods; State estimation;
Conference_Titel :
Systems, Man, and Cybernetics, 1999. IEEE SMC '99 Conference Proceedings. 1999 IEEE International Conference on