7 research outputs found

    Subdivisions in the Robber Locating Game

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    We consider a game in which a cop searches for a moving robber on a graph using distance probes, which is a slight variation on one introduced by Seager. Carragher, Choi, Delcourt, Erickson and West showed that for any n-vertex graph GG there is a winning strategy for the cop on the graph G1/mG^{1/m} obtained by replacing each edge of GG by a path of length mm, if mâ©Ÿnm \geqslant n. They conjectured that this bound was best possible for complete graphs, but the present authors showed that in fact the cop wins on K1/mK^{1/m} if and only if mâ©Ÿn/2m \geqslant n/2, for all but a few small values of nn. In this paper we extend this result to general graphs by proving that the cop has a winning strategy on G1/mG^{1/m} provided mâ©Ÿn/2m \geqslant n/2 for all but a few small values of nn; this bound is best possible. We also consider replacing the edges of GG with paths of varying lengths.Comment: 13 Page

    Locating a robber with multiple probes

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    We consider a game in which a cop searches for a moving robber on a connected graph using distance probes, which is a slight variation on one introduced by Seager. Carragher, Choi, Delcourt, Erickson and West showed that for any nn-vertex graph GG there is a winning strategy for the cop on the graph G1/mG^{1/m} obtained by replacing each edge of GG by a path of length mm, if m≄nm\geq n. The present authors showed that, for all but a few small values of nn, this bound may be improved to m≄n/2m\geq n/2, which is best possible. In this paper we consider the natural extension in which the cop probes a set of kk vertices, rather than a single vertex, at each turn. We consider the relationship between the value of kk required to ensure victory on the original graph and the length of subdivisions required to ensure victory with k=1k=1. We give an asymptotically best-possible linear bound in one direction, but show that in the other direction no subexponential bound holds. We also give a bound on the value of kk for which the cop has a winning strategy on any (possibly infinite) connected graph of maximum degree Δ\Delta, which is best possible up to a factor of (1−o(1))(1-o(1)).Comment: 16 pages, 2 figures. Updated to show that Theorem 2 also applies to infinite graphs. Accepted for publication in Discrete Mathematic

    Localiser une cible dans un graphe

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    International audienceLe jeu de la localisation d'une cible (invisible et immobile) dans un graphe a Ă©tĂ© introduit par Seager en 2013. Dans ce jeu, une cible est placĂ©e secrĂštement sur un sommet et, Ă  chaque tour, il est possible d'interroger un sommet et recevoir, comme rĂ©ponse, la distance exacte entre ce sommet et la cible. L'objectif est de localiser la cible en minimisant le nombre de tours, et ce, quelle que soit sa position. Nous considĂ©rons une gĂ©nĂ©ralisation de ce jeu oĂč k sommets peuvent ĂȘtre interrogĂ©s Ă  chaque tour. Celle-ci est notamment liĂ©e Ă  la notion de dimension mĂ©trique d'un graphe. Nous Ă©tudions aussi la variante oĂč les distances relatives sont donnĂ©es comme rĂ©ponses, qui gĂ©nĂ©ralise la dimension centroĂŻdale des graphes. Pour les deux variantes, nous montrons que localiser la cible en un nombre minimum de tours est NP-complet en gĂ©nĂ©ral, lorsque k est fixĂ©. Dans le cas des arbres (Ă  n noeuds) et des distances exactes, nous montrons que le problĂšme est NP-complet lorsque k fait partie de l'entrĂ©e. Nous donnons cependant une (+1)-approximation de ce problĂšme : nous prĂ©sentons un algorithme qui, en temps O(n log n) (indĂ©pendant de k), calcule une stratĂ©gie pour localiser la cible en au plus un tour de plus que l'optimal. Cet algorithme peut aussi ĂȘtre utilisĂ© pour rĂ©soudre exactement le problĂšme en temps nO(k)n^{O(k)}

    Sequential Metric Dimension

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    International audienceSeager introduced the following game in 2013. An invisible and immobile target is hidden at some vertex of a graph GG. Every step, one vertex vv of GG can be probed which results in the knowledge of the distance between vv and the target. The objective of the game is to minimize the number of steps needed to locate the target, wherever it is. We address the generalization of this game where k≄1k ≄ 1 vertices can be probed at every step. Our game also generalizes the notion of the metric dimension of a graph. Precisely, given a graph GG and two integers k,≄1k, ≄ 1, the Localization Problem asks whether there exists a strategy to locate a target hidden in GG in at most steps by probing at most kk vertices per step. We show this problem is NP-complete when kk (resp.,) is a fixed parameter. Our main results are for the class of trees where we prove this problem is NP-complete when kk and are part of the input but, despite this, we design a polynomial-time (+1)-approximation algorithm in trees which gives a solution using at most one more step than the optimal one. It follows that the Localization Problem is polynomial-time solvable in trees if kk is fixed

    Sequential Metric Dimension

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    International audienceIn the localization game, introduced by Seager in 2013, an invisible and immobile target is hidden at some vertex of a graph GG. At every step, one vertex vv of GG can be probed which results in the knowledge of the distance between vv and the secret location of the target. The objective of the game is to minimize the number of steps needed to locate the target whatever be its location.We address the generalization of this game where k≄1k\geq 1 vertices can be probed at every step. Our game also generalizes the notion of the {\it metric dimension} of a graph.Precisely, given a graph GG and two integers k,ℓ≄1k,\ell \geq 1, the {\sc Localization} problem asks whether there exists a strategy to locate a target hidden in GG in at most ℓ\ell steps and probing at most kk vertices per step. We first show that, in general, this problem is \textsf{NP}-complete for every fixed k≄1k \geq 1 (resp., ℓ≄1\ell \geq 1).We then focus on the class of trees.On the negative side,we prove that the \Localization problem is \textsf{NP}-complete in trees when kk and ℓ\ell are part of the input. On the positive side, we design a (+1)(+1)-approximation algorithm for the problem in nn-node trees, {\it i.e.}, an algorithm that computes in time O(nlog⁥n)O(n \log n) (independent of kk) a strategy to locate the target in at most one more step than an optimal strategy. This algorithm can be used to solve the \Localization problem in trees in polynomial time if kk is fixed.We also consider some of these questions in the context where, upon probing the vertices,the relative distances to the target are retrieved.This variant of the problem generalizes the notion of the {\it centroidal dimension} of a graph
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