600 research outputs found

    Localization game on geometric and planar graphs

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    The main topic of this paper is motivated by a localization problem in cellular networks. Given a graph GG we want to localize a walking agent by checking his distance to as few vertices as possible. The model we introduce is based on a pursuit graph game that resembles the famous Cops and Robbers game. It can be considered as a game theoretic variant of the \emph{metric dimension} of a graph. We provide upper bounds on the related graph invariant ζ(G)\zeta (G), defined as the least number of cops needed to localize the robber on a graph GG, for several classes of graphs (trees, bipartite graphs, etc). Our main result is that, surprisingly, there exists planar graphs of treewidth 22 and unbounded ζ(G)\zeta (G). On a positive side, we prove that ζ(G)\zeta (G) is bounded by the pathwidth of GG. We then show that the algorithmic problem of determining ζ(G)\zeta (G) is NP-hard in graphs with diameter at most 22. Finally, we show that at most one cop can approximate (arbitrary close) the location of the robber in the Euclidean plane

    Variations on Cops and Robbers

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    We consider several variants of the classical Cops and Robbers game. We treat the version where the robber can move R > 1 edges at a time, establishing a general upper bound of N / \alpha ^{(1-o(1))\sqrt{log_\alpha N}}, where \alpha = 1 + 1/R, thus generalizing the best known upper bound for the classical case R = 1 due to Lu and Peng. We also show that in this case, the cop number of an N-vertex graph can be as large as N^{1 - 1/(R-2)} for finite R, but linear in N if R is infinite. For R = 1, we study the directed graph version of the problem, and show that the cop number of any strongly connected digraph on N vertices is at most O(N(log log N)^2/log N). Our approach is based on expansion.Comment: 18 page

    Cops and Invisible Robbers: the Cost of Drunkenness

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    We examine a version of the Cops and Robber (CR) game in which the robber is invisible, i.e., the cops do not know his location until they capture him. Apparently this game (CiR) has received little attention in the CR literature. We examine two variants: in the first the robber is adversarial (he actively tries to avoid capture); in the second he is drunk (he performs a random walk). Our goal in this paper is to study the invisible Cost of Drunkenness (iCOD), which is defined as the ratio ct_i(G)/dct_i(G), with ct_i(G) and dct_i(G) being the expected capture times in the adversarial and drunk CiR variants, respectively. We show that these capture times are well defined, using game theory for the adversarial case and partially observable Markov decision processes (POMDP) for the drunk case. We give exact asymptotic values of iCOD for several special graph families such as dd-regular trees, give some bounds for grids, and provide general upper and lower bounds for general classes of graphs. We also give an infinite family of graphs showing that iCOD can be arbitrarily close to any value in [2,infinty). Finally, we briefly examine one more CiR variant, in which the robber is invisible and "infinitely fast"; we argue that this variant is significantly different from the Graph Search game, despite several similarities between the two games

    A note on the Cops & Robber game on graphs embedded in non-orientable surfaces

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    The Cops and Robber game is played on undirected finite graphs. A number of cops and one robber are positioned on vertices and take turns in sliding along edges. The cops win if they can catch the robber. The minimum number of cops needed to win on a graph is called its cop number. It is known that the cop number of a graph embedded on a surface XX of genus gg is at most 3g/2+33g/2 + 3, if XX is orientable (Schroeder 2004), and at most 2g+12g+1, otherwise (Nowakowski & Schroeder 1997). We improve the bounds for non-orientable surfaces by reduction to the orientable case using covering spaces. As corollaries, using Schroeder's results, we obtain the following: the maximum cop number of graphs embeddable in the projective plane is 3; the cop number of graphs embeddable in the Klein Bottle is at most 4, and an upper bound is 3g/2+3/23g/2 + 3/2 for all other gg.Comment: 5 pages, 1 figur

    Visibility Graphs, Dismantlability, and the Cops and Robbers Game

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    We study versions of cop and robber pursuit-evasion games on the visibility graphs of polygons, and inside polygons with straight and curved sides. Each player has full information about the other player's location, players take turns, and the robber is captured when the cop arrives at the same point as the robber. In visibility graphs we show the cop can always win because visibility graphs are dismantlable, which is interesting as one of the few results relating visibility graphs to other known graph classes. We extend this to show that the cop wins games in which players move along straight line segments inside any polygon and, more generally, inside any simply connected planar region with a reasonable boundary. Essentially, our problem is a type of pursuit-evasion using the link metric rather than the Euclidean metric, and our result provides an interesting class of infinite cop-win graphs.Comment: 23 page
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