3,483 research outputs found
Chasing robbers on random geometric graphs---an alternative approach
We study the vertex pursuit game of \emph{Cops and Robbers}, in which cops
try to capture a robber on the vertices of the graph. The minimum number of
cops required to win on a given graph is called the cop number of . We
focus on , a random geometric graph in which vertices are
chosen uniformly at random and independently from , and two vertices
are adjacent if the Euclidean distance between them is at most . The main
result is that if then the cop number is
with probability that tends to as tends to infinity. The case was
proved earlier and independently in \cite{bdfm}, using a different approach.
Our method provides a tight upper bound for the number of rounds
needed to catch the robber.Comment: 6 page
Chasing robbers on percolated random geometric graphs
In this paper, we study the vertex pursuit game of \emph{Cops and Robbers}, in which cops try to capture a robber on the vertices of a graph. The minimum number of cops required to win on a given graph is called the cop number of .  We focus on \G(n,r,p), a percolated random geometric graph in which vertices are chosen uniformly at random and independently from , and two vertices are adjacent with probability if the Euclidean distance between them is at most . We present asymptotic results for the game of Cops and Robber played on \G(n,r,p) for a wide range of and
Characterizations and algorithms for generalized Cops and Robbers games
We propose a definition of generalized Cops and Robbers games where there are
two players, the Pursuer and the Evader, who each move via prescribed rules. If
the Pursuer can ensure that the game enters into a fixed set of final
positions, then the Pursuer wins; otherwise, the Evader wins. A relational
characterization of the games where the Pursuer wins is provided. A precise
formula is given for the length of the game, along with an algorithm for
computing if the Pursuer has a winning strategy whose complexity is a function
of the parameters of the game. For games where the position of one player does
not affect the available moves of he other, a vertex elimination ordering
characterization, analogous to a cop-win ordering, is given for when the
Pursuer has a winning strategy
Hyperopic Cops and Robbers
We introduce a new variant of the game of Cops and Robbers played on graphs,
where the robber is invisible unless outside the neighbor set of a cop. The
hyperopic cop number is the corresponding analogue of the cop number, and we
investigate bounds and other properties of this parameter. We characterize the
cop-win graphs for this variant, along with graphs with the largest possible
hyperopic cop number. We analyze the cases of graphs with diameter 2 or at
least 3, focusing on when the hyperopic cop number is at most one greater than
the cop number. We show that for planar graphs, as with the usual cop number,
the hyperopic cop number is at most 3. The hyperopic cop number is considered
for countable graphs, and it is shown that for connected chains of graphs, the
hyperopic cop density can be any real number in $[0,1/2].
Visibility Graphs, Dismantlability, and the Cops and Robbers Game
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
The Cop Number of the One-Cop-Moves Game on Planar Graphs
Cops and robbers is a vertex-pursuit game played on graphs. In the classical
cops-and-robbers game, a set of cops and a robber occupy the vertices of the
graph and move alternately along the graph's edges with perfect information
about each other's positions. If a cop eventually occupies the same vertex as
the robber, then the cops win; the robber wins if she can indefinitely evade
capture. Aigner and Frommer established that in every connected planar graph,
three cops are sufficient to capture a single robber. In this paper, we
consider a recently studied variant of the cops-and-robbers game, alternately
called the one-active-cop game, one-cop-moves game or the lazy-cops-and-robbers
game, where at most one cop can move during any round. We show that Aigner and
Frommer's result does not generalise to this game variant by constructing a
connected planar graph on which a robber can indefinitely evade three cops in
the one-cop-moves game. This answers a question recently raised by Sullivan,
Townsend and Werzanski.Comment: 32 page
A probabilistic version of the game of Zombies and Survivors on graphs
We consider a new probabilistic graph searching game played on graphs,
inspired by the familiar game of Cops and Robbers. In Zombies and Survivors, a
set of zombies attempts to eat a lone survivor loose on a given graph. The
zombies randomly choose their initial location, and during the course of the
game, move directly toward the survivor. At each round, they move to the
neighbouring vertex that minimizes the distance to the survivor; if there is
more than one such vertex, then they choose one uniformly at random. The
survivor attempts to escape from the zombies by moving to a neighbouring vertex
or staying on his current vertex. The zombies win if eventually one of them
eats the survivor by landing on their vertex; otherwise, the survivor wins. The
zombie number of a graph is the minimum number of zombies needed to play such
that the probability that they win is strictly greater than 1/2. We present
asymptotic results for the zombie numbers of several graph families, such as
cycles, hypercubes, incidence graphs of projective planes, and Cartesian and
toroidal grids
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