80 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

    Centroidal localization game

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    One important problem in a network is to locate an (invisible) moving entity by using distance-detectors placed at strategical locations. For instance, the metric dimension of a graph GG is the minimum number kk of detectors placed in some vertices {v1,,vk}\{v_1,\cdots,v_k\} such that the vector (d1,,dk)(d_1,\cdots,d_k) of the distances d(vi,r)d(v_i,r) between the detectors and the entity's location rr allows to uniquely determine rV(G)r \in V(G). In a more realistic setting, instead of getting the exact distance information, given devices placed in {v1,,vk}\{v_1,\cdots,v_k\}, we get only relative distances between the entity's location rr and the devices (for every 1i,jk1\leq i,j\leq k, it is provided whether d(vi,r)>d(v_i,r) >, <<, or == to d(vj,r)d(v_j,r)). The centroidal dimension of a graph GG is the minimum number of devices required to locate the entity in this setting. We consider the natural generalization of the latter problem, where vertices may be probed sequentially until the moving entity is located. At every turn, a set {v1,,vk}\{v_1,\cdots,v_k\} of vertices is probed and then the relative distances between the vertices viv_i and the current location rr of the entity are given. If not located, the moving entity may move along one edge. Let ζ(G)\zeta^* (G) be the minimum kk such that the entity is eventually located, whatever it does, in the graph GG. We prove that ζ(T)2\zeta^* (T)\leq 2 for every tree TT and give an upper bound on ζ(GH)\zeta^*(G\square H) in cartesian product of graphs GG and HH. Our main result is that ζ(G)3\zeta^* (G)\leq 3 for any outerplanar graph GG. We then prove that ζ(G)\zeta^* (G) is bounded by the pathwidth of GG plus 1 and that the optimization problem of determining ζ(G)\zeta^* (G) is NP-hard in general graphs. Finally, we show that approximating (up to any constant distance) the entity's location in the Euclidean plane requires at most two vertices per turn

    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 mnm\geq n. The present authors showed that, for all but a few small values of nn, this bound may be improved to mn/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 (1o(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

    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 mnm \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 mn/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 mn/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

    The kk-visibility Localization Game

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    We study a variant of the Localization game in which the cops have limited visibility, along with the corresponding optimization parameter, the kk-visibility localization number ζk\zeta_k, where kk is a non-negative integer. We give bounds on kk-visibility localization numbers related to domination, maximum degree, and isoperimetric inequalities. For all kk, we give a family of trees with unbounded ζk\zeta_k values. Extending results known for the localization number, we show that for k2k\geq 2, every tree contains a subdivision with ζk=1\zeta_k = 1. For many nn, we give the exact value of ζk\zeta_k for the n×nn \times n Cartesian grid graphs, with the remaining cases being one of two values as long as nn is sufficiently large. These examples also illustrate that ζiζj\zeta_i \neq \zeta_j for all distinct choices of ii and $j.
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