1,057 research outputs found

    Search for an Immobile Hider on a Stochastic Network

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    Harry hides on an edge of a graph and does not move from there. Sally, starting from a known origin, tries to find him as soon as she can. Harry's goal is to be found as late as possible. At any given time, each edge of the graph is either active or inactive, independently of the other edges, with a known probability of being active. This situation can be modeled as a zero-sum two-person stochastic game. We show that the game has a value and we provide upper and lower bounds for this value. Finally, by generalizing optimal strategies of the deterministic case, we provide more refined results for trees and Eulerian graphs.Comment: 28 pages, 9 figure

    Hide-and-seek games on a network, using combinatorial search paths

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    This paper introduces a new search paradigm to hide-and-seek games on networks. The Hider locates at any point on any arc. The Searcher adopts a “combinatorial” path when searching the network: a sequence of arcs, each adjacent to the last, and traced out at unit speed. In previous literature the Searcher was allowed “simple motion,” any unit speed path, including ones that turn around inside an arc. The new approach more closely models real problems such as search for improvised explosive devices using vehicles that can only turn around at particular locations on a road. The search game is zero sum, with the time taken to find the Hider as the payoff. Using a lemma giving an upper bound for the expected search time on a semi Eulerian network, we solve the search game on a network Q3 consisting of two nodes connected by three arcs of arbitrary lengths. When two Q3 networks with unit length arcs are linked by two small central arcs incident at the start node, one of these arcs must be traversed at least three times in an optimal search. This property holds for both combinatorial paths and simple motion paths, and the latter makes it a counterexample to a conjecture of Gal, which said that two traversals were always sufficient

    Optimal trade-off between speed and acuity when searching for a small object

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    A Searcher seeks to find a stationary Hider located at some point H (not necessarily a node) on a given network Q. The Searcher can move along the network from a given starting point at unit speed, but to actually find the Hider she must pass it while moving at a fixed slower speed (which may depend on the arc). In this “bimodal search game,” the payoff is the first time the Searcher passes the Hider while moving at her slow speed. This game models the search for a small or well hidden object (e.g., a contact lens, improvised explosive device, predator search for camouflaged prey). We define a bimodal Chinese postman tour as a tour of minimum time δ which traverses every point of every arc at least once in the slow mode. For trees and weakly Eulerian networks (networks containing a number of disjoint Eulerian cycles connected in a tree-like fashion) the value of the bimodal search game is δ/2. For trees, the optimal Hider strategy has full support on the network. This differs from traditional search games, where it is optimal for him to hide only at leaf nodes. We then consider the notion of a lucky Searcher who can also detect the Hider with a positive probability q even when passing him at her fast speed. This paper has particular importance for demining problems
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