1,014 research outputs found

    Two-Dimensional Pursuit-Evasion in a Compact Domain with Piecewise Analytic Boundary

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    In a pursuit-evasion game, a team of pursuers attempt to capture an evader. The players alternate turns, move with equal speed, and have full information about the state of the game. We consider the most restictive capture condition: a pursuer must become colocated with the evader to win the game. We prove two general results about pursuit-evasion games in topological spaces. First, we show that one pursuer has a winning strategy in any CAT(0) space under this restrictive capture criterion. This complements a result of Alexander, Bishop and Ghrist, who provide a winning strategy for a game with positive capture radius. Second, we consider the game played in a compact domain in Euclidean two-space with piecewise analytic boundary and arbitrary Euler characteristic. We show that three pursuers always have a winning strategy by extending recent work of Bhadauria, Klein, Isler and Suri from polygonal environments to our more general setting.Comment: 21 pages, 6 figure

    Efficient Multi-Robot Motion Planning for Unlabeled Discs in Simple Polygons

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    We consider the following motion-planning problem: we are given mm unit discs in a simple polygon with nn vertices, each at their own start position, and we want to move the discs to a given set of mm target positions. Contrary to the standard (labeled) version of the problem, each disc is allowed to be moved to any target position, as long as in the end every target position is occupied. We show that this unlabeled version of the problem can be solved in O(nlogn+mn+m2)O(n\log n+mn+m^2) time, assuming that the start and target positions are at least some minimal distance from each other. This is in sharp contrast to the standard (labeled) and more general multi-robot motion-planning problem for discs moving in a simple polygon, which is known to be strongly NP-hard

    Simple Wriggling is Hard unless You Are a Fat Hippo

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    We prove that it is NP-hard to decide whether two points in a polygonal domain with holes can be connected by a wire. This implies that finding any approximation to the shortest path for a long snake amidst polygonal obstacles is NP-hard. On the positive side, we show that snake's problem is "length-tractable": if the snake is "fat", i.e., its length/width ratio is small, the shortest path can be computed in polynomial time.Comment: A shorter version is to be presented at FUN 201

    How to Walk Your Dog in the Mountains with No Magic Leash

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    We describe a O(logn)O(\log n )-approximation algorithm for computing the homotopic \Frechet distance between two polygonal curves that lie on the boundary of a triangulated topological disk. Prior to this work, algorithms were known only for curves on the Euclidean plane with polygonal obstacles. A key technical ingredient in our analysis is a O(logn)O(\log n)-approximation algorithm for computing the minimum height of a homotopy between two curves. No algorithms were previously known for approximating this parameter. Surprisingly, it is not even known if computing either the homotopic \Frechet distance, or the minimum height of a homotopy, is in NP
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