1,676 research outputs found

    On Necessary and Sufficient Number of Cops in the Game of Cops and Robber in Multidimensional Grids

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    We theoretically analyze the Cops and Robber Game for the first time in a multidimensional grid. It is shown that for an nn-dimensional grid, at least nn cops are necessary to ensure capture of the robber. We also present a set of cop strategies for which nn cops are provably sufficient to catch the robber. Further, for two-dimensional grid, we provide an efficient cop strategy for which the robber is caught even by a single cop under certain conditions.Comment: This is a revised and extended version of the poster paper with the same title that has been presented in the 8th Asian Symposium on Computer Mathematics (ASCM), December 15-17, 2007, Singapor

    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

    Can local single-pass methods solve any stationary Hamilton-Jacobi-Bellman equation?

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    The use of local single-pass methods (like, e.g., the Fast Marching method) has become popular in the solution of some Hamilton-Jacobi equations. The prototype of these equations is the eikonal equation, for which the methods can be applied saving CPU time and possibly memory allocation. Then, some natural questions arise: can local single-pass methods solve any Hamilton-Jacobi equation? If not, where the limit should be set? This paper tries to answer these questions. In order to give a complete picture, we present an overview of some fast methods available in literature and we briefly analyze their main features. We also introduce some numerical tools and provide several numerical tests which are intended to exhibit the limitations of the methods. We show that the construction of a local single-pass method for general Hamilton-Jacobi equations is very hard, if not impossible. Nevertheless, some special classes of problems can be actually solved, making local single-pass methods very useful from the practical point of view.Comment: 19 page

    Multigrid methods for two-player zero-sum stochastic games

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    We present a fast numerical algorithm for large scale zero-sum stochastic games with perfect information, which combines policy iteration and algebraic multigrid methods. This algorithm can be applied either to a true finite state space zero-sum two player game or to the discretization of an Isaacs equation. We present numerical tests on discretizations of Isaacs equations or variational inequalities. We also present a full multi-level policy iteration, similar to FMG, which allows to improve substantially the computation time for solving some variational inequalities.Comment: 31 page
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