78,086 research outputs found

    Visibility Graphs, Dismantlability, and the Cops and Robbers Game

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    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 simplicity of planar networks

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    Shortest paths are not always simple. In planar networks, they can be very different from those with the smallest number of turns - the simplest paths. The statistical comparison of the lengths of the shortest and simplest paths provides a non trivial and non local information about the spatial organization of these graphs. We define the simplicity index as the average ratio of these lengths and the simplicity profile characterizes the simplicity at different scales. We measure these metrics on artificial (roads, highways, railways) and natural networks (leaves, slime mould, insect wings) and show that there are fundamental differences in the organization of urban and biological systems, related to their function, navigation or distribution: straight lines are organized hierarchically in biological cases, and have random lengths and locations in urban systems. In the case of time evolving networks, the simplicity is able to reveal important structural changes during their evolution.Comment: 8 pages, 4 figure

    Exact Geosedics and Shortest Paths on Polyhedral Surface

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    We present two algorithms for computing distances along a non-convex polyhedral surface. The first algorithm computes exact minimal-geodesic distances and the second algorithm combines these distances to compute exact shortest-path distances along the surface. Both algorithms have been extended to compute the exact minimalgeodesic paths and shortest paths. These algorithms have been implemented and validated on surfaces for which the correct solutions are known, in order to verify the accuracy and to measure the run-time performance, which is cubic or less for each algorithm. The exact-distance computations carried out by these algorithms are feasible for large-scale surfaces containing tens of thousands of vertices, and are a necessary component of near-isometric surface flattening methods that accurately transform curved manifolds into flat representations.National Institute for Biomedical Imaging and Bioengineering (R01 EB001550
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