1,579 research outputs found

    Variations on Cops and Robbers

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    We consider several variants of the classical Cops and Robbers game. We treat the version where the robber can move R > 1 edges at a time, establishing a general upper bound of N / \alpha ^{(1-o(1))\sqrt{log_\alpha N}}, where \alpha = 1 + 1/R, thus generalizing the best known upper bound for the classical case R = 1 due to Lu and Peng. We also show that in this case, the cop number of an N-vertex graph can be as large as N^{1 - 1/(R-2)} for finite R, but linear in N if R is infinite. For R = 1, we study the directed graph version of the problem, and show that the cop number of any strongly connected digraph on N vertices is at most O(N(log log N)^2/log N). Our approach is based on expansion.Comment: 18 page

    Lower Bounds for the Cop Number When the Robber is Fast

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    We consider a variant of the Cops and Robbers game where the robber can move t edges at a time, and show that in this variant, the cop number of a d-regular graph with girth larger than 2t+2 is Omega(d^t). By the known upper bounds on the order of cages, this implies that the cop number of a connected n-vertex graph can be as large as Omega(n^{2/3}) if t>1, and Omega(n^{4/5}) if t>3. This improves the Omega(n^{(t-3)/(t-2)}) lower bound of Frieze, Krivelevich, and Loh (Variations on Cops and Robbers, J. Graph Theory, 2011) when 1<t<7. We also conjecture a general upper bound O(n^{t/t+1}) for the cop number in this variant, generalizing Meyniel's conjecture.Comment: 5 page

    Characterizations and algorithms for generalized Cops and Robbers games

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    We propose a definition of generalized Cops and Robbers games where there are two players, the Pursuer and the Evader, who each move via prescribed rules. If the Pursuer can ensure that the game enters into a fixed set of final positions, then the Pursuer wins; otherwise, the Evader wins. A relational characterization of the games where the Pursuer wins is provided. A precise formula is given for the length of the game, along with an algorithm for computing if the Pursuer has a winning strategy whose complexity is a function of the parameters of the game. For games where the position of one player does not affect the available moves of he other, a vertex elimination ordering characterization, analogous to a cop-win ordering, is given for when the Pursuer has a winning strategy

    To catch a falling robber

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    We consider a Cops-and-Robber game played on the subsets of an nn-set. The robber starts at the full set; the cops start at the empty set. On each turn, the robber moves down one level by discarding an element, and each cop moves up one level by gaining an element. The question is how many cops are needed to ensure catching the robber when the robber reaches the middle level. Aaron Hill posed the problem and provided a lower bound of 2n/22^{n/2} for even nn and (nn/2)2n/2\binom{n}{\lceil n/2 \rceil}2^{-\lfloor n/2 \rfloor} for odd nn. We prove an upper bound (for all nn) that is within a factor of O(lnn)O(\ln n) times this lower bound.Comment: Minor revision

    Chasing robbers on random geometric graphs---an alternative approach

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    We study the vertex pursuit game of \emph{Cops and Robbers}, in which cops try to capture a robber on the vertices of the graph. The minimum number of cops required to win on a given graph GG is called the cop number of GG. We focus on Gd(n,r)G_{d}(n,r), a random geometric graph in which nn vertices are chosen uniformly at random and independently from [0,1]d[0,1]^d, and two vertices are adjacent if the Euclidean distance between them is at most rr. The main result is that if r3d1>cdlognnr^{3d-1}>c_d \frac{\log n}{n} then the cop number is 11 with probability that tends to 11 as nn tends to infinity. The case d=2d=2 was proved earlier and independently in \cite{bdfm}, using a different approach. Our method provides a tight O(1/r2)O(1/r^2) upper bound for the number of rounds needed to catch the robber.Comment: 6 page

    A probabilistic version of the game of Zombies and Survivors on graphs

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    We consider a new probabilistic graph searching game played on graphs, inspired by the familiar game of Cops and Robbers. In Zombies and Survivors, a set of zombies attempts to eat a lone survivor loose on a given graph. The zombies randomly choose their initial location, and during the course of the game, move directly toward the survivor. At each round, they move to the neighbouring vertex that minimizes the distance to the survivor; if there is more than one such vertex, then they choose one uniformly at random. The survivor attempts to escape from the zombies by moving to a neighbouring vertex or staying on his current vertex. The zombies win if eventually one of them eats the survivor by landing on their vertex; otherwise, the survivor wins. The zombie number of a graph is the minimum number of zombies needed to play such that the probability that they win is strictly greater than 1/2. We present asymptotic results for the zombie numbers of several graph families, such as cycles, hypercubes, incidence graphs of projective planes, and Cartesian and toroidal grids
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