1,579 research outputs found
Variations on Cops and Robbers
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
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
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
We consider a Cops-and-Robber game played on the subsets of an -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 for even and
for odd . We prove an
upper bound (for all ) that is within a factor of times this
lower bound.Comment: Minor revision
Chasing robbers on random geometric graphs---an alternative approach
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 is called the cop number of . We
focus on , a random geometric graph in which vertices are
chosen uniformly at random and independently from , and two vertices
are adjacent if the Euclidean distance between them is at most . The main
result is that if then the cop number is
with probability that tends to as tends to infinity. The case was
proved earlier and independently in \cite{bdfm}, using a different approach.
Our method provides a tight 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
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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