7 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

    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 , 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

    Geometric Graphs with Unbounded Flip-Width

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    We consider the flip-width of geometric graphs, a notion of graph width recently introduced by Toru\'nczyk. We prove that many different types of geometric graphs have unbounded flip-width. These include interval graphs, permutation graphs, circle graphs, intersection graphs of axis-aligned line segments or axis-aligned unit squares, unit distance graphs, unit disk graphs, visibility graphs of simple polygons, β\beta-skeletons, 4-polytopes, rectangle of influence graphs, and 3d Delaunay triangulations.Comment: 10 pages, 7 figures. To appear at CCCG 202

    Cops, robbers and firefighters on graphs

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    This thesis focuses on the game of cops and robbers on graphs, which was introduced independently by Quilliot in 1978 and by Nowakowski and Winkler in 1983, and one of its variants, the firefighter problem. In the game of cops and robbers, the cops start by choosing their starting positions on vertices of a graph, then the robber chooses his starting point. Then, they move each in turn along the edges of the graph. The basic objective is to determine whether the cops have a strategy which allows them to catch the robber. Looped vertices allow the cops and the robber to pass their turn. The first chapter explores the effect of loops on the cop number and the capture time. It provides examples of graphs where the cop number almost doubles when the loops are removed, graphs where the cop number decreases when the loops are removed, graphs where the capture time is quadratic in the number of vertices and copwin graphs where the cop needs to move away from the robber in optimal play. In the second chapter, we investigate the links between this game and algebraic topology. We extend the game of cops and robbers on graphs by considering the case where the cops chase the image of the robber by a graph homomorphism. We prove that the cop number associated with a graph homomorphism is a homotopic invariant. Homotopies between graph homomorphisms or homotopy equivalences between graphs allow us to compare their cop numbers and also their capture times. Finally, using homotopic invariants such as homology groups, we investigate structural properties of copwin graphs. Finally, in the third chapter, we explore the Firefighter problem, introduced by Hartnell in 1995, where a fire spreads through a graph while a player chooses which vertices to protect in order to contain it. While focusing on the case of trees, we also consider a variant game called Fractional Firefighter in which the amount of protection allocated to a vertex lies between 0 and 1. While most of the work in this area deals with a constant amount of firefighters available at each turn, we consider three research questions which arise when including the sequence of firefighters as part of the instance. We first introduce an online version of both Firefighter and Fractional Firefighter, in which the number of firefighters available at each turn is revealed over time. We show that a greedy algorithm on finite trees is 1/2-competitive for both online versions, which generalises a result previously known for special cases of Firefighter. We also show that the optimal competitive ratio of online Firefighter ranges between 1/2 and the inverse of the golden ratio. Next, given two firefighter sequences, we discuss sufficient conditions for the existence of an infinite tree that separates them, in the sense that the fire can be contained with one sequence but not with the other. To this aim, we study a new purely numerical game called targeting game. Finally, we give sufficient conditions for the fire to be contained on infinite trees, expressed as the asymptotic comparison of the number of firefighters and the size of the tree levels

    Straight Line Movement in Morphing and Pursuit Evasion

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    Piece-wise linear structures are widely used to define problems and to represent simplified solutions in computational geometry. A piece-wise linear structure consists of straight-line or linear pieces connected together in a continuous geometric environment like 2D or 3D Euclidean spaces. In this thesis two different problems both with the approach of finding piece-wise linear solutions in 2D space are defined and studied: straight-line pursuit evasion and straight-line morphing. Straight-line pursuit evasion is a geometric version of the famous cops and robbers game that is defined in this thesis for the first time. The game is played in a simply connected region in 2D. It is a full information game where the players take turns. The cop’s goal is to catch the robber. In a turn, each player may move any distance along a straight line as long as the line segment connecting their current location to the new location is not blocked by the region’s boundary. We first prove that the cop can always win the game when the players move on the visibility graph of a simple polygon. We prove this by showing that the visibility graph of a simple polygon is “dismantlable” (the known class of cop-win graphs). Polygon visibility graphs are also shown to be 2-dismantlable. Two other settings of the game are also studied in this thesis: when the players are free to move on the infinitely many points inside a simple polygon, and inside a splinegon. In both cases we show that the cop can always win the game. For the case of polygons, the proposed cop strategy gives an asymptotically tight linear bound on the number of steps the cop needs to catch the robber. For the case of splinegons, the cop may need a quadratic number of steps with the proposed strategy, while our best lower bound is linear. Straight-line morphing is a type of morphing first defined in this thesis that provides a nice and smooth transformation between straight-line graph drawings in 2D. In straight- line morphing, each vertex of the graph moves forward along the line segment connecting its initial position to its final position. The vertex trajectories in straight-line morphing are very simple, but because the speed of each vertex may vary, straight-line morphs are more general than the commonly used “linear morphs” where each vertex moves at uniform speed. We explore the problem of whether an initial planar straight-line drawing of a graph can be morphed to a final straight-line drawing of the graph using a straight-line morph that preserves planarity at all times. We prove that this problem is NP-hard even for the special case where the graph drawing consists of disjoint segments. We then look at some restricted versions of the straight-line morphing: when only one vertex moves at a time, when the vertices move one by one to their final positions uninterruptedly, and when the edges morph one by one to their final configurations in the case of disjoint segments. Some of the variations are shown to be still NP-complete while some others are solvable in polynomial time. We conjecture that the class of planar straight-line morphs is as powerful as the class of planar piece-wise linear straight-line morphs. We also explore a simpler problem where for each edge the quadrilateral formed by its initial and final positions together with the trajectories of its two vertices is convex. There is a necessary condition for this case that we conjecture is also sufficient for paths and cycles

    Kinetic Geodesic Voronoi Diagrams in a Simple Polygon

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    We study the geodesic Voronoi diagram of a set S of n linearly moving sites inside a static simple polygon P with m vertices. We identify all events where the structure of the Voronoi diagram changes, bound the number of such events, and then develop a kinetic data structure (KDS) that maintains the geodesic Voronoi diagram as the sites move. To this end, we first analyze how often a single bisector, defined by two sites, or a single Voronoi center, defined by three sites, can change. For both these structures we prove that the number of such changes is at most O(m³), and that this is tight in the worst case. Moreover, we develop compact, responsive, local, and efficient kinetic data structures for both structures. Our data structures use linear space and process a worst-case optimal number of events. Our bisector KDS handles each event in O(log m) time, and our Voronoi center handles each event in O(log² m) time. Both structures can be extended to efficiently support updating the movement of the sites as well. Using these data structures as building blocks we obtain a compact KDS for maintaining the full geodesic Voronoi diagram

    Subject Index Volumes 1–200

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