13 research outputs found
Centroidal localization game
One important problem in a network is to locate an (invisible) moving entity
by using distance-detectors placed at strategical locations. For instance, the
metric dimension of a graph is the minimum number of detectors placed
in some vertices such that the vector
of the distances between the detectors and the entity's location
allows to uniquely determine . In a more realistic setting, instead
of getting the exact distance information, given devices placed in
, we get only relative distances between the entity's
location and the devices (for every , it is provided
whether , , or to ). The centroidal dimension of a
graph is the minimum number of devices required to locate the entity in
this setting.
We consider the natural generalization of the latter problem, where vertices
may be probed sequentially until the moving entity is located. At every turn, a
set of vertices is probed and then the relative distances
between the vertices and the current location of the entity are
given. If not located, the moving entity may move along one edge. Let be the minimum such that the entity is eventually located, whatever it
does, in the graph .
We prove that for every tree and give an upper bound
on in cartesian product of graphs and . Our main
result is that for any outerplanar graph . We then prove
that is bounded by the pathwidth of plus 1 and that the
optimization problem of determining is NP-hard in general graphs.
Finally, we show that approximating (up to any constant distance) the entity's
location in the Euclidean plane requires at most two vertices per turn
Localization game on geometric and planar graphs
The main topic of this paper is motivated by a localization problem in
cellular networks. Given a graph we want to localize a walking agent by
checking his distance to as few vertices as possible. The model we introduce is
based on a pursuit graph game that resembles the famous Cops and Robbers game.
It can be considered as a game theoretic variant of the \emph{metric dimension}
of a graph. We provide upper bounds on the related graph invariant ,
defined as the least number of cops needed to localize the robber on a graph
, for several classes of graphs (trees, bipartite graphs, etc). Our main
result is that, surprisingly, there exists planar graphs of treewidth and
unbounded . On a positive side, we prove that is bounded
by the pathwidth of . We then show that the algorithmic problem of
determining is NP-hard in graphs with diameter at most .
Finally, we show that at most one cop can approximate (arbitrary close) the
location of the robber in the Euclidean plane
The first player wins the one-colour triangle avoidance game on 16 vertices
We consider the one-colour triangle avoidance game. Using a high performance computing network, we showed that the first player can win the game on 16 vertices
Bounds and constructions for n-e.c. tournaments
Few families of tournaments satisfying the -e.c.\ adjacency property are known. We supply a new random construction for generating infinite families of vertex-transitive -e.c.\ tournaments by considering circulant tournaments. Switching is used to generate exponentially many -e.c.\ tournaments of certain orders. With aid of a computer search, we demonstrate that there is a unique minimum order -e.c.\ tournament of order and there are no -e.c.\ tournaments of orders and $22.
On the Solvability of the Discrete <i>s</i>(<i>x</i>,·)-Laplacian Problems on Simple, Connected, Undirected, Weighted, and Finite Graphs
We use the finite dimensional monotonicity methods in order to investigate problems connected with the discrete sx,·-Laplacian on simple, connected, undirected, weighted, and finite graphs with nonlinearities given in a non-potential form. Positive solutions are also considered
Bounds and constructions for n-e.c. tournaments
Few families of tournaments satisfying the -e.c.\ adjacency property are known. We supply a new random construction for generating infinite families of vertex-transitive -e.c.\ tournaments by considering circulant tournaments. Switching is used to generate exponentially many -e.c.\ tournaments of certain orders. With aid of a computer search, we demonstrate that there is a unique minimum order -e.c.\ tournament of order and there are no -e.c.\ tournaments of orders and $22.