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We study the classic problem in which a Searcher must locate a hidden point, also called the Hider in a network, starting from a root point. The network may be either bounded or unbounded, thus generalizing well-known settings such as…
In this paper, we study the prize-collecting rural postman problem (PCRPP), a variant of the rural postman problem. Given a PCRPP instance consisting of an undirected graph whose edges have nonnegative lengths and nonnegative profits,…
A well-studied continuous model of graphs, introduced by Dearing and Francis [Transportation Science, 1974], considers each edge as a continuous unit-length interval of points. For $\delta \geq 0$, we introduce the problem $\delta$-Tour,…
We study the problem of searching for a hidden target in an environment that is modeled by an edge-weighted graph. A sequence of edges is chosen starting from a given root vertex such that each edge is adjacent to a previously chosen edge.…
Routing problems such as Hamiltonian Path Problem (HPP), seeks a path to visit all the vertices in a graph while minimizing the path cost. This paper studies a variant, HPP with Probabilistic Terminals (HPP-PT), where each vertex has a…
A well-studied continuous model of graphs considers each edge as a continuous unit-length interval of points. In the problem $\delta$-Tour defined within this model, the objective to find a shortest tour that comes within a distance of…
We study $p$-Faulty Search, a variant of the classic cow-path optimization problem, where a unit speed robot searches the half-line (or $1$-ray) for a hidden item. The searcher is probabilistically faulty, and detection of the item with…
We present solutions to a continuous patrolling game played on network. In this zero-sum game, an Attacker chooses a time and place to attack a network for a fixed amount of time. A Patroller patrols the network with the aim of intercepting…
We consider the a priori traveling repairman problem, which is a stochastic version of the classic traveling repairman problem (also called the traveling deliveryman or minimum latency problem). Given a metric $(V,d)$ with a root $r\in V$,…
Consider a two-person zero-sum search game between a Hider and a Searcher. The Hider chooses to hide in one of $n$ discrete locations (or "boxes") and the Searcher chooses a search sequence specifying which order to look in these boxes…
A single target is hidden at a location chosen from a predetermined probability distribution. Then, a searcher must find a second probability distribution from which random search points are sampled such that the target is found in the…
The traveling tournament problem (TTP) is to minimize the total traveling distance of all teams in a double round-robin tournament. In this paper, we focus on TTP-2, in which each team plays at most two consecutive home games and at most…
We consider the problem of searching for an object on a line at an unknown distance OPT from the original position of the searcher, in the presence of a cost of d for each time the searcher changes direction. This is a generalization of the…
We investigate hide-and-seek games on complex networks using a random walk framework. Specifically, we investigate the efficiency of various degree-biased random walk search strategies to locate items that are randomly hidden on a subset of…
We study the unit-demand capacitated vehicle routing problem in the random setting of the Euclidean plane. The objective is to visit $n$ random terminals in a square using a set of tours of minimum total length, such that each tour visits…
Devising an optimal strategy for navigation in a partially observable environment is one of the key objectives in AI. One of the problem in this context is the Canadian Traveler Problem (CTP). CTP is a navigation problem where an agent is…
Consider a two-person zero-sum search game between a hider and a searcher. The hider hides among $n$ discrete locations, and the searcher successively visits individual locations until finding the hider. Known to both players, a search at…
We study a patrolling game played on a network $Q$, considered as a metric space. The Attacker chooses a point of $Q$ (not necessarily a node) to attack during a chosen time interval of fixed duration. The Patroller chooses a unit speed…
We present a new approximation algorithm for the (metric) prize-collecting traveling salesperson problem (PCTSP). In PCTSP, opposed to the classical traveling salesperson problem (TSP), one may not include a vertex of the input graph in the…
Consider a two-person zero-sum search game between a hider and a searcher. The hider hides among $n$ discrete locations, and the searcher successively visits individual locations until finding the hider. Known to both players, a search at…