Related papers: On 1-Planar Graphs with Bounded Cop-Number
We consider a variant of Cops and Robbers wherein each edge traversed by the robber is deleted from the graph. The focus is on determining the minimum number of cops needed to capture a robber on a graph $G$, called the {\em bridge-burning…
We consider a variant of the game of Cops and Robbers, called Lazy Cops and Robbers, where at most one cop can move in any round. We investigate the analogue of the cop number for this game, which we call the lazy cop number. Lazy Cops and…
We study a variant of the classical cop-robber game played on compact metric graphs, where each edge is assigned a positive length and identified with a real interval of corresponding length. In this setting, both the cop and the robber…
The cop throttling number of a graph, introduced in 2018 by Breen et al., optimizes the balance between the number of cops used and the number of rounds required to catch the robber in a game of Cops and Robbers. In 2019, Cox and Sanaei…
We study a variant of the classical Cops and Robbers game with one cop and one robber, in which the cop follows a fixed walk on the graph, a patrol, that is chosen before the game begins, while the robber is omniscient, he knows the entire…
We consider the Cops and Robber pursuit-evasion game when the edge-set of the graph is allowed to change in time, possibly at every round. Specifically, the game is played on an infinite periodic sequence $\mathcal{G} = (G_0, \dots,…
In this paper we study the concurrent cops and robber (CCCR) game. CCCR follows the same rules as the classical, turn-based game, except for the fact that the players move simultaneously. The cops' goal is to capture the robber and the…
In many variants of the game of Cops and Robbers on graphs, multiple cops play against a single robber. In 2019, Cox and Sanaei introduced a variant of the game that gives the robber a more active role than simply evading the cop. In their…
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…
A hole in a graph is an induced cycle of length at least 4. We give a simple winning strategy for t-3 cops to capture a robber in the game of cops and robbers played in a graph that does not contain a hole of length at least t. This…
We consider a variant of Cops and Robbers in which the robber may traverse as many edges as he likes in each turn, with the constraint that he cannot pass through any vertex occupied by a cop. We study this model on several classes of…
The game of cops and robber has been studied for many years. Denoting $\mathsf{Forb}(4K_1)$ to be the family of all graphs that contain no induced subgraph isomorphic to $4K_1$ (e.g., with independence number less than $4$), we prove that…
In the `Covering' pursuit game on a graph, a robber and a set of cops play alternately, with the cops each moving to an adjacent vertex (or not moving) and the robber moving to a vertex at distance at most 2 from his current vertex. The aim…
We show that the expected time for a smart "cop" to catch a drunk "robber" on an $n$-vertex graph is at most $n + {\rm o}(n)$. More precisely, let $G$ be a simple, connected, undirected graph with distinguished points $u$ and $v$ among its…
Cops and Robbers is a pursuit-evasion game played on graphs, of which many variants have been developed and studied. We introduce a variant of this game, "Sneaky-Active Cops and Robbers", where all cops and robber must move on their turn,…
It is known that the class of all graphs not containing a graph $H$ as an induced subgraph is cop-bounded if and only if $H$ is a forest whose every component is a path. In this study, we characterize all sets $\mathscr{H}$ of graphs with…
We consider the Cops and Robbers game played on finite simple graphs. In a graph $G$, the number of cops required to capture a robber in the Cops and Robbers game is denoted by $c(G)$. For all graphs $G$, $c(G) \leq \alpha(G) \leq…
We consider the pursuit and evasion game on finite, connected, undirected graphs known as cops and robbers. Meyniel conjectured that for every graph on n vertices a rootish number of cops can win the game. We prove that this holds up to a…
We study a variation of the classical pursuit-evasion game of Cops and Robbers in which agents are required to move to an adjacent vertex on every turn. We explore how the minimum number of cops needed to catch the robber can change when…
We theoretically analyze the Cops and Robber Game for the first time in a multidimensional grid. It is shown that for an $n$-dimensional grid, at least $n$ cops are necessary to ensure capture of the robber. We also present a set of cop…