Related papers: Limited-visibility Cops and Robbers on Hamming gra…
We adapt the Gy\'{a}rf\'{a}s path argument to prove that $t-2$ cops can capture a robber, in at most $t-1$ moves, in the game of cops and robbers played in a graph that does not contain the $t$-vertex path as an induced subgraph.
In the game of cops and robber, the cops try to capture a robber moving on the vertices of the graph. The minimum number of cops required to win on a given graph $G$ is called the cop number of $G$. The biggest open conjecture in this area…
We study a variant of the Localization game in which the cops have limited visibility, along with the corresponding optimization parameter, the $k$-visibility localization number $\zeta_k$, where $k$ is a non-negative integer. We give…
Pursuit-evasion games, such as the game of Revolutionaries and Spies, are a simplified model for network security. In the game we consider in this paper, a team of $r$ revolutionaries tries to hold an unguarded meeting consisting of $m$…
Suppose an unpredictable evader is free to move around in a polygonal environment of arbitrary complexity that is under full camera surveillance. How many pursuers, each with the same maximum speed as the evader, are necessary and…
Interdicting a criminal with limited police resources is a challenging task as the criminal changes location over time. The size of the large transportation network further adds to the difficulty of this scenario. To tackle this issue, we…
Several variants of the cops and robbers (CR) game have been studied in the past. In this paper we examine a novel variant, which is played between two cops, each one independently trying to catch a "passive robber". We will call this the…
Given a two-dimensional polygonal space, the multi-robot visibility-based pursuit-evasion problem tasks several pursuer robots with the goal of establishing visibility with an arbitrarily fast evader. The best known complete algorithm for…
A relational characterization of cop-win graphs was provided by Nowakowski and Winkler in their seminal paper on the game of Cops and Robbers. As a by-product of that characterization, each cop-win graph is assigned a unique ordinal, which…
In this paper we analyze a variant of the pursuit-evasion game on a graph $G$ where the intruder occupies a vertex, is allowed to move to adjacent vertices or remain in place, and is 'invisible' to the searcher, meaning that the searcher…
We study the Localization game on locally finite graphs trees, where each of the countably many vertices have finite degree. In contrast to the finite case, we construct a locally finite tree with localization number $n$ for any choice of…
We investigate the computational complexity of deciding whether k cops can capture a robber on a graph G. In 1995, Goldstein and Reingold conjectured that the problem is EXPTIME-complete when both G and k are part of the input; we prove…
The optimal control of a "blind" pursuer searching for an evader moving on a road network and heading at a known speed toward a set of goal vertices is considered. To aid the "blind" pursuer, certain roads in the network have been…
We consider the localization game played on graphs, wherein a set of cops attempt to determine the exact location of an invisible robber by exploiting distance probes. The corresponding optimization parameter for a graph $G$ is called the…
We consider a variation of Cops and Robber, introduced in [D. Cox and A. Sanaei, The damage number of a graph, [Aust. J. of Comb. 75(1) (2019) 1-16] where vertices visited by a robber are considered damaged and a single cop aims to minimize…
This paper solves a pursuit-evasion problem in which a prince must find a princess who is constrained to move on each day from one vertex of a finite graph to another. Unlike the related and much studied `Cops and Robbers Game', the prince…
We consider monotonicity problems for graph searching games. Variants of these games - defined by the type of moves allowed for the players - have been found to be closely connected to graph decompositions and associated width measures such…
We present two efficient algorithms that compute the optimal strategy for cop in the game of Cop v.s. Gambler where the gambler's strategy is not optimal but known to the cop. The first algorithm is analogous to Bellman-Ford algorithm for…
We study a pursuit-evasion game between two players with car-like dynamics and sensing limitations by formalizing it as a partially observable stochastic zero-sum game. The partial observability caused by the sensing constraints is…
This paper introduced a pursuit and evasion game to be played on a connected graph. One player moves invisibly around the graph, and the other player must guess his position. At each time step the second player guesses a vertex, winning if…