Bounding an Optimal Search Path with a Game of Cop and Robber on Graphs (original) (raw)

Almost-Optimal Deterministic Treasure Hunt in Arbitrary Graphs

2021

A mobile agent navigating along edges of a simple connected graph, either finite or countably infinite, has to find an inert target (treasure) hidden in one of the nodes. This task is known as treasure hunt. The agent has no a priori knowledge of the graph, of the location of the treasure or of the initial distance to it. The cost of a treasure hunt algorithm is the worst-case number of edge traversals performed by the agent until finding the treasure. Awerbuch, Betke, Rivest and Singh [ABRS 1999] considered graph exploration and treasure hunt for finite graphs in a restricted model where the agent has a fuel tank that can be replenished only at the starting node sss. The size of the tank is B=2(1+alpha)rB=2(1+\alpha)rB=2(1+alpha)r, for some positive real constant alpha\alphaalpha, where rrr, called the radius of the graph, is the maximum distance from sss to any other node. The tank of size BBB allows the agent to make at most lfloorBrfloor\lfloor B\rfloorlfloorBrfloor edge traversals between two consecutive visits at node sss. Let $e(d...

Probabilistic Search and Pursuit Evasion on a Graph

This paper presents an approach to locate an adversarial, mobile evader in an indoor environment using motion planning of mobile pursuers. The approach presented in this paper uses motion planning of mobile robots to search a target in a graph and clear the workspace. The algorithm used is Partially Observable Markov Decision Process (POMDP), a probabilistic search method to clear the indoor workspace in a pursuit evasion domain. In this paper, the indoor environment is assumed to be known beforehand and the mobile evader to be adversarial with no motion model given. The workspace is first discretized and then converted to a graph, whose nodes represent the rooms and corridors and edges represent connection between them. The task of pursuer is to clear the whole graph with no contaminated node left in minimum possible steps. Such path planning problems are NP-hard and the problem scales exponentially with increased number of pursuers and complex graph.

The Search-Time of a Graph

We consider the game of Cops and Robber played on finite and countably infinite connected graphs. The length of games is considered on cop-win graphs, leading to the new parameter called the search-time of the graph. While the search-time is bounded above by the number of vertices, we prove an upper bound of half the number of vertices for a large class of graphs including chordal graphs. Examples are given of cop-win graphs which have unique corners and have search-time within a small additive constant of the number of vertices. We consider the ratio of the search-time to the number of vertices, and extend this notion of search-time density to infinite graphs. For the infinite random graph, the search-time density can be any real number in [0, 1]. We also consider the search-time when more than one cop is required to win. We show that for the fixed number of cops, the search-time can be calculated by polynomial algorithm, but it is NP-complete to decide, whether k cops can capture ...

Optimizing randomized patrols

2009

A key operational problem for those charged with the security of vulnerable facilities (such as airports or art galleries) is the scheduling and deployment of patrols. Motivated by the problem of optimizing randomized, and thus unpredictable, patrols, we present a class of patrolling games on graphs.