Visibility Graphs, Dismantlability, and the Cops-and-Robbers Game · 2014. 5. 5. ·...
Transcript of Visibility Graphs, Dismantlability, and the Cops-and-Robbers Game · 2014. 5. 5. ·...
Anna LubiwUniversity of Waterloo
Visibility Graphs, Dismantlability,
and the Cops-and-Robbers Game
Visibility Graphs
Abstract
DISTANCE VISIBILITY GRAPHS
Collette CoullardDept. of Industrial Engineering and Management Sciences
Northwestern UniversityEvanston, Illinois, USAcoullard@iems. rtwu. edu
Anna LubiwDept. of Computer Science
University of WaterlooWaterloo, Ontario, Canada, N2L 3G1
alubiw@aater. waterloo, edu
A new necessary condition for a graph G to be thevisibility graph of a simple polygon is given: each 3-connected component of G must. have a vertex orderingin which every vertex is adjacent to a previous 3-clique.This property is used to give an algorithm for the dis-tance visibility graph problem: given an edge-weightedgraph G, is it the visibility graph of a simple polygonwith the given weights as Euclidean distances?
1. Introduction
Given a simple polygon P in the plane with vertex setV, the visibility graph of P, denoted G(P), is a graphon vertex set V with an edge between two vertices iffthey are visible in P—i.e. the line segment joining themremains inside the closed region of the plane boundedby P. We will insist on the non-standard qualificationthat visibility lines may not go through intermediate-rertices. The edges of P are edges of G(P). See Figure1.1.
Research of C. Coullard partially supported by theOffice of Naval Research and by the National ScienceFoundation
Research of A. Lubiw partially supported by theNatural Sciences and Engineering Research Council ofCanada
Permissmrr to copy without fee all or part ol’ this material is granted pro-vided that the copies are not made or distributed for direct commercialadvantage, the ACM copyright notice aud the title of the publication andits date appear, and notice is given that copying is by perrmssion of theAssociation for Computmg Machimxy. To copy otherwise, or torepubhsh, requires a fee and/or specific permiaaion.
Figure 1.1.
There is no polynomial time algorithm known torecognize visibility graphs—i.e. to decide given a graph,whether it is the visibility graph of some polygon. Noris the problem known to be NP-hard. III fact, it is noteven known if the problem is in NP. See O’Rourke’sbook [0’ R]. Though direct practical applications of avisibility graph recognition algorithm seem remote, weare surely missing some fundamental and potentially
~ 1991 ACM 0-89791-426-0/9 1/0006/0289 $1.50 289
Abstract
DISTANCE VISIBILITY GRAPHS
Collette CoullardDept. of Industrial Engineering and Management Sciences
Northwestern UniversityEvanston, Illinois, USAcoullard@iems. rtwu. edu
Anna LubiwDept. of Computer Science
University of WaterlooWaterloo, Ontario, Canada, N2L 3G1
alubiw@aater. waterloo, edu
A new necessary condition for a graph G to be thevisibility graph of a simple polygon is given: each 3-connected component of G must. have a vertex orderingin which every vertex is adjacent to a previous 3-clique.This property is used to give an algorithm for the dis-tance visibility graph problem: given an edge-weightedgraph G, is it the visibility graph of a simple polygonwith the given weights as Euclidean distances?
1. Introduction
Given a simple polygon P in the plane with vertex setV, the visibility graph of P, denoted G(P), is a graphon vertex set V with an edge between two vertices iffthey are visible in P—i.e. the line segment joining themremains inside the closed region of the plane boundedby P. We will insist on the non-standard qualificationthat visibility lines may not go through intermediate-rertices. The edges of P are edges of G(P). See Figure1.1.
Research of C. Coullard partially supported by theOffice of Naval Research and by the National ScienceFoundation
Research of A. Lubiw partially supported by theNatural Sciences and Engineering Research Council ofCanada
Permissmrr to copy without fee all or part ol’ this material is granted pro-vided that the copies are not made or distributed for direct commercialadvantage, the ACM copyright notice aud the title of the publication andits date appear, and notice is given that copying is by perrmssion of theAssociation for Computmg Machimxy. To copy otherwise, or torepubhsh, requires a fee and/or specific permiaaion.
Figure 1.1.
There is no polynomial time algorithm known torecognize visibility graphs—i.e. to decide given a graph,whether it is the visibility graph of some polygon. Noris the problem known to be NP-hard. III fact, it is noteven known if the problem is in NP. See O’Rourke’sbook [0’ R]. Though direct practical applications of avisibility graph recognition algorithm seem remote, weare surely missing some fundamental and potentially
~ 1991 ACM 0-89791-426-0/9 1/0006/0289 $1.50 289
polygon visibility graph
visibility graphs are a mystery with respect to other known graph classes
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JOURNAL OF ALGORITHMS 11, l-26 (1990)
Recognizing Visibility Graphs of Spiral Polygons H. EVERETT AND D. G. CORNEIL
Depurtment of Computer Science, University of Toronto, Toronto, Ontario, Canada MSS IA4
Received February 22.1988; revised September 22,198s
The recognition problem for visibility graphs is, given a graph, to determine whether it is the visibility graph of a simple polygon. The complexity of this problem is unknown. In this paper we show how to determine, in linear time, whether a graph is the visibility graph of a spiral polygon. 8 1990 Academic press. IX.
1. INTRODUCTION
A simple polygon P is a closed chain of line segments in the plane with no two non-adjacent line segments intersecting. A polygon is represented by its boundary chain, an ordered sequence, [ u$, UT,. . . , v,*- i J, of real-valued (x, -y) coordinates called the vertices of the polygon.
Two vertices ur and u,? are visible if the closed line segment between them does not intersect the exterior of P. Note that if the line segment touches the boundary of P the vertices are still considered visible. The uisibi&y graph, G, of P is the graph whose vertices correspond to the vertices of P and two vertices are adjacent in G if the corresponding vertices in P are visible. Throughout this paper the label of a vertex of P is the label of the corresponding vertex of G followed by an asterisk.
The recognition problem for visibility graphs is, given a graph, determine whether it is the visibility graph of a simple polygon. Ghosh has identified three necessary conditions for a graph to be a visibility graph and has conjectured that these are sufficient [5]. However, it is not clear that they can be checked in polynomial time. El Gindy has found a set of necessary conditions for a graph to be the visibility graph of a conuex fun [3]. El Cindy has also shown that all maximal outerplanar graphs are visibility graphs. In general, however, the recognition problem for visibility graphs is open.
1 0196-6774/90 $3.00
Copyright Cs, 1990 by Academic Press. Inc. All rights of reproduction in any form reserved.
ELSEVIER Computational Geometry 5 (1995) 51-63
Computational Geometry
Theory and Applications
Negative results on characterizing visibility graphs
H. Everett a2*, D. Corneil b a Dkpartement d’lnformatique, Uniuersit6 du Qukbec h MonhGal, Cp. 8888, WCC. A, Montrtal, Quk.,
Canada H3C 3P8 b Department of Computer Science, University of Toronto, Toronto, Ont., Canada M5S IA4
Communicated by Emo Welzl, submitted 13 December 1990; resubmitted 11 October 1994; accepted 4 November 1994
Abstract
There is no known combinatorial characterization of the visibility graphs of simple polygons. In this paper we show negative results on two different approaches to finding such a characteriza- tion. We show that Ghosh’s three necessary conditions for a graph to be a visibility graph are not sufficient thus disproving his conjecture. We also show that there is no finite set of minimal forbidden induced subgraphs that characterize visibility graphs.
1. Introduction
Visibility problems form a large class of problems in computational geometry that arise in such areas as graphics, robot motion planning, pattern recognition and VLSI design [12,14]. Some of these problems are of a combinatorial nature and visibility graphs are a combinatorial structure that capture the visibility information appropriate for their solution. For example, visibility graphs can be used to find the shortest path between two objects in the plane that avoids some set of obstacles [16,10].
Visibility graphs have been defined for several types of geometric objects; in this paper we restrict our attention to the visibility graphs of simple polygons. The visibility graph of a simple polygon is the graph whose vertices correspond to the vertices of the polygon and such that two vertices in the graph are adjacent if the corresponding polygon vertices are visible, that is, if the line segment between them does not intersect the exterior of the polygon.
?? Corresponding author.
0925-7721/95/$09.50 0 1995 Elsevier Science B.V. All rights reserved SSDI 0925-7721(95)00021-2
visibility graphs are a mystery with respect to other known graph classes
. . . except for some special cases:
JOURNAL OF ALGORITHMS 11, l-26 (1990)
Recognizing Visibility Graphs of Spiral Polygons H. EVERETT AND D. G. CORNEIL
Depurtment of Computer Science, University of Toronto, Toronto, Ontario, Canada MSS IA4
Received February 22.1988; revised September 22,198s
The recognition problem for visibility graphs is, given a graph, to determine whether it is the visibility graph of a simple polygon. The complexity of this problem is unknown. In this paper we show how to determine, in linear time, whether a graph is the visibility graph of a spiral polygon. 8 1990 Academic press. IX.
1. INTRODUCTION
A simple polygon P is a closed chain of line segments in the plane with no two non-adjacent line segments intersecting. A polygon is represented by its boundary chain, an ordered sequence, [ u$, UT,. . . , v,*- i J, of real-valued (x, -y) coordinates called the vertices of the polygon.
Two vertices ur and u,? are visible if the closed line segment between them does not intersect the exterior of P. Note that if the line segment touches the boundary of P the vertices are still considered visible. The uisibi&y graph, G, of P is the graph whose vertices correspond to the vertices of P and two vertices are adjacent in G if the corresponding vertices in P are visible. Throughout this paper the label of a vertex of P is the label of the corresponding vertex of G followed by an asterisk.
The recognition problem for visibility graphs is, given a graph, determine whether it is the visibility graph of a simple polygon. Ghosh has identified three necessary conditions for a graph to be a visibility graph and has conjectured that these are sufficient [5]. However, it is not clear that they can be checked in polynomial time. El Gindy has found a set of necessary conditions for a graph to be the visibility graph of a conuex fun [3]. El Cindy has also shown that all maximal outerplanar graphs are visibility graphs. In general, however, the recognition problem for visibility graphs is open.
1 0196-6774/90 $3.00
Copyright Cs, 1990 by Academic Press. Inc. All rights of reproduction in any form reserved.
ELSEVIER Computational Geometry 5 (1995) 51-63
Computational Geometry
Theory and Applications
Negative results on characterizing visibility graphs
H. Everett a2*, D. Corneil b a Dkpartement d’lnformatique, Uniuersit6 du Qukbec h MonhGal, Cp. 8888, WCC. A, Montrtal, Quk.,
Canada H3C 3P8 b Department of Computer Science, University of Toronto, Toronto, Ont., Canada M5S IA4
Communicated by Emo Welzl, submitted 13 December 1990; resubmitted 11 October 1994; accepted 4 November 1994
Abstract
There is no known combinatorial characterization of the visibility graphs of simple polygons. In this paper we show negative results on two different approaches to finding such a characteriza- tion. We show that Ghosh’s three necessary conditions for a graph to be a visibility graph are not sufficient thus disproving his conjecture. We also show that there is no finite set of minimal forbidden induced subgraphs that characterize visibility graphs.
1. Introduction
Visibility problems form a large class of problems in computational geometry that arise in such areas as graphics, robot motion planning, pattern recognition and VLSI design [12,14]. Some of these problems are of a combinatorial nature and visibility graphs are a combinatorial structure that capture the visibility information appropriate for their solution. For example, visibility graphs can be used to find the shortest path between two objects in the plane that avoids some set of obstacles [16,10].
Visibility graphs have been defined for several types of geometric objects; in this paper we restrict our attention to the visibility graphs of simple polygons. The visibility graph of a simple polygon is the graph whose vertices correspond to the vertices of the polygon and such that two vertices in the graph are adjacent if the corresponding polygon vertices are visible, that is, if the line segment between them does not intersect the exterior of the polygon.
?? Corresponding author.
0925-7721/95/$09.50 0 1995 Elsevier Science B.V. All rights reserved SSDI 0925-7721(95)00021-2
⊆ interval graphs
visibility graphs are a mystery with respect to other known graph classes
. . . except for some special cases:
Visibility Graphs
Maximal subclasses: [+]Details
SC 2-tree
maximal outerplanar
Problems
Problems in italics have no summary page and are only listed when ISGCI contains a result for the currentclass.
3-Colourability [?] Unknown to ISGCI [+]Details
Clique [?] Unknown to ISGCI [+]Details
Clique cover [?] Unknown to ISGCI [+]Details
Cliquewidth [?] Unbounded [+]Details
Cliquewidth expression [?] Unbounded or NP-complete [+]Details
Colourability [?] Unknown to ISGCI [+]Details
Cutwidth [?] Unknown to ISGCI [+]Details
Domination [?] NP-complete [+]Details
Feedback vertex set [?] Unknown to ISGCI [+]Details
Hamiltonian cycle [?] Unknown to ISGCI [+]Details
Hamiltonian path [?] Unknown to ISGCI [+]Details
ISGCI
Visibility Graphs
Maximal subclasses: [+]Details
SC 2-tree
maximal outerplanar
Problems
Problems in italics have no summary page and are only listed when ISGCI contains a result for the currentclass.
3-Colourability [?] Unknown to ISGCI [+]Details
Clique [?] Unknown to ISGCI [+]Details
Clique cover [?] Unknown to ISGCI [+]Details
Cliquewidth [?] Unbounded [+]Details
Cliquewidth expression [?] Unbounded or NP-complete [+]Details
Colourability [?] Unknown to ISGCI [+]Details
Cutwidth [?] Unknown to ISGCI [+]Details
Domination [?] NP-complete [+]Details
Feedback vertex set [?] Unknown to ISGCI [+]Details
Hamiltonian cycle [?] Unknown to ISGCI [+]Details
Hamiltonian path [?] Unknown to ISGCI [+]Details
ISGCI
Dismantlable Graphs
eorem. [A.L. et al.] Visibility graphs are dismantlable.
Definition. A graph G is dismantlable if it has a vertex ordering {v1,v2, . . . ,vn} such that
for each i < n, there is a vertex vj, j > i that dominates vi in the graph induced by {vi, . . . ,vn}.
Equivalently: v1 is dominated by another vertex and G − v1 is dismatlable.
Definition. u dominates v if N[u] ⊇ N[v].
v1
v3
v6
v7
v8
Dismantlable Graphseorem. [Nowakowski and Winkler, 1983. Quilliot, 1983] Graph G is dismantlable iff it is cop-win in the cops and robbers game.
Cops and Robbers Game:
coprobber
Dismantlable Graphseorem. [Nowakowski and Winkler, 1983. Quilliot, 1983] Graph G is dismantlable iff it is cop-win in the cops and robbers game.
Cops and Robbers Game:
coprobber
Dismantlable Graphseorem. [Nowakowski and Winkler, 1983. Quilliot, 1983] Graph G is dismantlable iff it is cop-win in the cops and robbers game.
Cops and Robbers Game:
coprobber
Dismantlable Graphseorem. [Nowakowski and Winkler, 1983. Quilliot, 1983] Graph G is dismantlable iff it is cop-win in the cops and robbers game.
Cops and Robbers Game:
coprobber
Dismantlable Graphseorem. [Nowakowski and Winkler, 1983. Quilliot, 1983] Graph G is dismantlable iff it is cop-win in the cops and robbers game.
Cops and Robbers Game:
coprobber
Dismantlable Graphseorem. [Nowakowski and Winkler, 1983. Quilliot, 1983] Graph G is dismantlable iff it is cop-win in the cops and robbers game.
Cops and Robbers Game:
coprobber
Dismantlable Graphseorem. [Nowakowski and Winkler, 1983. Quilliot, 1983] Graph G is dismantlable iff it is cop-win in the cops and robbers game.
Cops and Robbers Game:
coprobber
u
v1
Dismantlable Graphseorem. [Nowakowski and Winkler, 1983. Quilliot, 1983] Graph G is dismantlable iff it is cop-win in the cops and robbers game.
Cops and Robbers Game:
a cop-win graph has a vertex v1 dominated by another vertex
coprobber
u
v1
Dismantlable Graphs
eorem. [A.L. et al.] Visibility graphs are dismantlable.
Proof. Every polygon has a visibility-increasing edge: an edge (u,v) such that for every point p along the edge (u,v), V(u) ⊆V(p) ⊆V(v).
uv p
V(u)
a
b
Dismantlable Graphs
eorem. [A.L. et al.] Visibility graphs are dismantlable.
Proof. Every polygon has a visibility-increasing edge: an edge (u,v) such that for every point p along the edge (u,v), V(u) ⊆V(p) ⊆V(v).
uv p
V(u)
a
b
uv p
V(u)
V(p) a
b
Dismantlable Graphs
eorem. [A.L. et al.] Visibility graphs are dismantlable.
Proof. Every polygon has a visibility-increasing edge: an edge (u,v) such that for every point p along the edge (u,v), V(u) ⊆V(p) ⊆V(v).
uv p
V(u)
a
b
uv p
V(u)
V(p) a
b
uv p
V(u)
V(p)
V(v)
a
b
Dismantlable Graphs
eorem. [A.L. et al.] Visibility graphs are dismantlable.
Proof. Every polygon has a visibility-increasing edge: an edge (u,v) such that for every point p along the edge (u,v), V(u) ⊆V(p) ⊆V(v).
uv p
V(u)
a
b
uv p
V(u)
V(p) a
b
uv p
V(u)
V(p)
V(v)
a
b
en v dominates u and removing u gives smaller polygon.
uv
w
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
Cops and Robbers in a Polygon
e cop wins the cops and robbers game on the visibility graph of a polygon. . . because the graph is dismantlable
coprobber
. . . GAME OVER!
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
. . . GAME OVER!
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
In fact, the cop can win by playing on the reflex vertices.
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
coprobber
In fact, the cop can win by playing on the reflex vertices.
Consequence: interior visibility graphs are a natural class of infinite cop-win graphs.
Geňa Hahn [Cops, Robbers and Graphs, 2007]: “As of this writing, no interesting classes of infinite cop-win graphs have been described.”
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
u
v
interior visibility graph
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
Proof. e cop wins by taking the first step of the shortest path to the robber. In particular, the cop can play on the reflex vertices. e robber is trapped in an ever-shrinking region.
the robber can’t leave Pi
ci
ci<1
li
ri<1
Pi
Cops and Robbers in the Interior of a Polygon
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a polygon.
Proof. e cop wins by taking the first step of the shortest path to the robber. In particular, the cop can play on the reflex vertices. e robber is trapped in an ever-shrinking region.
the robber can’t leave Pi
ci
ci<1
li
ri<1
Pi
Pi+1 ⊊ Pi
ci
ci<1
li
ri
Pi
ci1
li1
Pi1r
i<1
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary r
0
c0
c1
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary r
0
c0
c1
r1
c2
r0
c0
c1
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
the danger of going too far
r0
c0
c1
r1
c2
r0
c0
c1
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
the danger of going too far
r0
c0
c1
r1
c2
r0
c0
c1
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
the danger of going too far
r0
c0
c1
r1
c2
r0
c0
c1
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
the danger of going too far
r0
c0
c1
r1
c2
r0
c0
c1
Cops and Robbers in Curved Regions
eorem. [A.L., H. Vosoughpour] e cop wins the cops and robbers game in the interior of a closed region (with a reasonable boundary).
the cop must leave theboundary
the danger of going too far
r0
c0
c1
r1
c2
r0
c0
c1
Visiblity-Based Pursuit EvasionGuibas, Latombe, LaValle, Lin, Motwani. A visibility-based pursuit-evasion problem. 1999.
O(log n) pursuers suffice and are sometimes necessary.
a fast evader is caught when seen by a pursuer
474 L. J. Guibas et al.
eg Fig. 1. l-iiui examples arc shown that have similar geometry. The example in the lower right requires two pursuers, while the other three examples require only one.
For any F that has at least one hole, it is clear that at least two pursuers will be necessary; if a single pursuer is used, the evader could always move so that the hole is between the evader and pursuer. In some cases subtle changes in the geometry significantly affect H(F). Consider for example, the problems in Figure 1. Although the problems are similar, only the problem in the lower right requires two pursuers.
Consider H(F) for the case of simply-connected free spaces. Let n represent the number of edges in the free space, which is represented by a simple polygon in this case. A logarithmic worst-case bound can be established: Theorem 1 For any simply-connected free space F with n edges, H(F) = O(lgn).
Proof. The proof is built on the following observation. Suppose that two vertices of F are connected by a linear segment, thus partitioning F into two simply-connected, polygonal components, F\ and F2. If H(F\) < k and H{F2) < k for some k, then H{F) <k+\ because the same k pursuers can be used to clear both F\ and F2. This requires placing a static (k + l)th pursuer at the edge common to Fj and F2 to keep F\ cleared after the k pursuers move to F2 (assuming arbitrarily that F\ is cleared first).
In general, if two simply-connected polygonal regions share a common edge and can each be cleared by at most k pursuers, then the combined region can be cleared at most k + 1 pursuers. Recall that for any simple polygon, a pair of vertices can always be connected so that polygon is partitioned into two regions, each with at least one third of the edges of the original polygon.4 This implies that F can be recursively partitioned until a triangulation is constructed, and each triangular region only requires O(lgn) recombinations before F is obtained (i.e., the recursion depth is logarithmic in n). Based on the previous observation and the fact that each
Int.
J. C
ompu
t. G
eom
. App
l. 19
99.0
9:47
1-49
3. D
ownl
oade
d fr
om w
ww
.wor
ldsc
ient
ific.
com
by 9
9.23
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9.23
0 on
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04/1
3. F
or p
erso
nal u
se o
nly.
need 2 pursuers
Pursuit Evasion versus Cops and Robbers
cops & robbers in a graph [Nowakowski & Winkler, 1983]
spac
e is d
iscre
te/
cont
inuo
usca
ptur
e by c
ontac
t/
line-
of-si
ght
full i
nfor
mati
on/
no in
form
ation
evad
er lim
ited/
unlim
ited
play
ers t
ake t
urns
/
mov
e con
tinuo
usly
visibility-based pursuit- evasion in a polygon [Guibas et al. 1999]
one edge
Pursuit EvasionGuibas, Latombe, LaValle, Lin, Motwani. A visibility-based pursuit-evasion problem. 1999.
O(log n) pursuers su!ce and are sometimes necessary.
a fast evader is caught when seen by a pursuer
474 L. J. Guibas et al.
eg Fig. 1. l-iiui examples arc shown that have similar geometry. The example in the lower right requires two pursuers, while the other three examples require only one.
For any F that has at least one hole, it is clear that at least two pursuers will be necessary; if a single pursuer is used, the evader could always move so that the hole is between the evader and pursuer. In some cases subtle changes in the geometry significantly affect H(F). Consider for example, the problems in Figure 1. Although the problems are similar, only the problem in the lower right requires two pursuers.
Consider H(F) for the case of simply-connected free spaces. Let n represent the number of edges in the free space, which is represented by a simple polygon in this case. A logarithmic worst-case bound can be established: Theorem 1 For any simply-connected free space F with n edges, H(F) = O(lgn).
Proof. The proof is built on the following observation. Suppose that two vertices of F are connected by a linear segment, thus partitioning F into two simply-connected, polygonal components, F\ and F2. If H(F\) < k and H{F2) < k for some k, then H{F) <k+\ because the same k pursuers can be used to clear both F\ and F2. This requires placing a static (k + l)th pursuer at the edge common to Fj and F2 to keep F\ cleared after the k pursuers move to F2 (assuming arbitrarily that F\ is cleared first).
In general, if two simply-connected polygonal regions share a common edge and can each be cleared by at most k pursuers, then the combined region can be cleared at most k + 1 pursuers. Recall that for any simple polygon, a pair of vertices can always be connected so that polygon is partitioned into two regions, each with at least one third of the edges of the original polygon.4 This implies that F can be recursively partitioned until a triangulation is constructed, and each triangular region only requires O(lgn) recombinations before F is obtained (i.e., the recursion depth is logarithmic in n). Based on the previous observation and the fact that each
Int.
J. C
ompu
t. G
eom
. App
l. 19
99.0
9:47
1-49
3. D
ownl
oade
d fr
om w
ww
.wor
ldsc
ient
ific.
com
by 9
9.23
5.20
9.23
0 on
02/
04/1
3. F
or p
erso
nal u
se o
nly.
need 2 pursuers
Pursuit Evasion versus Cops and Robbers
cops & robbers in a graph [Nowakowski & Winkler, 1983]
spac
e is d
iscre
te/
cont
inuo
usca
ptur
e by c
ontac
t/
line-
of-si
ght
full i
nfor
mati
on/
no in
form
ation
evad
er lim
ited/
unlim
ited
play
ers t
ake t
urns
/
mov
e con
tinuo
usly
cops & robbers in the interior of a polygon straight line
visibility-based pursuit- evasion in a polygon [Guibas et al. 1999]
one edge
Pursuit Evasion versus Cops and Robbers
cops & robbers in a graph [Nowakowski & Winkler, 1983]
spac
e is d
iscre
te/
cont
inuo
usca
ptur
e by c
ontac
t/
line-
of-si
ght
full i
nfor
mati
on/
no in
form
ation
evad
er lim
ited/
unlim
ited
play
ers t
ake t
urns
/
mov
e con
tinuo
usly
cops & robbers in the interior of a polygon straight line
visibility-based pursuit- evasion in a polygon [Guibas et al. 1999]
one edge
capturing an evader in a polygon [Bhaduaria et al. 2012] distance
Pursuit Evasion versus Cops and Robbers
cops & robbers in a graph [Nowakowski & Winkler, 1983]
spac
e is d
iscre
te/
cont
inuo
usca
ptur
e by c
ontac
t/
line-
of-si
ght
full i
nfor
mati
on/
no in
form
ation
evad
er lim
ited/
unlim
ited
play
ers t
ake t
urns
/
mov
e con
tinuo
usly
cops & robbers in the interior of a polygon straight line
visibility-based pursuit- evasion in a polygon [Guibas et al. 1999]
one edge
capturing an evader in a polygon [Bhaduaria et al. 2012] distance
graph searching (related to tree width) [Seymour & omas. 1993]
Conclusions
• contributions to: visibility graphs, cops and robbers, pursuit evasion
• visibility graphs ⊆ dismantlable graphs
• infinite visibility graphs are cop-win
• the cop wins the cops and robbers game in a polygon (even played in all interior points, and even for curved regions)
Conclusions
• contributions to: visibility graphs, cops and robbers, pursuit evasion
• visibility graphs ⊆ dismantlable graphs
• infinite visibility graphs are cop-win
• the cop wins the cops and robbers game in a polygon (even played in all interior points, and even for curved regions)
• OPEN. Do three cops suffice in polygonal regions with holes? (ree are sometimes necessary.)
ank you