远距离追逐与逃避:算法与界限

A. Bonato, E. Chiniforooshan
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引用次数: 19

摘要

《条子和强盗》是一款以图形为基础的追捕和躲避游戏,受到了广泛关注。我们考虑警察和强盗的扩展,距离k警察和强盗,如果警察与G中的强盗的距离最多为k,则警察获胜。图G中的警察数是捕获G中的强盗所需的最小警察数。距离k的警察数类比,写为ck(G),等于在给定距离k上获胜所需的最小警察数。我们提供了具有有界ck(G)值的图的分类结果,并开发了一个O(n2s+3)算法来确定ck(G)是否≤s。在k = 0的情况下,我们的算法比以前已知的算法快。我们证明了ck(G)在所有n节点连通图上ck(G)的最大值为ck(G)的[式]。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pursuit and Evasion from a Distance: Algorithms and Bounds
Cops and Robber is a pursuit and evasion game played on graphs that has received much attention. We consider an extension of Cops and Robber, distance k Cops and Robber, where the cops win if they are distance at most k from the robber in G. The cop number of a graph G is the minimum number of cops needed to capture the robber in G. The distance k analogue of the cop number, written ck(G), equals the minimum number of cops needed to win at a given distance k. We supply a classification result for graphs with bounded ck(G) values and develop an O(n2s+3) algorithm for determining if ck(G) ≤ s. In the case k = 0, our algorithm is faster than previously known algorithms. Upper and lower bounds are found for ck(G) in terms of the order of G. We prove that [EQUATION] where ck(n) is the maximum of ck(G) over all n-node connected graphs.
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