The Cops and Robber game is played on undirected finite graphs. A number of cops and one robber are positioned on vertices and take turns in sliding along edges. The cops win if they can catch the robber. The minimum number of cops needed to win on a graph is called its cop number. It is known that the cop number of a graph embedded on a surface $X$ of genus $g$ is at most $3g/2 + 3$, if $X$ is orientable (Schroeder 2004), and at most $2g+1$, otherwise (Nowakowski & Schroeder 1997).
We improve the bounds for non-orientable surfaces by reduction to the orientable case using covering spaces.
As corollaries, using Schroeder's results, we obtain the following: the maximum cop number of graphs embeddable in the projective plane is 3; the cop number of graphs embeddable in the Klein Bottle is at most 4, and an upper bound is $3g/2 + 3/2$ for all other $g$.
These are some personal notes about the pursuit game of Cops and Robbers that I made starting in 2007. More old and new problems (and some solutions) will be added in future versions of these notes.
The Cops and Robber game is played on undirected finite graphs. $k$ cops and one robber are positioned on vertices and take turn in moving along edges. The cops win if, after a move, a cop and the robber are on the same vertex. A graph is called $k$-copwin, if the cops have a winning strategy. It is known that planar graphs are 3-copwin (Aigner & Fromme, 1984) and that outerplanar graphs are 2-copwin (Clarke, 2002). In this short note, we prove that series-parallel (i.e., graphs with no $K_4$ minor) graphs are 2-copwin. It is a well-known trick in the literature of cops & robber games to defin…
We consider a surrounding variant of cops and robbers on graphs of bounded genus. We obtain bounds on the number of cops required to surround a robber on planar graphs, toroidal graphs, and outerplanar graphs. We also obtain improved bounds for bipartite planar and toroidal graphs. We briefly consider general graphs of bounded genus and graphs with a forbidden minor.
The game of Cops and Robber is a pursuit-evasion game which is usually played on a connected graph. In the game, a set of cops and a robber move around the vertices of a graph along edges, where the cops aim to capture the robber, while the robber aims to avoid capture. Much research about this game have been done since the early 1980s. The game has a natural generalisation to being played on connected hypergraphs, where the cops and the robber may now move along hyperedges. In this paper, we shall provide a characterisation of all hypergraphs where one cop is sufficient to capture the robber.…
In this short paper we study the game of cops and robbers, which is played on the vertices of some fixed graph $G$. Cops and a robber are allowed to move along the edges of $G$ and the goal of cops is to capture the robber. The cop number $c(G)$ of $G$ is the minimum number of cops required to win the game. Meyniel conjectured a long time ago that $O(\sqrt{n})$ cops are enough for any connected $G$ on $n$ vertices. Improving several previous results, we prove that the cop number of $n$-vertex graph is at most $n 2^{-(1+o(1))\sqrt{\log n}}$.
Aigner and Fromme initiated the systematic study of the cop number of a graph by proving the elegant and sharp result that in every connected planar graph, three cops are sufficient to win a natural pursuit game against a single robber. This game, introduced by Nowakowski and Winkler, is commonly known as Cops and Robbers in the combinatorial literature. We extend this study to directed planar graphs, and establish separation from the undirected setting. We exhibit a geometric construction which shows that a more sophisticated robber strategy can indefinitely evade three cops on a particular s…
We consider "Containment": a variation of the graph pursuit game of Cops and Robber in which cops move from edge to adjacent edge, the robber moves from vertex to adjacent vertex (but cannot move along an edge occupied by a cop), and the cops win by "containing" the robber---that is, by occupying all $°(v)$ of the edges incident with a vertex $v$ while the robber is at $v$. We develop bounds that relate the minimal number of cops, $ξ(G)$, required to contain a robber to the well-known "cop-number" $c(G)$ in the original game: in particular, $c(G) {\le} ξ(G) {\le} γ(G) Δ(G)$. We note that $ξ(G)…
The two-player, complete information game of Cops and Robber is played on undirected finite graphs. A number of cops and one robber are positioned on vertices and take turns in sliding along edges. The cops win if, after a move, a cop and the robber are on the same vertex. The minimum number of cops needed to catch the robber on a graph is called the cop number of that graph. In this paper, we study the cop number in the classes of graphs defined by forbidding one or more graphs as either subgraphs or induced subgraphs. In the case of a single forbidden graph we completely characterize (for bo…
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 log(n) factor for random graphs G(n,p) if p is not very small, and this is close to be tight unless the graph is very dense. We analyze the area-defending strategy (used by Aigner in case of planar graphs) and show examples where it can not be too efficient.
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 Robbers was recently introduced by Offner and Ojakian, who provided asymptotic upper and lower bounds on the lazy cop number of the hypercube. By investigating expansion properties, we provide asymptotically almost sure bounds on the lazy cop number of binomial random graphs $\mathcal{G}(n,p)$ for a wide range of $p=p(n)$. By coupling the probabilistic metho…
In the cops and robber games played on a simple graph $G$, Aigner and Fromme's lemma states that one cop can guard a shortest path in the sense that the robber cannot enter this path without getting caught after finitely many steps. In this paper, we extend Aigner and Fromme's lemma to cover a larger family of graphs and give metric characterizations of these graphs. In particular, we show that a generalization of block graphs, namely vertebrate graphs, are 1-guardable. We use this result to give the cop number of some special class of multi-layer generalized Peterson graphs.
We consider a variant of the Cops and Robber game, in which the robber has unbounded speed, i.e. can take any path from her vertex in her turn, but she is not allowed to pass through a vertex occupied by a cop. Let c_{infty}(G) denote the number of cops needed to capture the robber in a graph G in this variant. We characterize graphs G with c_{infty}(G)=1, and give an O(|V(G)|^2) algorithm for their detection. We prove a lower bound for c_{infty} of expander graphs, and use it to prove three things. The first is that if np > 4.2 log n then the random graph G = G(n,p) asymptotically almost sure…
In this paper, we consider a variant of the cops and robbers game on a graph, introduced by Kinnersley and Peterson, in which every time the robber uses an edge, it is removed from the graph, known as bridge-burning cops and robbers. In particular, we study the maximum time it takes the cops to capture the robber.
We consider the cop-throttling number of a graph $G$ for the game of Cops and Robbers, which is defined to be the minimum of $(k + \text{capt}_k(G))$, where $k$ is the number of cops and $\text{capt}_k(G)$ is the minimum number of rounds needed for $k$ cops to capture the robber on $G$ over all possible games. We provide some tools for bounding the cop-throttling number, including showing that the positive semidefinite (PSD) throttling number, a variant of zero forcing throttling, is an upper bound for the cop-throttling number. We also characterize graphs having low cop-throttling number and …
We consider several variants of the classical Cops and Robbers game. We treat the version where the robber can move R > 1 edges at a time, establishing a general upper bound of N / α^{(1-o(1))\sqrt{log_α N}}, where α = 1 + 1/R, thus generalizing the best known upper bound for the classical case R = 1 due to Lu and Peng. We also show that in this case, the cop number of an N-vertex graph can be as large as N^{1 - 1/(R-2)} for finite R, but linear in N if R is infinite. For R = 1, we study the directed graph version of the problem, and show that the cop number of any strongly connected digraph o…
We investigate multiple variants of the game Cops and Robbers. Playing it on an $n \times n$ toroidal chess graph, the game is varied by defining moves for cops and robbers differently, always mimicking moves of certain chess pieces. In these cases, the cop number is completely determined.
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 this condition is added to the rules of the game. We study this `Fully Active Cops and Robbers' game for a number of classes of graphs and present some open problems for future research.
We propose a definition of generalized Cops and Robbers games where there are two players, the Pursuer and the Evader, who each move via prescribed rules. If the Pursuer can ensure that the game enters into a fixed set of final positions, then the Pursuer wins; otherwise, the Evader wins. A relational characterization of the games where the Pursuer wins is provided. A precise formula is given for the length of the game, along with an algorithm for computing if the Pursuer has a winning strategy whose complexity is a function of the parameters of the game. For games where the position of one pl…
We consider the effect on the length of the game of Cops and Robbers when more cops are added to the game play. In Overprescribed Cops and Robbers, as more cops are added, the capture time (the minimum length of the game assuming optimal play) monotonically decreases. We give the full range of capture times for any number of cops on trees, and classify the capture time for an asymptotic number of cops on grids, hypercubes, and binomial random graphs. The capture time of planar graphs with a number of cops at and far above the cop number is considered.
We consider a Cops-and-Robber game played on the subsets of an $n$-set. The robber starts at the full set; the cops start at the empty set. On each turn, the robber moves down one level by discarding an element, and each cop moves up one level by gaining an element. The question is how many cops are needed to ensure catching the robber when the robber reaches the middle level. Aaron Hill posed the problem and provided a lower bound of $2^{n/2}$ for even $n$ and $\binom{n}{\lceil n/2 \rceil}2^{-\lfloor n/2 \rfloor}$ for odd $n$. We prove an upper bound (for all $n$) that is within a factor of $…
We introduce the game of Surrounding Cops and Robbers on a graph, as a variant of the original game of Cops and Robbers. In contrast to the original game in which the cops win by occupying the same vertex as the robber, they now win by occupying each of the robber's neighbouring vertices. We denote by $σ(G)$ the {\em surrounding cop number} of $G$, namely the least number of cops required to surround a robber in the graph $G$. We present a number of results regarding this parameter, including general bounds as well as exact values for several classes of graphs. Particular classes of interest i…
In this short paper we study the game of Cops and Robbers, played on the vertices of some fixed graph $G$ of order $n$. The minimum number of cops required to capture a robber is called the cop number of $G$. We show that the cop number of graphs of diameter 2 is at most $\sqrt{2n}$, improving a recent result of Lu and Peng by a constant factor. We conjecture that this bound is still not optimal, and obtain some partial results towards the optimal bound.
We explore a variant of the game of Cops and Robber introduced by Bonato et al.~where the robber is invisible unless outside the common neighbourhood of the cops. The hyperopic cop number is analogous to the cop number and we investigate bounds on this quantity. We define a small common neighbourhood set and relate the minimum cardinality of this graph parameter to the hyperopic cop number. We consider diameter 2 graphs, particularly the join of two graphs, as well as Cartesian products.
Cops and robbers is a game between two players, where one tries to catch the other by moving along the edges of a graph. It is well known that on a finite graph the cop has a winning strategy if and only if the graph is constructible and that finiteness is necessary for this result. We propose the notion of weakly cop-win graphs, a winning criterion for infinite graphs which could lead to a generalisation. In fact, we generalise one half of the result, that is, we prove that every constructible graph is weakly cop-win. We also show that a similar notion studied by Chastand et al. (which they a…
The 'Cheating Robot' version of Cops and Robbers is played on a finite, simple, connected graph. The players move in the same time period. However, before moving, the robot observes to which vertices the cops are moving and it is fast enough to complete its move in the time period. The cops also know that the robot will use this information. More cops are required to capture a robot than to capture a robber. Indeed, the minimum degree is a lower bound on the number of cops required to capture a robot. Only on a tree is one cop guaranteed to capture a robot, although two cops are sufficient to …
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 we refer to as a CR-ordinal. For finite graphs, CR-ordinals correspond to the length of the game assuming optimal play, with the cop beginning the game in a least favourable initial position. For infinite graphs, however, the possible values of CR-ordinals have not been considered in the literature until the present work. We classify the CR-ordinals of cop-w…
Cops and robbers is a turn-based pursuit game played on a graph $G$. One robber is pursued by a set of cops. In each round, these agents move between vertices along the edges of the graph. The cop number $c(G)$ denotes the minimum number of cops required to catch the robber in finite time. We study the cop number of geometric graphs. For points $x_1, ..., x_n \in \R^2$, and $r \in \R^+$, the vertex set of the geometric graph $G(x_1, ..., x_n; r)$ is the graph on these $n$ points, with $x_i, x_j$ adjacent when $ \norm{x_i -x_j} \leq r$. We prove that $c(G) \leq 9$ for any connected geometric gr…
The traditional game of cops and robbers is played on undirected graph. Recently, the same game played on directed graph is getting attention by more and more people. We knew that if we forbid some subgraph we can bound the cop number of the corresponding class of graphs. In this paper, we analyze the game of cops and robbers on $\Vec{H}$-free digraphs. However, it is not the same as the case of undirected graph. So we give a new concept ($\Vec{H}^*$-free) to get a similar conclusion about the case of undirected graph.
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 cop number} of $G$ and denoted $c_b(G)$. We determine $c_b(G)$ exactly for several elementary classes of graphs and give a polynomial-time algorithm to compute $c_b(T)$ when $T$ is a tree. We also study two-dimensional square grids and tori, as well as hypercubes, and we give bounds on the capture time of a graph (the minimum number of rounds needed for a si…
We study the problem of cops and robbers on the grid where the robber is allowed to move faster than the cops. It is well known that two cops are necessary and sufficient to catch the robber on any finite grid when the robber has unit speed. Here, we prove that when the speed of the robber is a sufficiently large constant, the number of cops needed to catch the robber on an $n \times n$ grid is $\exp(Ω(\log n / \log \log n))$.
In this paper we study the two-player generalized Cops and Robber (GCR) games introduced by Bonato and MacGillivray. Our main goal is to present a full, self-contained game theoretic analysis of such games.
We present an algorithm of time complexity $O(kn^{k+2})$ deciding whether a graph $G$ on $n$ vertices is $k$-copwin. The fastest algorithm thus far had time complexity $O(n^{2k+2})$.
The game of cops and robbers is a well-known game played on graphs. In this paper we consider the straight-ahead orientations of 4-regular quadrangulations of the torus and the Klein bottle and we prove that their cop number is bounded by a constant. We also show that the cop number of every k-regularly oriented toroidal grid is at most 13.
In the game of \emph{cops and robbers} on a graph $G = (V,E)$, $k$ cops try to catch a robber. On the cop turn, each cop may move to a neighboring vertex or remain in place. On the robber's turn, he moves similarly. The cops win if there is some time at which a cop is at the same vertex as the robber. Otherwise, the robber wins. The minimum number of cops required to catch the robber is called the \emph{cop number} of $G$, and is denoted $c(G)$. Let $m_k$ be the minimum order of a connected graph satisfying $c(G) \geq k$. Recently, Baird and Bonato determined via computer search that $m_3=10$ …
We introduce the game of Cops and Eternal Robbers played on graphs, where there are infinitely many robbers that appear sequentially over distinct plays of the game. A positive integer $t$ is fixed, and the cops are required to capture the robber in at most $t$ time-steps in each play. The associated optimization parameter is the eternal cop number, denoted by $c_t^{\infty},$ which equals the eternal domination number in the case $t=1,$ and the cop number for sufficiently large $t.$ We study the complexity of Cops and Eternal Robbers, and show that game is NP-hard when $t$ is a fixed constant …
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 this conjecture.
In this paper, we study the game of cops and robber on the class of graphs with no even hole (induced cycle of even length) and claw (a star with three leaves). The cop number of a graph $G$ is defined as the minimum number of cops needed to capture the robber. Here, we prove that the cop number of all claw-free even-hole-free graphs is at most two and, in addition, the capture time is at most $2n$ rounds, where $n$ is the number of vertices of the graph. Moreover, our results can be viewed as a first step towards studying the structure of claw-free even-hole-free graphs.
The game of Cops and Robbers is a well known game played on graphs. In this paper we consider the class of graphs of bounded diameter. We improve the strategy of cops and previously used probabilistic method which results in an improved upper bound for the cop number of graphs of bounded diameter. In particular, for graphs of diameter four, we improve the upper bound from $n^{\frac{2}{3}+o(1)}$ to $n^{\frac{3}{5}+o(1)}$ and for diameter three from $n^{\frac{2}{3}+o(1)}$ to $n^{\frac{4}{7}+o(1)}$.
We study the vertex pursuit game of \emph{Cops and Robbers}, in which cops try to capture a robber 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 $G$. We focus on $G_{d}(n,r)$, a random geometric graph in which $n$ vertices are chosen uniformly at random and independently from $[0,1]^d$, and two vertices are adjacent if the Euclidean distance between them is at most $r$. The main result is that if $r^{3d-1}>c_d \frac{\log n}{n}$ then the cop number is $1$ with probability that tends to $1$ as $n$ tends to infinity. The …
Aristotle University of Thessaloniki(亚里士多德大学);Ryerson University(瑞尔森大学)
The cops and robbers game has been extensively studied under the assumption of optimal play by both the cops and the robbers. In this paper we study the problem in which cops are chasing a drunk robber (that is, a robber who performs a random walk) on a graph. Our main goal is to characterize the "cost of drunkenness." Specifically, we study the ratio of expected capture times for the optimal version and the drunk robber one. We also examine the algorithmic side of the problem; that is, how to compute near-optimal search schedules for the cops. Finally, we present a preliminary investigation o…
We study relations between diameter $D(G)$, domination number $γ(G)$, independence number $α(G)$ and cop number $c(G)$ of a connected graph $G$, showing (i.) $c(G) \leq α(G)-\lfloor \frac{D(G)-3}{2} \rfloor$, and (ii.) $c(G) \leq γ(G) - \frac{D(G)}{3} + O (\sqrt{D(G)})$.