We investigate the game of cops and robber, played on a finite graph, between one cop and one robber. If the cop can force a win on a graph, the graph is called cop-win. We describe a procedure we call corner ranking, performed on a graph, which assigns a positive integer or $\infty$ to each vertex. We give a characterization of cop-win in terms of corner rank and also show that the well-known characterization of cop-win via dismantling orderings follows from our work. From the corner rank we can determine the capture time of a graph, i.e. the number of turns the cop needs to win. We describe a class of optimal cop strategies we call Lower Way strategies, and a class of optimal robber strategies we call Higher Way strategies. Roughly speaking, in a Lower Way strategy, the cop pushes the robber down to lower ranked vertices, while in a Higher Way strategy, the robber moves to a highest rank vertex that is "safe." While interesting in their own right, the strategies are themselves tools in our proofs. We investigate various properties of the Lower Way strategies.
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…
We consider $k$-cop-win graphs in the binomial random graph $G(n,1/2).$ It is known that almost all cop-win graphs contain a universal vertex. We generalize this result and prove that for every $k \in N$, almost all $k$-cop-win graphs contain a dominating set of cardinality $k$. From this it follows that the asymptotic number of labelled $k$-cop-win graphs of order $n$ is equal to $(1+o(1)) (1-2^{-k})^{-k} {n \choose k} 2^{n^2/2 - (1/2-\log_2(1-2^{-k})) n}$.
We consider a game in which a cop searches for a moving robber on a graph using distance probes, studied by Carragher, Choi, Delcourt, Erickson and West, which is a slight variation on one introduced by Seager. Carragher, Choi, Delcourt, Erickson and West show that for any fixed graph $G$ there is a winning strategy for the cop on the graph $G^{1/m}$, obtained by replacing each edge of $G$ by a path of length $m$, if $m$ is sufficiently large. They conjecture that the cop does not have a winning strategy on $K_n^{1/m}$ if $m<n$; we show that in fact the cop wins if and only if $m\geqslant n/2$…
A hole in a graph is an induced cycle of length at least 4. We give a simple winning strategy for t-3 cops to capture a robber in the game of cops and robbers played in a graph that does not contain a hole of length at least t. This strengthens a theorem of Joret-Kaminski-Theis, who proved that t-2 cops have a winning strategy in such graphs. As a consequence of our bound, we also give an inequality relating the cop number and the Dilworth number of a graph.
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 investigate extremal graphs related to the game of Cops and Robbers. We focus on graphs where a single cop can catch the robber; such graphs are called cop-win. The capture time of a cop-win graph is the minimum number of moves the cop needs to capture the robber. We consider graphs that are extremal with respect to capture time, i.e. their capture time is as large as possible given their order. We give a new characterization of the set of extremal graphs. For our alternative approach we assign a rank to each vertex of a graph, and then study which configurations of ranks are possible. We p…
We consider the minimum order graphs with a given cop number. We prove that the minimum order of a connected graph with cop number 3 is 10, and show that the Petersen graph is the unique isomorphism type of graph with this property. We provide the results of a computational search on the cop number of all graphs up to and including order 10. A relationship is presented between the minimum order of graph with cop number $k$ and Meyniel's conjecture on the asymptotic maximum value of the cop number of a connected graph.
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…
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…
Various models to quantify the reliability of a network have been studied where certain components of the graph may fail at random and the probability that the remaining graph is connected is the proxy for reliability. In this work we introduce a strengthening of one of these models by considering the probability that the remaining graph is not just connected but also cop-win. A graph is cop-win if one cop can guarantee capture of a fleeing robber in the well-studied pursuit-evasion game of Cops and Robber. More precisely, for a graph $G$ with nodes that are operational independently with prob…
A (finite or infinite) graph is called constructible if it may be obtained recursively from the one-point graph by repeatedly adding dominated vertices. In the finite case, the constructible graphs are precisely the cop-win graphs, but for infinite graphs the situation is not well understood. One of our aims in this paper is to give a graph that is cop-win but not constructible. This is the first known such example. We also show that every countable ordinal arises as the rank of some constructible graph, answering a question of Evron, Solomon and Stahl. In addition, we give a finite constructi…
We consider the well-studied cops and robbers game in the context of oriented graphs, which has received surprisingly little attention to date. We examine the relationship between the cop numbers of an oriented graph and its underlying undirected graph, giving a surprising result that there exists at least one graph $G$ for which every strongly connected orientation of $G$ has cop number strictly less than that of $G$. We also refute a conjecture on the structure of cop-win digraphs, study orientations of outerplanar graphs, and study the cop number of line digraphs. Finally, we consider some …
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 prove new theoretical results about several variations of the cop and robber game on graphs. First, we consider a variation of the cop and robber game which is more symmetric called the cop and killer game. We prove for all $c < 1$ that almost all random graphs are stalemate for the cop and killer game, where each edge occurs with probability $p$ such that $\frac{1}{n^{c}} \le p \le 1-\frac{1}{n^{c}}$. We prove that a graph can be killer-win if and only if it has exactly $k\ge 3$ triangles or none at all. We prove that graphs with multiple cycles longer than triangles permit cop-win and kil…
In the ordinary version of the pursuit-evasion game "cops and robbers", a team of cops and a robber occupy vertices of a graph and alternately move along the graph's edges, with perfect information about each other. If a cop lands on the robber, the cops win; if the robber can evade the cops indefinitely, he wins. In the variant "lazy cops and robbers", the cops may only choose one member of their squad to make a move when it's their turn. The minimum number of cops (respectively lazy cops) required to catch the robber is called the "cop number" (resp. "lazy cop number") of G and is denoted $c…
In this note, we prove that all cop-win graphs G in the game in which the robber and the cop move at different speeds s and s' with s'<s, are δ-hyperbolic with δ=O(s^2). We also show that the dependency between δand s is linear if s-s'=Ω(s) and G obeys a slightly stronger condition. This solves an open question from the paper (J. Chalopin et al., Cop and robber games when the robber can hide and ride, SIAM J. Discr. Math. 25 (2011) 333-359). Since any δ-hyperbolic graph is cop-win for s=2r and s'=r+2δfor any r>0, this establishes a new - game-theoretical - characterization of Gromov hyperbolic…
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…
The game of cops and robber is a turn based vertex pursuit game played on a connected graph between a team of cops and a single robber. The cops and the robber move alternately along the edges of the graph. We say the team of cops win the game if a cop and the robber are at the same vertex of the graph. The minimum number of cops required to win in each component of a graph is called the cop number of the graph. Sivaraman [Discrete Math. 342(2019), pp. 2306-2307] conjectured that for every $t\geq 5$, the cop number of a connected $P_t$-free graph is at most $t-3$, where $P_t$ denotes a path on…
We introduce a new variant of the game of Cops and Robbers played on graphs, where the robber is invisible unless outside the neighbor set of a cop. The hyperopic cop number is the corresponding analogue of the cop number, and we investigate bounds and other properties of this parameter. We characterize the cop-win graphs for this variant, along with graphs with the largest possible hyperopic cop number. We analyze the cases of graphs with diameter 2 or at least 3, focusing on when the hyperopic cop number is at most one greater than the cop number. We show that for planar graphs, as with the …
The localization game is played by two players: a Cop with a team of $k$ cops, and a Robber. The game is initialised by the Robber choosing a vertex $r \in V$, unknown to the Cop. Thereafter, the game proceeds turn based. At the start of each turn, the Cop probes $k$ vertices and in return receives a distance vector. If the Cop can determine the exact location of $r$ from the vector, the Robber is located and the Cop wins. Otherwise, the Robber is allowed to either stay at $r$, or move to $r'$ in the neighbourhood of $r$. The Cop then again probes $k$ vertices. The game continues in this fashi…
The localization game is a two player combinatorial game played on a graph $G=(V,E)$. The cops choose a set of vertices $S_1 \subseteq V$ with $|S_1|=k$. The robber then chooses a vertex $v \in V$ whose location is hidden from the cops, but the cops learn the graph distance between the current position of the robber and the vertices in $S_1$. If this information is sufficient to locate the robber, the cops win immediately; otherwise the cops choose another set of vertices $S_2 \subseteq V$ with $|S_2|=k$, and the robber may move to a neighbouring vertex. The new distances are presented to the …
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 …
We consider generalisations of tree width to directed graphs, that attracted much attention in the last fifteen years. About their relative strength with respect to "bounded width in one measure implies bounded width in the other" many problems remain unsolved. Only some results separating directed width measures are known. We give an almost complete picture of this relation. For this, we consider the cops and robber games characterising DAG-width and directed tree width (up to a constant factor). For DAG-width games, it is an open question whether the robber-monotonicity cost (the difference …
Lovasz theta function and the related theta body of graphs have been in the center of the intersection of four research areas: combinatorial optimization, graph theory, information theory, and semidefinite optimization. In this paper, utilizing a modern convex optimization viewpoint, we provide a set of minimal conditions (axioms) under which certain key, desired properties are generalized, including the main equivalent characterizations of the theta function, the theta body of graphs, and the corresponding antiblocking duality relations. Our framework describes several semidefinite and polyhe…
A gambler moves on the vertices $1, \ldots, n$ of a graph using the probability distribution $p_{1}, \ldots, p_{n}$. A cop pursues the gambler on the graph, only being able to move between adjacent vertices. What is the expected number of moves that the gambler can make until the cop catches them? Komarov and Winkler proved an upper bound of approximately $1.97n$ for the expected capture time on any connected $n$-vertex graph when the cop does not know the gambler's distribution. We improve this upper bound to approximately $1.95n$ by modifying the cop's pursuit algorithm.
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 $n 2^{-(1+o(1))\sqrt{\log n}}$.
We consider a game in which a cop searches for a moving robber on a graph using distance probes, which is a slight variation on one introduced by Seager. Carragher, Choi, Delcourt, Erickson and West showed that for any n-vertex graph $G$ there is a winning strategy for the cop on the graph $G^{1/m}$ obtained by replacing each edge of $G$ by a path of length $m$, if $m \geqslant n$. They conjectured that this bound was best possible for complete graphs, but the present authors showed that in fact the cop wins on $K^{1/m}$ if and only if $m \geqslant n/2$, for all but a few small values of $n$. …
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.
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 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 "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)…