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 and EXPTIME-complete for large values of $t$. We determine precise values of $c_t^{\infty}$ for paths and cycles. The eternal cop number is studied for retracts, and this approach is applied to give bounds for trees, as well as for strong and Cartesian grids.
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 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 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 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.
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 …
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 $\exp(Ω(\log n / \log \log n))$.
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 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 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.) $c(G) \leq γ(G) - \frac{D(G)}{3} + O (\sqrt{D(G)})$.
The cop throttling number $th_c(G)$ of a graph $G$ for the game of Cops and Robbers is the minimum of $k + capt_k(G)$, where $k$ is the number of cops and $capt_k(G)$ is the minimum number of rounds needed for $k$ cops to capture the robber on $G$ over all possible games in which both players play optimally. In this paper, we construct a family of graphs having $th_c(G)= Ω(n^{2/3})$, establish a sublinear upper bound on the cop throttling number, and show that the cop throttling number of chordal graphs is $O(\sqrt{n})$. We also introduce the product cop throttling number $th_c^{\times}(G)$ as…
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 consider the new game of Cops and Attacking Robbers, which is identical to the usual Cops and Robbers game except that if the robber moves to a vertex containing a single cop, then that cop is removed from the game. We study the minimum number of cops needed to capture a robber on a graph $G$, written $cc(G)$. We give bounds on $cc(G)$ in terms of the cop number of $G$ in the classes of bipartite graphs and diameter two, $K_{1,m}$-free graphs.
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 the game of Cops and Robbers, a team of cops attempts to capture a robber on a graph $G$. All players occupy vertices of $G$. The game operates in rounds; in each round the cops move to neighboring vertices, after which the robber does the same. The minimum number of cops needed to guarantee capture of a robber on $G$ is the cop number of $G$, denoted $c(G)$, and the minimum number of rounds needed for them to do so is the capture time. It has long been known that the capture time of an $n$-vertex graph with cop number $k$ is $O(n^{k+1})$. More recently, Bonato, Golovach, Hahn, and Kratochv…
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…
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 consider a variation of the Cops and Robber game where the cops can only see the robber when the distance between them is at most a fixed parameter $\ell$. We consider the basic consequences of this definition for some simple graph families, and show that this model is not monotonic, unlike common models where the robber is invisible. We see that cops' strategy consists of a phase in which they need to "see" the robber (move within distance $\ell$ of the robber), followed by a phase in which they capture the robber. In some graphs the first phase is the most resource intensive phase (in ter…
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 …
We theoretically analyze the Cops and Robber Game for the first time in a multidimensional grid. It is shown that for an $n$-dimensional grid, at least $n$ cops are necessary to ensure capture of the robber. We also present a set of cop strategies for which $n$ cops are provably sufficient to catch the robber. Further, for two-dimensional grid, we provide an efficient cop strategy for which the robber is caught even by a single cop under certain conditions.
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 …
We consider a variant of the Cops and Robber game, introduced by Fomin, Golovach, Kratochvil, 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. We study this game on interval graphs, chordal graphs, planar graphs, and hypercube graphs. Let c_{\infty}(G) denote the number of cops needed to capture the robber in graph G in this variant. We show that if G is an interval graph, then c_{\infty}(G) = O(sqrt(|V(G)|)), and we give a polynomial-time 3-approximation algorithm for finding c_{\inf…
In previous work, we introduced median decompositions, a generalisation of tree decompositions where a graph can be modelled after any median graph, along with a hierarchy of $i$-medianwidth parameters $(mw_i)_{i\geq 1}$ starting from treewidth and converging to the clique number. We introduce another graph parameter based on the concept of median decompositions, to be called $i$-latticewidth and denoted by $lw_i$, for which we restrict the modelling median graph of a decomposition to be isometrically embeddable into the Cartesian product of $i$ paths. The sequence $(lw_i)_{i\geq 1}$ gives ris…
In many variants of the game of Cops and Robbers on graphs, multiple cops play against a single robber. In 2019, Cox and Sanaei introduced a variant of the game that gives the robber a more active role than simply evading the cop. In their version, the robber tries to damage as many vertices as possible and the cop attempts to minimize this damage. While the damage variant was originally studied with one cop and one robber, it was later extended to play with multiple cops by Carlson et. al in 2021. We take a different approach by studying the damage variant with multiple robbers against one co…
Cops and Robbers games have been studied for the last few decades in computer science and mathematics. As in general pursuit evasion games, pursuers (cops) seek to capture evaders (robbers); however, players move in turn and are constrained to move on a discrete structure, usually a graph, and know the exact location of their opponent. In 2017, Bonato and MacGillivray presented a general characterization of Cops and Robbers games in order for them to be globally studied. However, their model doesn't cover cases where stochastic events may occur, such as the robbers moving in a random fashion. …
We survey results at the intersection of topological graph theory and the game of Cops and Robbers, focusing on results, conjectures, and open problems for the cop number of a graph embedded on a surface. After a discussion on results for planar graphs, we consider graphs of higher genus. In 2001, Schroeder conjectured that if a graph has genus $g,$ then its cop number is at most $g + 3.$ While Schroeder's bound is known to hold for planar and toroidal graphs, the case for graphs with higher genus remains open. We consider the capture time of graphs on surfaces and examine results for embeddin…
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…
In this paper we study the concurrent cops and robber (CCCR) game. CCCR follows the same rules as the classical, turn-based game, except for the fact that the players move simultaneously. The cops' goal is to capture the robber and the concurrent cop number of a graph is defined the minimum number of cops which guarantees capture. For the variant in which it it required to capture the robber in the shortest possible time, we let time to capture be the payoff function of CCCR; the (game theoretic) value of CCCR is the optimal capture time and (cop and robber) time optimal strategies are the one…
We compare two kinds of pursuit-evasion games played on graphs. In Cops and Robbers, the cops can move strategically to adjacent vertices as they please, while in a new variant, called deterministic Zombies and Survivors, the zombies (the counterpart of the cops) are required to always move towards the survivor (the counterpart of the robber). The cop number of a graph is the minimum number of cops required to catch the robber on that graph; the zombie number of a graph is the minimum number of zombies required to catch the survivor on that graph. We answer two questions from the 2016 paper of…
Cops and robbers is a vertex-pursuit game played on graphs. In the classical cops-and-robbers game, a set of cops and a robber occupy the vertices of the graph and move alternately along the graph's edges with perfect information about each other's positions. If a cop eventually occupies the same vertex as the robber, then the cops win; the robber wins if she can indefinitely evade capture. Aigner and Frommer established that in every connected planar graph, three cops are sufficient to capture a single robber. In this paper, we consider a recently studied variant of the cops-and-robbers game,…
Several variants of the cops and robbers (CR) game have been studied in the past. In this paper we examine a novel variant, which is played between two cops, each one independently trying to catch a "passive robber". We will call this the Selfish Cops and Passive Robber {SCPR} game. In short, SCPR is a stochastic two-player, zero-sum game where the opponents are the two cop players. We study sequential and concurrent versions of the SCPR game. For both cases we prove the existence of value and optimal strategies and present algorithms for the computation of these.
In the game of Cops and Robber, a team of cops attempts to capture a robber on a graph $G$. Initially, all cops occupy some vertices in $G$ and the robber occupies another vertex. In each round, a cop can move to one of its neighbors or stay idle, after which the robber does the same. The robber is caught by a cop if the cop lands on the same vertex which is currently occupied by the robber. The minimum number of cops needed to guarantee capture of a robber on $G$ is called the {\em cop number} of $G$, denoted by $c(G)$. We say a family $\cal F$ of graphs is {\em cop-bounded} if there is a con…
We provide a game theoretic framework for the game of cops and robbers (CR). Within this framework we study certain assumptions which underlie the concepts of optimal strategies and capture time. We also point out a connection of these concepts to early work by Zermelo and D. Konig. Finally, we discuss the relationship between CR and related pursuit games to reachability games.
The cop number of a graph $G$ is the smallest $k$ such that $k$ cops win the game of cops and robber on $G$. We investigate the maximum cop number of geometric intersection graphs, which are graphs whose vertices are represented by geometric shapes and edges by their intersections. We establish the following dichotomy for previously studied classes of intersection graphs: The intersection graphs of arc-connected sets in the plane (called string graphs) have cop number at most 15, and more generally, the intersection graphs of arc-connected subsets of a surface have cop number at most $10g+15$ …