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 robber, and if the cops can deduce the new location of the robber based on all information they accumulated thus far, then they win; otherwise, a new round begins. If the robber has a strategy to avoid being captured, then she wins. The localization number is defined to be the smallest integer $k$ so that the cops win the game. In this paper we determine the localization number (up to poly-logarithmic factors) of the random geometric graph $G \in \mathcal G(n,r)$ slightly above the connectivity threshold.
In the Localization game played on graphs, a set of cops uses distance probes to identify the location of an invisible robber. We present an extension of the game and its main parameter, the localization number, to directed graphs. We present several bounds on the localization number of a directed graphs, including a tight bound via strong components, a bound using a linear programming problem on hypergraphs, and bounds in terms of pathwidth and DAG-width. A family of digraphs of order $n$ is given with localization number $(1-o(1))n/2$. We investigate the localization number of random and qua…
We consider the localization game played on graphs in which a cop tries to determine the exact location of an invisible robber by exploiting distance probes. The corresponding graph parameter $ζ(G)$ for a given graph $G$ is called the localization number. In this paper, we improve the bounds for dense random graphs determining an asymptotic behaviour of $ζ(G)$. Moreover, we extend the argument to sparse graphs.
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…
We highlight new results on the localization number of a graph, a parameter derived from the localization graph searching game. After introducing the game and providing an overview of existing results, we describe recent results on the localization number. We describe bounds or exact values of the localization number of incidence graphs of designs, polarity graphs, and Kneser graphs.
In a Maker-Breaker game on a graph $G$, Breaker and Maker alternately claim edges of $G$. Maker wins if, after all edges have been claimed, the graph induced by his edges has some desired property. We consider four Maker-Breaker games played on random geometric graphs. For each of our four games we show that if we add edges between $n$ points chosen uniformly at random in the unit square by order of increasing edge-length then, with probability tending to one as $n\to\infty$, the graph becomes Maker-win the very moment it satisfies a simple necessary condition. In particular, with high probabi…
The main topic of this paper is motivated by a localization problem in cellular networks. Given a graph $G$ we want to localize a walking agent by checking his distance to as few vertices as possible. The model we introduce is based on a pursuit graph game that resembles the famous Cops and Robbers game. It can be considered as a game theoretic variant of the \emph{metric dimension} of a graph. We provide upper bounds on the related graph invariant $ζ(G)$, defined as the least number of cops needed to localize the robber on a graph $G$, for several classes of graphs (trees, bipartite graphs, e…
We study the localization game on dense random graphs. In this game, a {\em cop} $x$ tries to locate a {\em robber} $y$ by asking for the graph distance of $y$ from every vertex in a sequence of sets $W_1,W_2,\ldots,W_\ell$. We prove high probability upper and lower bounds for the minimum size of each $W_i$ that will guarantee that $x$ will be able to locate $y$.
The localization game is a pursuit-evasion game analogous to Cops and Robbers, where the robber is invisible and the cops send distance probes in an attempt to identify the location of the robber. We present a novel graph parameter called the capture time, which measures how long the localization game lasts assuming optimal play. We conjecture that the capture time is linear in the order of the graph, and show that the conjecture holds for graph families such as trees and interval graphs. We study bounds on the capture time for trees and its monotone property on induced subgraphs of trees and …
We investigate various pursuit-evasion parameters on latin square graphs, including the cop number, metric dimension, and localization number. The cop number of latin square graphs is studied, and for $k$-MOLS$(n),$ bounds for the cop number are given. If $n>(k+1)^2,$ then the cop number is shown to be $k+2.$ Lower and upper bounds are provided for the metric dimension and localization number of latin square graphs. The metric dimension of back-circulant latin squares shows that the lower bound is close to tight. Recent results on covers and partial transversals of latin squares provide the up…
In a Take-Away Game on hypergraphs, two players take turns to remove the vertices and the hyperedges of the hypergraphs. In each turn, a player must remove either a single vertex or a hyperedge. When a player chooses to remove one vertex, all of the hyperedges that contain the chosen vertex are also removed. When a player chooses to remove one hyperedge, only that chosen hyperedge is removed. Whoever removes the last vertex wins the game. Following from the winning strategy for the Take-Away Impartial Combinatorial Games on only Oddly Uniform or only Evenly Uniform Hypergraphs, this paper is a…
The numbers game is a one-player game played on a finite simple graph with certain ``amplitudes'' assigned to its edges and with an initial assignment of real numbers to its nodes. The moves of the game successively transform the numbers at the nodes using the amplitudes in a certain way. This game has been studied previously by Proctor, Mozes, Bjorner, Eriksson, and Wildberger. We show that those connected such graphs for which the numbers game meets a certain finiteness requirement are precisely the Dynkin diagrams associated with the finite-dimensional complex simple Lie algebras. As a cons…
A natural partial ordering exists on the set of all weighted games and, more broadly, on all linear games. We describe several properties of the partially ordered sets formed by these games and utilize this perspective to enumerate proper linear games with one generator. We introduce a geometric approach to weighted voting by considering the convex polytope of all possible realizations of a weighted game and connect this geometric perspective to the weighted games poset in several ways. In particular, we prove that generic vertical lines in $C_n$, the union of all weighted $n$-player polytopes…
Let $G$ be a complete convex geometric graph whose vertex set $P$ forms a convex polygon $C$, and let $F$ be a family of subgraphs of $G$. A blocker for $F$ is a set of edges, of smallest possible size, that contains a common edge with every element of $F$. Previous works determined the blockers for various families $F$ of non-crossing subgraphs, including the families of all perfect matchings, all spanning trees, all Hamiltonian paths, etc. In this paper we present a complete characterization of the family $B$ of blockers for the family $T$ of triangulations of $C$. In particular, we show tha…
We study the localization number of incidence graphs of designs. In the localization game played on a graph, the cops attempt to determine the location of an invisible robber via distance probes. The localization number of a graph $G$, written $ζ(G)$, is the minimum number of cops needed to ensure the robber's capture. We present bounds on the localization number of incidence graphs of balanced incomplete block designs. Exact values of the localization number are given for the incidence graphs of projective and affine planes. Bounds are given for Steiner systems and for transversal designs.
We consider the localization game played on graphs, wherein a set of cops attempt to determine the exact location of an invisible robber by exploiting distance probes. The corresponding optimization parameter for a graph $G$ is called the localization number and is written $ζ(G)$. We settle a conjecture of \cite{nisse1} by providing an upper bound on the localization number as a function of the chromatic number. In particular, we show that every graph with $ζ(G) \le k$ has degeneracy less than $3^k$ and, consequently, satisfies $χ(G) \le 3^{ζ(G)}$. We show further that this degeneracy bound is…
The numbers game is a one-player game played on a finite simple graph with certain ``amplitudes'' assigned to its edges and with an initial assignment of real numbers to its nodes. The moves of the game successively transform the numbers at the nodes using the amplitudes in a certain way. This game and its interactions with Coxeter/Weyl group theory and Lie theory have been studied by many authors. In particular, Eriksson connects certain geometric representations of Coxeter groups with games on graphs with certain real number amplitudes. Games played on such graphs are ``E-games.'' Here we in…
One important problem in a network is to locate an (invisible) moving entity by using distance-detectors placed at strategical locations. For instance, the metric dimension of a graph $G$ is the minimum number $k$ of detectors placed in some vertices $\{v_1,\cdots,v_k\}$ such that the vector $(d_1,\cdots,d_k)$ of the distances $d(v_i,r)$ between the detectors and the entity's location $r$ allows to uniquely determine $r \in V(G)$. In a more realistic setting, instead of getting the exact distance information, given devices placed in $\{v_1,\cdots,v_k\}$, we get only relative distances between …