Fully Active Cops and Robbers

08/21/2018
by   Ilya Gromovikov, et al.
0

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.

READ FULL TEXT

page 1

page 2

page 3

page 4

research
11/11/2021

Cops and robber on subclasses of P_5-free graphs

The game of cops and robber is a turn based vertex pursuit game played o...
research
10/31/2019

Cops that surround a robber

We introduce the game of Surrounding Cops and Robber on a graph, as a va...
research
02/21/2020

Feedback game on Eulerian graphs

In this paper, we introduce a two-player impartial game on graphs, calle...
research
01/22/2018

Even flying cops should think ahead

We study the entanglement game, which is a version of cops and robbers, ...
research
09/09/2018

Comparing the power of cops to zombies in pursuit-evasion games

We compare two kinds of pursuit-evasion games played on graphs. In Cops ...
research
04/01/2020

Tipsy cop and drunken robber: a variant of the cop and robber game on graphs

Motivated by a biological scenario illustrated in the YouTube video < ht...
research
08/04/2019

Automatic Playtesting for Game Parameter Tuning via Active Learning

Game designers use human playtesting to gather feedback about game desig...

Please sign up or login with your details

Forgot password? Click here to reset