Pursuit–evasion
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Pursuit–evasion (variants of which are referred to as cops and robbers and graph searching) is a family of problems in
mathematics Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. These topics are represented in modern mathematics ...
and
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in which one group attempts to track down members of another group in an environment. Early work on problems of this type modeled the environment geometrically. In 1976,
Torrence Parsons Torrence Douglas Parsons (1941–1987) was an American mathematician. He worked mainly in graph theory, and is known for introducing a graph-theoretic view of pursuit–evasion problems (Parsons 1976, 1978). He obtained his Ph.D. from Princeto ...
introduced a formulation whereby movement is constrained by a
graph Graph may refer to: Mathematics *Graph (discrete mathematics), a structure made of vertices and edges **Graph theory, the study of such graphs and their properties *Graph (topology), a topological space resembling a graph in the sense of discre ...
. The geometric formulation is sometimes called continuous pursuit–evasion, and the graph formulation discrete pursuit–evasion (also called graph searching). Current research is typically limited to one of these two formulations.


Discrete formulation

In the discrete formulation of the pursuit–evasion problem, the environment is modeled as a
graph Graph may refer to: Mathematics *Graph (discrete mathematics), a structure made of vertices and edges **Graph theory, the study of such graphs and their properties *Graph (topology), a topological space resembling a graph in the sense of discre ...
.


Problem definition

There are innumerable possible variants of pursuit–evasion, though they tend to share many elements. A typical, basic example is as follows (cops and robber games): Pursuers and evaders occupy
nodes In general, a node is a localized swelling (a "knot") or a point of intersection (a Vertex (graph theory), vertex). Node may refer to: In mathematics *Vertex (graph theory), a vertex in a mathematical graph *Vertex (geometry), a point where two ...
of a graph. The two sides take alternate turns, which consist of each member either staying put or moving along an
edge Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed by ...
to an adjacent node. If a pursuer occupies the same node as an evader the evader is captured and removed from the graph. The question usually posed is how many pursuers are necessary to ensure the eventual capture of all the evaders. If one pursuer suffices, the graph is called a
cop-win graph In graph theory, a cop-win graph is an undirected graph on which the pursuer (cop) can always win a pursuit–evasion game against a robber, with the players taking alternating turns in which they can chose to move along an edge of a graph or sta ...
. In this case, a single evader can always be captured in time linear to the number of ''n'' nodes of the graph. Capturing ''r'' evaders with ''k'' pursuers can take in the order of ''r n'' time as well, but the exact bounds for more than one pursuer are still unknown. Often the movement rules are altered by changing the velocity of the evaders. This velocity is the maximum number of edges that an evader can move along in a single turn. In the example above, the evaders have a velocity of one. At the other extreme is the concept of
infinite Infinite may refer to: Mathematics * Infinite set, a set that is not a finite set *Infinity, an abstract concept describing something without any limit Music *Infinite (group), a South Korean boy band *''Infinite'' (EP), debut EP of American m ...
velocity, which allows an evader to move to any node in the graph so long as there is a
path A path is a route for physical travel – see Trail. Path or PATH may also refer to: Physical paths of different types * Bicycle path * Bridle path, used by people on horseback * Course (navigation), the intended path of a vehicle * Desire p ...
between its original and final positions that contains no nodes occupied by a pursuer. Similarly some variants arm the pursuers with "helicopters" which allow them to move to any vertex on their turn. Other variants ignore the restriction that pursuers and evaders must always occupy a node and allow for the possibility that they are positioned somewhere along an edge. These variants are often referred to as sweeping problems, whilst the previous variants would fall under the category of searching problems.


Variants

Several variants are equivalent to important graph parameters. Specifically, finding the number of pursuers necessary to capture a single evader with infinite velocity in a graph ''G'' (when pursuers and evader are not constrained to move turn by turn, but move simultaneously) is equivalent to finding the
treewidth In graph theory, the treewidth of an undirected graph is an integer number which specifies, informally, how far the graph is from being a tree. The smallest treewidth is 1; the graphs with treewidth 1 are exactly the trees and the forests. The gra ...
of ''G'', and a winning strategy for the evader may be described in terms of a haven in ''G''. If this evader is invisible to the pursuers then the problem is equivalent to finding the
pathwidth In graph theory, a path decomposition of a graph is, informally, a representation of as a "thickened" path graph, and the pathwidth of is a number that measures how much the path was thickened to form . More formally, a path-decomposition ...
or vertex separation. Finding the number of pursuers necessary to capture a single invisible evader in a graph ''G'' in a single turn (that is, one movement by the pursuers from their initial deployment) is equivalent to finding the size of the minimum
dominating set In graph theory, a dominating set for a graph is a subset of its vertices, such that any vertex of is either in , or has a neighbor in . The domination number is the number of vertices in a smallest dominating set for . The dominating set ...
of ''G'', assuming the pursuers can initially deploy wherever they like (this later assumption holds when pursuers and evader are assumed to move turn by turn). The board game
Scotland Yard Scotland Yard (officially New Scotland Yard) is the headquarters of the Metropolitan Police, the territorial police force responsible for policing Greater London's 32 boroughs, but not the City of London, the square mile that forms London's ...
is a variant of the pursuit–evasion problem.


Complexity

The complexity of several pursuit–evasion variants, namely how many pursuers are needed to clear a given graph and how a given number of pursuers should move on the graph to clear it with either a minimum sum of their travel distances or minimum task-completion time, has been studied by
Nimrod Megiddo , birth_date = , birth_place = , death_date = , death_place = , citizenship = , field = Operations researchAlgorithms ComplexityMachine learning Game theory , workplaces = IBM Research ...
, S. L. Hakimi, Michael R. Garey,
David S. Johnson David Stifler Johnson (December 9, 1945 – March 8, 2016) was an American computer scientist specializing in algorithms and optimization. He was the head of the Algorithms and Optimization Department of AT&T Labs Research from 1988 to 2013, an ...
, and
Christos H. Papadimitriou Christos Charilaos Papadimitriou ( el, Χρήστος Χαρίλαος "Χρίστος" Παπαδημητρίου; born August 16, 1949) is a Greek theoretical computer scientist and the Donovan Family Professor of Computer Science at Columbia ...
(J. ACM 1988), and R. Borie, C. Tovey and S. Koenig.


Multi-player pursuit–evasion games

Solving multi-player pursuit–evasion games has also received increased attention; see R Vidal et al., Chung and Furukaw

Hespanha et al. and the references therein. Marcos A. M. Vieira and Ramesh Govindan and Gaurav S. Sukhatme provided an algorithm that computes the minimal completion time strategy for pursuers to capture all evaders when all players make optimal decisions based on complete knowledge. This algorithm can also be applied to when evader are significantly faster than pursuers. Unfortunately, these algorithms do not scale beyond a small number of robots. To overcome this problem, Marcos A. M. Vieira and Ramesh Govindan and Gaurav S. Sukhatme design and implement a partition algorithm where pursuers capture evaders by decomposing the game into multiple multi-pursuer single-evader games.


Continuous formulation

In the continuous formulation of pursuit–evasion games, the environment is modeled geometrically, typically taking the form of the
Euclidean plane In mathematics, the Euclidean plane is a Euclidean space of dimension two. That is, a geometric setting in which two real quantities are required to determine the position of each point ( element of the plane), which includes affine notions of ...
or another
manifold In mathematics, a manifold is a topological space that locally resembles Euclidean space near each point. More precisely, an n-dimensional manifold, or ''n-manifold'' for short, is a topological space with the property that each point has a n ...
. Variants of the game may impose maneuverability constraints on the players, such as a limited range of speed or acceleration. Obstacles may also be used.


Applications

One of the initial applications of the pursuit–evasion problem was
missile guidance Missile guidance refers to a variety of methods of guiding a missile or a guided bomb to its intended target. The missile's target accuracy is a critical factor for its effectiveness. Guidance systems improve missile accuracy by improving its P ...
systems formulated by Rufus Isaacs at the
RAND Corporation The RAND Corporation (from the phrase "research and development") is an American nonprofit global policy think tank created in 1948 by Douglas Aircraft Company to offer research and analysis to the United States Armed Forces. It is financed ...
.


See also

*
Angel problem The angel problem is a question in combinatorial game theory proposed by John Horton Conway. The game is commonly referred to as the Angels and Devils game.John H. Conway, The angel problem', in: Richard Nowakowski (editor) ''Games of No Chance'', ...
* ''
Chases and Escapes ''Chases and Escapes: The Mathematics of Pursuit and Evasion'' is a mathematics book on continuous pursuit–evasion problems. It was written by Paul J. Nahin, and published by the Princeton University Press in 2007. It was reissued as a paperbac ...
'' *
Homicidal chauffeur problem In game theory, the homicidal chauffeur problem is a mathematical pursuit problem which pits a hypothetical runner, who can only move slowly, but is highly maneuverable, against the driver of a motor vehicle, which is much faster but far less man ...
*
Princess and monster game In game theory, a princess and monster game is a pursuit–evasion game played by two players in a region. Formal Definition In his book ''Differential Games'' (1965), Rufus Isaacs defined the game as: This game remained a well-known open p ...
*
Search games A search game is a two-person zero-sum game which takes place in a set called the search space. The searcher can choose any continuous trajectory subject to a maximal velocity constraint. It is always assumed that neither the searcher nor the hid ...
*
Pursuit curve In geometry, a curve of pursuit is a curve constructed by analogy to having a point or points representing pursuers and pursuees; the curve of pursuit is the curve traced by the pursuers. With the paths of the pursuer and pursuee parameterized ...


Notes


References

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