Line-of-Sight Pursuit in Monotone and Scallop Polygons
Lindsay Berry, Andrew Beveridge, Jane Butterfield, Volkan Isler,, Zachary Keller, Alana Shine, and Junyi Wang

TL;DR
This paper presents pursuit strategies for a pursuer with line-of-sight visibility to capture an evader in certain polygonal environments, achieving linear capture time in monotone and scallop polygons.
Contribution
It introduces a pursuit algorithm using rook's strategy in monotone and scallop polygons, with linear capture time, expanding pursuit-evasion theory in these environments.
Findings
Pursuer can guarantee capture in monotone polygons.
Pursuer can guarantee capture in scallop polygons.
Capture time is linear in polygon area and number of vertices.
Abstract
We study a turn-based game in a simply connected polygonal environment between a pursuer and an adversarial evader . Both players can move in a straight line to any point within unit distance during their turn. The pursuer wins by capturing the evader, meaning that their distance satisfies , while the evader wins by eluding capture forever. Both players have a map of the environment, but they have different sensing capabilities. The evader always knows the location of . Meanwhile, only has line-of-sight visibility: observes the evader's position only when the line segment connecting them lies entirely within the polygon. Therefore must search for when the evader is hidden from view. We provide a winning strategy for in two families of polygons: monotone polygons and scallop polygons. In both families, a straight line can be…
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Taxonomy
TopicsGuidance and Control Systems · Robotic Path Planning Algorithms · Artificial Intelligence in Games
