An evasion game on a graph
John Haslegrave

TL;DR
This paper studies a pursuit and evasion game on graphs, characterizing the graphs where the evader can always be caught and determining optimal capture times.
Contribution
It introduces a new pursuit-evasion game on graphs and characterizes the winning graphs as certain trees without a specific subgraph, providing optimal capture times.
Findings
Graphs where the evader can guarantee capture are exactly certain trees without a forbidden subgraph.
The paper determines the best possible capture times on these graphs.
It establishes a precise graph-theoretic characterization of winning conditions.
Abstract
This paper introduced a pursuit and evasion game to be played on a connected graph. One player moves invisibly around the graph, and the other player must guess his position. At each time step the second player guesses a vertex, winning if it is the current location of the first player; if not the first player must move along an edge. It is shown that the graphs on which the second player can guarantee to win are precisely the trees that do not contain a particular forbidden subgraph, and best possible capture times on such graphs are obtained.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
An evasion game on a graph
John Haslegrave School of Mathematics and Statistics, University of Sheffield, Sheffield, UK. [email protected]
Abstract
This paper introduces a pursuit and evasion game to be played on a connected graph. One player moves invisibly around the graph, and the other player must guess his position. At each time step the second player guesses a vertex, winning if it is the current location of the first player; if not the first player must move along an edge. It is shown that the graphs on which the second player can guarantee to win are precisely the trees that do not contain a particular forbidden subgraph, and best possible capture times on such graphs are obtained.
1 Introduction
Pursuit and evasion games on graphs have been widely studied. Perhaps the most significant is the Cops and Robbers game, an instance of which is a graph together with a fixed number of cops. The cops take up positions on vertices of and a robber then starts on any unoccupied vertex. The cops and the robber take turns: the robber chooses either to remain at his current vertex or to move to any adjacent vertex, and then the cops simultaneously make moves of the same form. The game is played with perfect information, so that at any time each of the players knows the location of all others. The cops win if at any point one of them is at the same position as the robber. Early results on this game include those obtained by Nowakowski and Winkler [5] and Aigner and Fromme [1]. An important open problem is Meyniel’s conjecture, published by Frankl [4], that cops are enough to win on any -vertex connected graph. More recently, several variations on the game have been analysed by Clarke and Nowakowski (e.g. [3]).
In this paper we will consider a novel form of pursuit game, which bears some similarity to the Cops and Robbers game but differs in that the movement of the pursuer (the cat) is not constrained by the edges of the graph, and also in that the pursuer is disadvantaged by not knowing where the pursued (the mouse) is. This imperfect information will naturally lead to a different emphasis: we ask whether there is a strategy for the cat that is successful against any possible strategy for the mouse, and if so how long it takes. Another recent variation of a similar type is the Robber Locating game, introduced by Seager [6] and further studied by Carraher, Choi, Delcourt, Erickson, and West [2], in which a cop probes a vertex at each turn and is told the current distance to the robber.
Descriptively, we consider a connected graph to represent a network of mouse-holes connected by passageways. The cat tries to catch the mouse by inserting a paw into one of the holes; if the cat has chosen the correct hole, then the mouse is caught. After each unsuccessful attempt, the mouse moves from the hole he is currently in to any adjacent hole. A rudimentary form of this problem, asking how the cat may win on a path, appeared on an internet puzzle forum [7].
We consider the active version, in which the mouse is required to move. The cat cannot guarantee to win without this restriction (on at least two vertices), since the mouse would have at least two options at each time step, one of which avoids the cat. The active game is not feasible if there is only one vertex; clearly the cat can guarantee to catch the mouse in two attempts (by choosing the same vertex twice) on the two-vertex connected graph, and cannot do better, so we shall subsequently assume that our graph has at least three vertices.
2 Strategies for the mouse
We say that the mouse can survive to time on a graph if, for any sequence of vertices of , there exists a sequence of vertices such that for every , and is an edge of for . We will refer to the sequence as a cat sequence and as a mouse sequence that beats it. For each we wish to determine whether there is a such that the mouse cannot survive to time , and to determine the least such if so. Write for the least such , if it exists, and otherwise, so that the mouse can survive to time on if and only if . The main aim of this paper is to find a necessary and sufficient condition on for to be finite, and a simple formula for if is such a graph.
Consider first the case where is a cycle. In this case the mouse may always survive, because at every stage he has a choice of two moves and at least one of them must be safe. Formally, given a cat sequence we may inductively find a mouse sequence that beats it: take a mouse sequence to beat and choose for a neighbour of that is not equal to ; this is possible since there are two neighbours to choose from.
Trivially, if is a subgraph of and the mouse can survive to time on then he can survive to time on by restricting himself to making moves on . Consequently the mouse can always survive if contains a cycle. If , then, must be a tree.
Next we shall show that there are some trees on which the mouse can always survive. Let be the tree consisting of three paths of length 3 with one common endpoint, with the th path having vertices , , and in that order.
Lemma 1**.**
The mouse can survive to time on for any .
Proof.
Given a cat sequence on , we shall construct a mouse sequence that beats it. The key idea is that at every odd time the mouse will be at or at distance 2 from , and it will be whenever possible. We shall show that when the mouse is forced away from he may choose one of the three arms of to move down in such a way that he will be able to return to once it is safe to go back there (though he may need to know the cat sequence arbitrarily far in advance in order to make the correct choice).
It suffices to prove the assertion for odd , since when is even we shall then have proved that the mouse can survive to time , and consequently to time . The argument does not depend on being odd, but we construct even terms of the mouse sequence from the neighbouring odd terms, so this will avoid having a separate case for the final term.
Set for every odd such that . We must now choose a suitable value of for every odd with . For each such , we must have , , or for some . We divide such into maximal subsequences of consecutive odd terms of the cat sequence taking the value . Within each such group we ensure that we consistently choose the same value of , since the mouse must go down one arm and may not return to for the duration of this group. For each and , with odd, such that but (or ) and (or ) we choose such that and . This is possible since at most two out of the three values are not permitted. Now set . This choice ensures that the mouse can safely move from to and back again when required.
We have now defined for all odd . If is even and , then choose any with and set . If is even and for some , then set or , whichever is not equal to . By our construction of for odd , the only other possibility for even is that one of and is but the other is for some ; in that case either or . Our choice of odd mouse values then implies that and we can take . In every case we have chosen for even to be adjacent to and , and for all , as required. ∎
In fact is essentially the only example of a tree on which the mouse can survive: we shall show that the cat can always catch the mouse on any tree that does not have as a subgraph. We refer to such trees as -free.
Before giving a strategy for the cat to win on any -free tree with at least three vertices, we prove a lower bound on . We will show later that this bound is equal to when is -free. The key idea in defining the lower bound is to consider how often the cat must visit each vertex.
Let be a tree with at least three vertices, and let be a vertex of . Define as the number of neighbours of that are not leaves. Define for as follows:
[TABLE]
Let . If but , then is the two-vertex tree, which we have already excluded.
Lemma 2**.**
If is a tree with at least three vertices, then .
Proof.
We shall prove the stronger statement that, for each vertex , an unbeatable cat sequence must visit at least times. An unbeatable sequence must therefore have length at least .
Let be a cat sequence that visits some vertex at most times; we aim to construct a mouse sequence that beats it. Since (in fact since it is never defined to be 1), . Our strategy is for the mouse to stay at or adjacent to as much as possible. As in the proof of Lemma 1, we must then show that when he is forced to leave he can choose a direction that will allow him to remain safe until it is possible to return. We distinguish two cases according to the value of .
Case 1. .
In this case there is a winning mouse sequence that always stays at or adjacent to . Since for at most one value of , either for all odd or for all even . Assume without loss of generality the former, and let for every odd . Let and be two neighbours of . For each even , let if and if . This is a valid mouse sequence and for each , as required.
Case 2. .
In this case . Write and let be the internal neighbours of ; for each let be a neighbour of not equal to . Again we try to stay at or adjacent to . When we are forced away from it we will choose one of the to move to; we need to show that there is one we can move to safely.
Since , the sequence visits at most times. Hence either for at most odd values of or for at most even values of ; assume without loss of generality the former. Let for every odd with . Next we choose a suitable value of for every odd with . We divide such into maximal subsequences of consecutive odd terms of the cat sequence taking the value . Within each such group we consistently choose the same vertex. For each and , with odd, such that but (or ) and (or ), we choose with such that . This is possible since by assumption, and so at most of the possible are excluded by our condition. Now set .
We have now defined for all odd . If is even and (or and ), then choose any with and set . If is even and or for some , then set . This is consistent, since if and then, by choice of for odd , and so . This is a valid mouse sequence and for each , as required. ∎
We now observe that in certain cases removing a leaf from does not change , which will allow us to reduce any given tree to a tree of a certain form on which the mouse can survive for the same length of time.
Lemma 3**.**
Let be a tree and be a leaf whose neighbour, , has degree at least 3. If is the tree obtained from by deleting , then .
Proof.
Certainly , since is a subgraph of . Now suppose that the mouse can survive to time on , and let be a cat sequence on . It is also a cat sequence on , so there are mouse sequences on that beat it; take to be such a mouse sequence with the fewest occurrences of . If for every , then is also a mouse sequence on , so we are done. If , then since is the only neighbour of . Note that has at least two other neighbours, at least one of which is not ; let be such a neighbour. The sequence given by for and is also a mouse sequence that beats , but it has fewer occurrences of , contradicting minimality. Thus also . ∎
Starting from a given tree (with at least three vertices and so at least one internal vertex), define a sequence by removing a leaf of adjacent to a vertex of degree at least 3 to obtain . Do this until no such leaves remain in . Lemma 3 yields . Since we never remove a neighbour of a vertex of degree 2, we do not create any new leaves by this process. Hence all internal vertices of remain internal in , and thus the neighbour of any leaf in has degree 2. Let us call such a tree a pruned tree, and define a twig to be a vertex such that but at least of its neighbours are leaves. In a pruned tree that is not a star, every twig has degree 2, and no vertex other than a twig has a leaf neighbour. Thus if is not a star and has vertices, twigs and leaves, then the resulting pruned tree has vertices.
3 Strategies for the cat
We shall now show how to construct a winning strategy for the cat on any -free tree, thus obtaining an upper bound for for each such . The two bounds coincide: the strategy we construct for takes time , so the bound in Lemma 2 shows that our strategy is optimal. We first find a more convenient condition that is equivalent to being -free.
Lemma 4**.**
A tree is -free if and only if it contains a path such the maximum distance of a vertex from is at most 2.
Proof.
We prove the contrapositive for both implications. If , then for any path in , some leaf of has distance at least 3 from . Conversely, let be a longest path in , and let be a vertex having distance 3 from . Let be the vertex where the path from meets . Since is a longest path, it extends at least three vertices in each direction from . Together with the path from to , this subpath forms . ∎
Lemma 5**.**
If is a -free tree with at least three vertices, then .
Proof.
We will first choose a path as guaranteed Lemma 4. The cat will move along this path, checking each vertex and its internal neighbours before moving on. We will consider the parity of the mouse’s starting position, and show that we catch a mouse of the right parity by doing this; we catch a mouse of the other parity by a second pass of the same form back along the path.
To make the strategy easier to define, we wish to choose our path so that it contains no twig. We show first that this is possible for all but a small class of graphs; we deal with this class separately.
Let with vertices be a shortest path among those having the property that all vertices of are within distance 2 of the path. If contains more than one vertex, then there must exist a vertex with and for , for otherwise is a shorter path with the required property. Consequently the common neighbour of and is an internal vertex not equal to , and is itself an internal vertex. Likewise has an internal neighbour not equal to . Since each vertex on the path is now an internal vertex, for each .
If consists of one vertex , then , , , or . In the first case has no twig, as desired. In the second case is a star with central vertex . In the third case it is a star whose central vertex is the neighbour of . In the fourth case is the double-star consisting of two adjacent internal vertices and and some leaves. If is a star, then since the mouse must occupy the central vertex either at time 1 or time 2, so the cat can win by choosing the central vertex twice. If is a double-star with internal vertices and , then ; we claim that the cat sequence is unbeatable. Suppose not and let be a mouse sequence that beats it. Since and , we have not a neighbour of , and implies . Hence in each case , and then implies that is a leaf neighbour of and the cat wins at time 4.
If is not a star or a double-star, then either has at least two vertices or has one vertex with . In either case we have for . Also, if is not on , then , since otherwise has some internal neighbour with . Similarly, has a neighbour other than , and , contradicting the choice of .
For such trees, the cat plays as follows. For each , write and let be the internal neighbours of , ordered with first (if ) and last (if ). Let and for . For each , let , and let for . Note that, since and by our choice of order, which specified (if ) and (if ), this definition is consistent and defines for where ; let for . In the cat sequence , each vertex on the path is visited times, and each internal vertex not on the path is visited twice, so .
We claim that this sequence is unbeatable. Since the mouse must always move to a neighbouring vertex, its distance from must change by 1 at each time step. Consequently, either has the same parity as for every , or has opposite parity to for every . We distinguish two cases according to the parity of the mouse.
Case 1. has the same parity as for each .
Our aim is to show that parity considerations force the mouse to stay on the same side of the cat to avoid being caught, so that as the cat sequence moves along the path the mouse will be forced into a successively smaller region until he is cornered.
Note that has the same parity as for , so is even for . first takes the value when and last takes this value (in the range ) when . Consider the components of containing and for and . If these are different (or either or is ), then for some such that , but the specified cat sequence yields and so . Since is even, the mouse is caught.
We have shown that in order to avoid capture the mouse must be in some component of whenever . If is neither the component containing nor the component containing , then each vertex in is nearer to than to any other vertex of , so each vertex in has distance at most 2 from . Since contains only one neighbour of , any two vertices in are adjacent. Since the mouse remains in for at least three consecutive terms of the sequence, contains more than one vertex; hence is an internal vertex. The distance is even when , but for some in this range (since are the internal neighbours of in some order), so . Since is even, the mouse is caught.
Therefore, if the mouse is not caught, then always contains or . Since contains , and contains , there exists such that contains and contains . Now is in both the component of containing and the component of containing . These two components are disjoint, and a contradiction is obtained.
Case 2. has the opposite parity to for each .
Consider the sequence given by . Since has the opposite parity to , it has the same parity as , so we know from the first case that there exists with . By construction, , so the mouse is caught. ∎
Combining Lemma 5 with Lemma 2, we see that for any -free tree with at least three vertices. However, we can simplify the description of to obtain the following classification.
Theorem 6**.**
Let be a tree with vertices, twigs and leaves. If contains as a subgraph, then . If is a star, then . Otherwise, .
Proof.
Lemma 1, together with the observation that if is a subgraph of , gives whenever is a subgraph of . If is -free, then by Lemmas 5 and 2. If is a star, then , as required. Our remarks following Lemma 3 showed that we may find a pruned tree with by deleting leaves adjacent to vertices of degree at least three from . Since is a subgraph of , it is also -free (and has at least three vertices), so .
If is a pruned tree with vertices and is a vertex of with , then has no leaves as neighbours, so . Consequently, if or , then . If and , then . If , then . So for each vertex . Consequently, . Since is a tree, and . As noted earlier, has vertices when has vertices, twigs, and leaves, so , as required. ∎
4 Concluding remarks
Theorem 6 completely solves the problem for a single cat and mouse. A natural extension would be to ask for a classification of graphs on which two (or ) cats can co-operate to catch the mouse.
The reference list from the paper itself. Each links out to its DOI / PubMed record.
- 1[1] M. Aigner and M. Fromme, A game of cops and robbers, Discrete Appl. Math. 8 (1984), 1–11.
- 2[2] J. Carraher, I. Choi, M. Delcourt, L.H. Erickson, D.B. West, Locating a robber on a graph via distance queries, Theoretical Comp. Sci. 463 (2012), 54–61.
- 3[3] N. E. Clarke and R. J. Nowakowski, Cops, robber, and photo radar, Ars Combin. 56 (2000), 97–103.
- 4[4] P. Frankl, Cops and robbers in graphs with large girth and Cayley graphs, Discrete Appl. Math. 17 (1987), 301–305.
- 5[5] R. Nowakowski and R. P. Winkler, Vertex to vertex pursuit in a graph, Discrete Math. 43 (1983), 235–239.
- 6[6] S. Seager, Locating a robber on a graph, Discrete Math. 312 (2012), 3265–3269.
- 7[7] http://forums.xkcd.com/viewtopic.php?f=3&t=62767
