Escaping a Polygon
Zachary Abel, Hugo Akitaya, Erik D. Demaine, Martin L. Demaine, Adam Hesterberg, Jason S. Ku, Jayson Lynch

TL;DR
This paper models a pursuit-evasion game within polygons, establishing conditions for escape based on speed ratios, providing exact and approximate solutions for simple polygons, and proving computational hardness for complex domains.
Contribution
It formalizes a pursuit-evasion game avoiding pathological cases, derives exact critical speed ratios for specific polygons, and develops efficient approximation algorithms, while also proving hardness results for more complex scenarios.
Findings
Exact critical speed ratios for equilateral triangle and square.
Polynomial-time algorithm for approximating the critical speed ratio.
NP-hardness and PSPACE-hardness results for complex and multi-player scenarios.
Abstract
Suppose an escaping player ("human") moves continuously at maximum speed in the interior of a region, while a pursuing player ("zombie") moves continuously at maximum speed outside the region. For what can the first player escape the region, that is, reach the boundary a positive distance away from the pursuing player, assuming optimal play by both players? We formalize a model for this infinitesimally alternating 2-player game and prove that it has a unique winner in any locally rectifiable region. Our model thus avoids pathological behaviors (where both players can have "winning strategies") previously identified for pursuit-evasion games such as the Lion and Man problem in certain metric spaces. For some specific regions, including both equilateral triangle and square, we give exact results for the critical speed ratio, above which the pursuing player can win and below…
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Taxonomy
TopicsGuidance and Control Systems · Artificial Intelligence in Games
