Algorithms, hardness and graph products on a pursuit-evasion game
Eurinardo Costa, Nicolas Martins, Rudini Sampaio

TL;DR
This paper studies a pursuit-evasion game on graphs, providing algorithms for certain cases and proving NP-hardness in others, advancing understanding of the game's computational complexity and strategies.
Contribution
It introduces a polynomial-time algorithm for fixed guard numbers and parameters, and proves NP-hardness for bipartite graphs with bounded diameter.
Findings
Polynomial-time algorithm for fixed number of guards with parameters s≥2, d≥0
NP-hardness of the game on bipartite graphs with bounded diameter
Fixed parameter tractability related to P4-fewness of the graph
Abstract
In the -spy game over a graph, introduced by Cohen et al. in 2016, one spy and guards occupy vertices of a graph and, at each turn, each guard may move along one edge and the spy may move along at most edges. The guards win if, after a finite number of turns, they ensure that the spy always remains at distance at most from at least one guard. The guard number is the minimum number of guards such that the guards have a winning strategy. In this paper, we investigate the spy game variant in which the guards are placed first, before the spy. We obtain a polynomial time algorithm for every speed and distance when the number of guards is a constant, which leads to a fixed parameter tractable algorithm on the -fewness of the graph. We also prove that the spy game is NP-hard even in bipartite graphs with bounded diameter, for every speed …
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Taxonomy
TopicsArtificial Intelligence in Games · Advanced Malware Detection Techniques · Digital Games and Media
