Line-of-Sight Pursuit in Monotone and Scallop Polygons

Author:

Berry Lindsay1,Beveridge Andrew2ORCID,Butterfield Jane3ORCID,Isler Volkan4ORCID,Keller Zachary5ORCID,Shine Alana6,Wang Junyi2

Affiliation:

1. Statistical Science Department, Duke University, Durham, NC 27708, USA

2. Department of Mathematics, Statistics, and Computer Science, Macalester College, St. Paul, MN 55105, USA

3. Department of Mathematics & Statistics, University of Victoria, Victoria, BC V8X 2X6, Canada

4. Department of Computer Science & Engineering, University of Minnesota, Minneapolis, MN 55455, USA

5. Department of Mathematics, University of Minnesota, Minneapolis, MN 55455, USA

6. Department of Computer Science, University of Southern California, Los Angeles, CA 90089, USA

Abstract

We study a turn-based game in a simply connected polygonal environment [Formula: see text] between a pursuer [Formula: see text] and an adversarial evader [Formula: see text]. Both players can move in a straight line to any point within unit distance during their turn. The pursuer [Formula: see text] wins by capturing the evader, meaning that their distance satisfies [Formula: see text], while the evader wins by eluding capture forever. Both players have a map of the environment, but they have different sensing capabilities. The evader [Formula: see text] always knows the location of [Formula: see text]. Meanwhile, [Formula: see text] only has line-of-sight visibility: [Formula: see text] observes the evader’s position only when the line segment connecting them lies entirely within the polygon. Therefore [Formula: see text] must search for [Formula: see text] when the evader is hidden from view. We provide a winning strategy for [Formula: see text] in two families of polygons: monotone polygons and scallop polygons. In both families, a straight line [Formula: see text] can be moved continuously over [Formula: see text] so that (1) [Formula: see text] is a line segment and (2) every point on the boundary [Formula: see text] is swept exactly once. These are both subfamilies of strictly sweepable polygons. The sweeping motion for a monotone polygon is a single translation, and the sweeping motion for a scallop polygon is a single rotation. Our algorithms use rook’s strategy during its pursuit phase, rather than the well-known lion’s strategy. The rook’s strategy is crucial for obtaining a capture time that is linear in the area of [Formula: see text]. For both monotone and scallop polygons, our algorithm has a capture time of [Formula: see text], where [Formula: see text] is the number of polygon vertices.

Funder

National Science Foundation

Publisher

World Scientific Pub Co Pte Lt

Subject

Applied Mathematics,Computational Mathematics,Computational Theory and Mathematics,Geometry and Topology,Theoretical Computer Science

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Perimeter Calculation of Irregular Shapes Based on the Method of Translating Line Segments;Highlights in Science, Engineering and Technology;2023-05-21

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