Section: New Results
Games on Graphs
Participants : Julien Bensmail, Nicolas Nisse, Fionn Mc Inerney, Stéphane Pérennes.
We study several two-player games on graphs. Some of these games allow to model real-life applications. In the case of the Spy-game presented below, we propose a successful new approach by studying fractional relaxation of such games.
Spy-game on graphs and eternal domination
In [24] we define and study the following two-player game on a graph
In [24], we consider the computational complexity of the problem, showing that it is NP-hard (for every speed s
and distance d) and that some variant of it is PSPACE-hard in DAGs. Then, we establish tight tradeoffs between the number of guards, the speed s of the spy and the required distance d when
In order to determine the smallest number of guards necessary for this task, we analyze in [25] the game through a Linear Programming formulation and the fractional strategies it yields for the guards. We then show the equivalence of fractional and integral strategies in trees. This allows us to design a polynomial-time algorithm for computing an optimal strategy in this class of graphs. Using duality in Linear Programming, we also provide non-trivial bounds on the fractional guard-number of grids and torus. We believe that the approach using fractional relaxation and Linear Programming is promising to obtain new results in the field of combinatorial games.
In [60]
we pursue the study of the eternal domination game (which is equivalent to the spy game when
Metric dimension & localization
The questions that we study there are variant of the usual Metric Dimension problem in which one wishes to identify the vertices of a graph from the knowledge of the distances to a few points. This is motivated by localization problems, e.g., in cellular networks. few anchors.
In [19] we introduce a generalization of metric dimension based on a pursuit graph game that resembles the famous Cops and Robbers game. In this game, an invisible target is hidden at some vertex of a graph (at each turn, it may move to a neighbor).
At every step,
In [39], [56], [38], we address the sequential metric dimension when the invisible target is immobile. The objective of the game is to minimize the number of steps needed to locate the target whatever be its location.
Precisely, given a graph
In [57] we try to understand the phenomena when one choose an orientation of an (undirected) graphs. Namely, we study, for particular graph families, the maximum metric dimension over all strongly-connected orientations, by exhibiting lower and upper bounds on this value. We first exhibit general bounds for graphs with bounded maximum degree. In particular, we prove that, in the case of subcubic
Orienting edges to fight fire in graphs
In [12], we investigate a new oriented variant of the Firefighter Problem. In the traditional Firefighter Problem, a fire breaks out at a given vertex of a graph, and at each time interval spreads to neighbouring vertices that have not been protected, while a constant number of vertices are protected at each time interval. In our version of the problem, the firefighters are able to orient the edges of the graph before the fire breaks out, but the fire could start at any vertex. We consider this problem when played on a graph in one of several graph classes, and give upper and lower bounds on the number of vertices that can be saved. In particular, when one firefighter is available at each time interval, and the given graph is a complete graph, or a complete bipartite graph, we present firefighting strategies that are provably optimal. We also provide lower bounds on the number of vertices that can be saved as a function of the chromatic number, of the maximum degree, and of the treewidth of a graph. For a sub-cubic graph, we show that the firefighters can save all but two vertices, and this is best possible.
Network decontamination
The Network Decontamination problem consists in coordinating a team of mobile agents in order to clean a contaminated network. The problem is actually equivalent to tracking and capturing an invisible and arbitrarily fast fugitive. This problem has natural applications in network security in computer science or in robotics for search or pursuit-evasion missions. In this Chapter, we focus on networks modeled by graphs. Many different objectives have been studied in this context, the main one being the minimization of the number of mobile agents necessary to clean a contaminated network. Another important aspect is that this optimization problem has a deep graph-theoretical interpretation. Network decontamination and, more precisely, graph searching models, provide nice algorithmic interpretations of fundamental concepts in the Graph Minors theory by Robertson and Seymour. For all these reasons, graph searching variants have been widely studied since their introduction by Breish (1967) and mathematical formalizations by Parsons (1978) and Petrov (1982). Our chapter [61] consists of an overview of algorithmic results on graph decontamination and graph searching.
Hyperopic Cops and Robbers
We introduce in [17] a new variant of the game of Cops and Robbers played on graphs, where the robber is invisible unless outside the neighbor set of a cop. The hyperopic cop number is the corresponding
analogue of the cop number, and we investigate bounds and other properties of this parameter. We characterize the cop-win graphs for this variant, along with graphs with the largest possible
hyperopic cop number. We analyze the cases of graphs with diameter 2 or at least 3, focusing on when the hyperopic cop number is at most one greater than the cop number. We show that for planar
graphs, as with the usual cop number, the hyperopic cop number is at most 3. The hyperopic cop number is considered for countable graphs, and it is shown that for connected chains of graphs, the
hyperopic cop density can be any real number in