{ "id": "1709.05904", "version": "v1", "published": "2017-09-18T13:03:29.000Z", "updated": "2017-09-18T13:03:29.000Z", "title": "Localization game on geometric and planar graphs", "authors": [ "Bartłomiej Bosek", "Przemysław Gordinowicz", "Jarosław Grytczuk", "Nicolas Nisse", "Joanna Sokół", "Małgorzata Śleszyńska-Nowak" ], "categories": [ "math.CO", "cs.DM" ], "abstract": "The main topic of this paper is motivated by a localization problem in cellular networks. Given a graph $G$ we want to localize a walking agent by checking his distance to as few vertices as possible. The model we introduce is based on a pursuit graph game that resembles the famous Cops and Robbers game. It can be considered as a game theoretic variant of the \\emph{metric dimension} of a graph. We provide upper bounds on the related graph invariant $\\zeta (G)$, defined as the least number of cops needed to localize the robber on a graph $G$, for several classes of graphs (trees, bipartite graphs, etc). Our main result is that, surprisingly, there exists planar graphs of treewidth $2$ and unbounded $\\zeta (G)$. On a positive side, we prove that $\\zeta (G)$ is bounded by the pathwidth of $G$. We then show that the algorithmic problem of determining $\\zeta (G)$ is NP-hard in graphs with diameter at most $2$. Finally, we show that at most one cop can approximate (arbitrary close) the location of the robber in the Euclidean plane.", "revisions": [ { "version": "v1", "updated": "2017-09-18T13:03:29.000Z" } ], "analyses": { "subjects": [ "05C57" ], "keywords": [ "planar graphs", "localization game", "game theoretic variant", "pursuit graph game", "main topic" ], "note": { "typesetting": "TeX", "pages": 0, "language": "en", "license": "arXiv", "status": "editable" } } }