Pith. sign in

REVIEW

Localization game on geometric and planar graphs

Not yet reviewed by Pith; the record is open.

This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.

SPECIMEN: schema-true, not a live event

T0 review · schema-true

One-sentence machine reading of the paper's core claim.

pith:XXXXXXXX · record.json · timestamp

arxiv 1709.05904 v2 pith:532F5QNN submitted 2017-09-18 math.CO cs.DM

Localization game on geometric and planar graphs

classification math.CO cs.DM
keywords graphgraphsgamezetacopslocalizationlocalizemain
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
0 comments
read the original 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.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.