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Line-of-Sight Pursuit in Monotone and Scallop Polygons

Published 30 Aug 2015 in cs.CG | (1508.07603v2)

Abstract: We study a turn-based game in a simply connected polygonal environment QQ between a pursuer PP and an adversarial evader EE. Both players can move in a straight line to any point within unit distance during their turn. The pursuer PP wins by capturing the evader, meaning that their distance satisfies d(P,E)≤1d(P, E) \leq 1, while the evader wins by eluding capture forever. Both players have a map of the environment, but they have different sensing capabilities. The evader EE always knows the location of PP. Meanwhile, PP only has line-of-sight visibility: PP observes the evader's position only when the line segment connecting them lies entirely within the polygon. Therefore PP must search for EE when the evader is hidden from view. We provide a winning strategy for PP in two families of polygons: monotone polygons and scallop polygons. In both families, a straight line LL can be moved continuously over QQ so that (1) L∩QL \cap Q is a line segment and (2) every point on the boundary ∂Q\partial Q 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 QQ. For both monotone and scallop polygons, our algorithm has a capture time of $O(n(Q) + \mbox{area}(Q))$, where n(Q)n(Q) is the number of polygon vertices.

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