Papers
Topics
Authors
Recent
Assistant
AI Research Assistant
Well-researched responses based on relevant abstracts and paper content.
Custom Instructions Pro
Preferences or requirements that you'd like Emergent Mind to consider when generating responses.
Gemini 2.5 Flash
Gemini 2.5 Flash 134 tok/s
Gemini 2.5 Pro 41 tok/s Pro
GPT-5 Medium 27 tok/s Pro
GPT-5 High 29 tok/s Pro
GPT-4o 119 tok/s Pro
Kimi K2 180 tok/s Pro
GPT OSS 120B 418 tok/s Pro
Claude Sonnet 4.5 37 tok/s Pro
2000 character limit reached

Line-of-Sight Pursuit in Monotone and Scallop Polygons (1508.07603v2)

Published 30 Aug 2015 in cs.CG

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

Citations (3)

Summary

We haven't generated a summary for this paper yet.

Dice Question Streamline Icon: https://streamlinehq.com

Open Problems

We haven't generated a list of open problems mentioned in this paper yet.

Lightbulb Streamline Icon: https://streamlinehq.com

Continue Learning

We haven't generated follow-up questions for this paper yet.

List To Do Tasks Checklist Streamline Icon: https://streamlinehq.com

Collections

Sign up for free to add this paper to one or more collections.