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On Meyniel's conjecture and the Zig-Zag Theorem : Cops and robbers on random graphsNygren, Clara January 2020 (has links)
This essay will present the vertex pursuit game of cops and robbers and the problem that made it famous: Meinyel's conjecture. The conjecture stood unproved from 1987 until 2010 when Łuczak and Prałat proved the conjecture with their "Zig-Zag Theorem", which is also covered in the essay.
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Graph-theoretic Approach To Modeling Propagation And Control Of Network WormsNikoloski, Zoran 01 January 2005 (has links)
In today's network-dependent society, cyber attacks with network worms have become the predominant threat to confidentiality, integrity, and availability of network computing resources. Despite ongoing research efforts, there is still no comprehensive network-security solution aimed at controling large-scale worm propagation. The aim of this work is fivefold: (1) Developing an accurate combinatorial model of worm propagation that can facilitate the analysis of worm control strategies, (2) Building an accurate epidemiological model for the propagation of a worm employing local strategies, (3) Devising distributed architecture and algorithms for detection of worm scanning activities, (4) Designing effective control strategies against the worm, and (5) Simulation of the developed models and strategies on large, scale-free graphs representing real-world communication networks. The proposed pair-approximation model uses the information about the network structure--order, size, degree distribution, and transitivity. The empirical study of propagation on large scale-free graphs is in agreement with the theoretical analysis of the proposed pair-approximation model. We, then, describe a natural generalization of the classical cops-and-robbers game--a combinatorial model of worm propagation and control. With the help of this game on graphs, we show that the problem of containing the worm is NP-hard. Six novel near-optimal control strategies are devised: combination of static and dynamic immunization, reactive dynamic and invariant dynamic immunization, soft quarantining, predictive traffic-blocking, and contact-tracing. The analysis of the predictive dynamic traffic-blocking, employing only local information, shows that the worm can be contained so that 40\% of the network nodes are not affected. Finally, we develop the Detection via Distributed Blackholes architecture and algorithm which reflect the propagation strategy used by the worm and the salient properties of the network. Our distributed detection algorithm can detect the worm scanning activity when only 1.5% of the network has been affected by the propagation. The proposed models and algorithms are analyzed with an individual-based simulation of worm propagation on realistic scale-free topologies.
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Game tree search algorithms for the game of cops and robberMoldenhauer, Carsten 11 1900 (has links)
Moving target search has been given much attention during the last twenty years. It is a game in which multiple pursuers (cops) try to catch an evading agent (robber) and also known as the game of cops and robber.
Within this thesis we study a discrete alternating version played on a graph with given initial positions for the cops and the robber, providing a number of results for optimal and sub-optimal approaches to the game.
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Game tree search algorithms for the game of cops and robberMoldenhauer, Carsten Unknown Date
No description available.
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Jeux de poursuite-évasion, décompositions et convexité dans les graphes / Pursuit-evasion, decompositions and convexity on graphsPardo Soares, Ronan 08 November 2013 (has links)
Cette thèse porte sur l’étude des propriétés structurelles de graphes dont la compréhension permet de concevoir des algorithmes efficaces pour résoudre des problèmes d’optimisation. Nous nous intéressons plus particulièrement aux méthodes de décomposition des graphes, aux jeux de poursuites et à la notion de convexité. Le jeu de Processus a été défini comme un modèle de la reconfiguration de routage. Souvent, ces jeux où une équipe de chercheurs doit effacer un graphe non orienté sont reliés aux décompositions de graphes. Dans les digraphes, nous montrons que le jeu de Processus est monotone et nous définissons une nouvelle décomposition de graphes que lui est équivalente. Ensuite, nous étudions d’autres décompositions de graphes. Nous proposons un algorithme FPT-unifiée pour calculer plusieurs paramètres de largeur de graphes. En particulier, ceci est le premier FPT-algorithme pour la largeur arborescente q-branché et spéciale d’un graphe. Nous étudions ensuite un autre jeu qui modélise les problèmes de pré-chargement. Nous introduisons la variante en ligne du jeu de surveillance. Nous étudions l’écart entre le jeu de surveillance classique et ses versions connecté et en ligne, en fournissant de nouvelles bornes. Nous définissons ensuite un cadre général pour l’étude des jeux poursuite-évasion. Cette méthode nous permet de donner les premiers résultats d’approximation pour certains de ces jeux. Finalement, nous étudions un autre paramètre lié à la convexité des graphes et à la propagation d’infection dans les réseaux, le nombre enveloppe. Nous fournissons plusieurs résultats de complexité en fonction des structures des graphes et en utilisant des décompositions de graphes. / This thesis focuses on the study of structural properties of graphs whose understanding enables the design of efficient algorithms for solving optimization problems. We are particularly interested in methods of decomposition, pursuit-evasion games and the notion of convexity. The Process game has been defined as a model for the routing reconfiguration problem in WDM networks. Often, such games where a team of searchers have to clear an undirected graph are closely related to graph decompositions. In digraphs, we show that the Process game is monotone and we define a new equivalent digraph decomposition. Then, we further investigate graph decompositions. We propose a unified FPT-algorithm to compute several graph width parameters. This algorithm turns to be the first FPT-algorithm for the special and the q-branched tree-width of a graph. We then study another pursuit-evasion game which models prefetching problems. We introduce the more realistic online variant of the Surveillance game. We investigate the gap between the classical Surveillance Game and its connected and online versions by providing new bounds. We then define a general framework for studying pursuit-evasion games, based on linear programming techniques. This method allows us to give first approximation results for some of these games. Finally, we study another parameter related to graph convexity and to the spreading of infection in networks, namely the hull number. We provide several complexity results depending on the graph structures making use of graph decompositions. Some of these results answer open questions of the literature.
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Le jeu de policiers-voleur sur différentes classes de graphesTurcotte, Jérémie 12 1900 (has links)
Réalisé avec le support financier du Conseil de recherches en sciences naturelles et en génie du Canada (CRSNG) et du Fonds de Recherche du Québec – Nature et technologies (FRQNT). / Ce mémoire étudie le jeu de policiers-voleur et contient trois articles, chacun portant sur une classe de graphes spécifique.
Dans le premier chapitre, la notation et les définitions de base de la théorie de graphe qui nous serons utiles sont introduites. Bien que chaque article comporte une introduction citant les concepts et résultats pertinents, le premier chapitre de ce mémoire contient aussi une introduction générale au jeu de policiers-voleur et présente certains des résultats majeurs sur ce jeu.
Le deuxième chapitre contient l’article écrit avec Seyyed Aliasghar Hosseini et Peter Bradshaw portant sur le jeu de policiers-voleurs sur les graphes de Cayley abéliens. Nous améliorons la borne supérieure sur le cop number de ces graphes en raffinant les méthodes utilisées précédemment par Hamidoune, Frankl et Bradshaw.
Le troisième chapitre présente l’article concernant le cop number des graphes 2K2-libres. Plus précisément, il est prouvé que 2 policiers peuvent toujours capturer le voleur sur ces graphes, prouvant ainsi la conjecture de Sivaraman et Testa.
Finalement, le quatrième chapitre est l’article écrit avec Samuel Yvon et porte sur les graphes qui ont cop number 4. Nous montrons que tous ces graphes ont au moins 19 sommets. En d’autres mots, 3 policiers peuvent toujours capturer le voleur sur tout graphe avec au plus 18 sommets, ce qui répond par la négative à une question de Andreae formulée en 1986. Un pan important de la preuve est faite par ordinateur; ce mémoire contient donc une annexe comprenant le code utilisé. / This thesis studies the game of cops and robbers and consists of three articles, each considering a specific class of graphs.
In the first chapter, notation and basic definitions of graph theory are introduced. Al- though each article has an introduction citing the relevant concepts and results, the first chapter of this thesis also contains a general introduction to the game of cops and robbers and presents some of its major results.
The second chapter contains the paper written with Seyyed Aliasghar Hosseini and Peter Bradshaw on the game of cops and robbers on abelian Cayley graphs. We improve the upper bound on the cop number of these graphs by refining the methods used previously by Hamidoune, Frankl and Bradshaw.
The third chapter presents the paper concerning the cop number of 2K2-free graphs. More precisely, it is proved that 2 cops can always catch the robber on these graphs, proving a conjecture of Sivaraman and Testa.
Finally, the fourth chapter is the paper written with Samuel Yvon which deals with graphs of cop number 4. We show that such graphs have at least 19 vertices. In other words, 3 cops can always catch the robber on any graph with at most 18 vertices, which answers in the negative a question by Andreae from 1986. An important part of the proof is by computer; this thesis thus has an appendix containing the code used.
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