Centroidal localization game

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Publication:668034

zbMATH Open1406.05068arXiv1711.08836MaRDI QIDQ668034FDOQ668034


Authors: Bartłomiej Bosek, Przemysław Gordinowicz, Jarosław Grytczuk, Nicolas Nisse, Joanna Sokół, Małgorzata Śleszyńska-Nowak Edit this on Wikidata


Publication date: 5 March 2019

Published in: The Electronic Journal of Combinatorics (Search for Journal in Brave)

Abstract: One important problem in a network is to locate an (invisible) moving entity by using distance-detectors placed at strategical locations. For instance, the metric dimension of a graph G is the minimum number k of detectors placed in some vertices v1,cdots,vk such that the vector (d1,cdots,dk) of the distances d(vi,r) between the detectors and the entity's location r allows to uniquely determine rinV(G). In a more realistic setting, instead of getting the exact distance information, given devices placed in v1,cdots,vk, we get only relative distances between the entity's location r and the devices (for every 1leqi,jleqk, it is provided whether d(vi,r)>, <, or = to d(vj,r)). The centroidal dimension of a graph G is the minimum number of devices required to locate the entity in this setting. We consider the natural generalization of the latter problem, where vertices may be probed sequentially until the moving entity is located. At every turn, a set v1,cdots,vk of vertices is probed and then the relative distances between the vertices vi and the current location r of the entity are given. If not located, the moving entity may move along one edge. Let zeta*(G) be the minimum k such that the entity is eventually located, whatever it does, in the graph G. We prove that zeta(T)leq2 for every tree T and give an upper bound on zeta(GsquareH) in cartesian product of graphs G and H. Our main result is that zeta(G)leq3 for any outerplanar graph G. We then prove that zeta*(G) is bounded by the pathwidth of G plus 1 and that the optimization problem of determining zeta*(G) is NP-hard in general graphs. Finally, we show that approximating (up to any constant distance) the entity's location in the Euclidean plane requires at most two vertices per turn.


Full work available at URL: https://arxiv.org/abs/1711.08836

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