Line-of-Sight Pursuit in Monotone and Scallop Polygons

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) ≤ 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 Q is a line segment and (2) every point on the boundary ∂ 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) + area(Q)), where n(Q) is the number of polygon vertices.

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