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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The one-cop-moves game on planar graphs (extended abstract)</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ziyuan Gao</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Boting Yang</string-name>
          <email>botingg@cs.uregina.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science University of Regina</institution>
          ,
          <addr-line>Regina, SK</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Cops and Robbers, introduced by Nowakowski and Winkler [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] in 1983 and
independently by Quillot [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] in 1978, is a game played on graphs, where a cop
tries to capture a robber. The cop is rst placed on any vertex of the graph
G, after which the robber chooses a starting vertex in G. The cop and robber
then move in alternate turns, with the robber moving on odd turns and the
cop moving on even turns. A round of the game consists of a robber's turn and
the cop's subsequent turn. During every turn, each cop or robber either moves
along an edge of G to a neighbouring vertex or stays put on his or her current
vertex. Furthermore, both the cop and robber have perfect information about
each other's positions at any point in the game. The cop wins the game if he
eventually occupies the same vertex as the robber at some moment in the game;
the robber wins if she can inde nitely avoid occupying any vertex containing the
cop. A winning strategy for the cop on G is a set of instructions that, if followed,
guarantees that the cop can win any game played on G, regardless of how the
robber moves throughout the game. A winning strategy for the robber on G is
de ned analogously.
      </p>
      <p>
        Aigner and Frommer [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] generalised the original Cops and Robbers game by
allowing more than one cop to play; we shall henceforth refer to this version
of the game as the classical cops-and-robbers game. They associated to every
nite graph G a parameter known as the cop number of G, denoted by c(G),
which is the minimum number of cops needed for a cop winning strategy on G,
and they showed that the cop number of every connected planar graph is at
most 3. The cops-and-robbers game has attracted considerable attention from
the graph theory community, owing in part to its connections to various graph
parameters, as well as the large number of interesting combinatorial problems
arising from the study of the cop number such as Meyniel's conjecture [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ],
which states that for any graph G of order n, c(G) = O(pn). In addition, due
to the relative simplicity and naturalness of the cops-and-robbers game, it has
served as a model for studying problems in areas of applied computer science
such as arti cial intelligence and robotics [
        <xref ref-type="bibr" rid="ref10 ref7">7, 10</xref>
        ].
      </p>
      <p>
        This paper examines a variant of the classical cops-and-robbers game, known
alternately as the one-active-cop game [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], lazy-cops-and-robbers game [
        <xref ref-type="bibr" rid="ref15 ref2 ref3">2, 3, 15</xref>
        ]
or the one-cop-moves game [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. The corresponding cop number of a graph G in
this game variant is called the one-cop-moves cop number of G, and is denoted
by c1(G). The one-cop-moves cop number has been studied for various special
families of graphs [
        <xref ref-type="bibr" rid="ref12 ref15 ref2 ref3">2, 12, 3, 15</xref>
        ]. On the other hand, relatively little is known about
the behaviour of the one-cop-moves cop number of connected planar graphs [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
In particular, it is still open at present whether or not there exists an absolute
constant k such that c1(G) k for all connected planar graphs G [
        <xref ref-type="bibr" rid="ref17 ref3">3, 17</xref>
        ]. Instead
of attacking this problem directly, one may try to establish lower bounds on
supfc1(G) : G is a connected planar graphg as a stepping stone. Note that the
dodecahedron D is a connected planar graph with classical cop number equal to
3 [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Since any winning strategy for the robber on D in the classical
cops-androbbers game can also be applied to D in the one-cop-moves game, it follows
that c1(D) 3, and this immediately gives a lower bound of 3 on supfc1(G) :
G is a connected planar graphg. To the best of our knowledge, there has hitherto
been no improvement on this lower bound. Sullivan, Townsend and Werzanski [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
recently asked whether or not supfc1(G) : G is a connected planar graphg 4.
The goal of the present work is to settle this question a rmatively: there is a
connected planar graph whose one-cop-moves cop number is at least 4.
Theorem 1. There is a connected planar graph D such that c1(D)
4.
      </p>
      <p>Due to space constraints, we shall only describe the construction of the planar
graph D and very brie y outline a strategy for evading three cops on D.
2</p>
      <p>The construction of the planar graph D
The construction of D starts with a dodecahedron D. We will add straight line
segments on the surface of D to partition each pentagonal face of D into small
polygons. For each pentagonal face U of D, we add 48 nested nonintersecting
closed pentagonal chains, which are called pentagonal layers, such that each side
of a layer is parallel to the corresponding side of U . Each vertex of a layer is called
a corner of that layer. For convenience, the innermost layer is also called the 1-st
layer in U and the boundary of U is also called the outermost layer of U or the
49-th layer of U . We add a vertex o in the centre of U and connect it to each
corner of U using a straight line segment which passes through the corresponding
corners of the 48 inner layers. For each side of the n-th layer (1 n 49), we
add 2n + 1 internal vertices to partition the side path into 2n + 2 edges of equal
length. Add a path of length 2 from the centre vertex o to every vertex of the
innermost layer to partition the region inside the 1-st layer into 20 pentagons.
Further, for each pair of consecutive pentagonal layers, say the n-th layer and
the (n + 1)-st layer (1 n 48), add paths of length 2 from vertices of the n-th
layer to vertices of the (n + 1)-st layer such that the region between the two
layers is partitioned into 5(2n + 2) hexagons and 10 pentagons as illustrated in
Figure 1. Let D be the graph consisting of all vertices and edges current on the
surface of the dodecahedron D (including all added vertices and edges). Since D
is constructed on the surface of a dodecahedron without any edge-crossing, D
must be a planar graph.
by U; U1; U2; : : : ; U10; U11 (see Figure 2).</p>
      <p>For n 2 f1; : : : ; 49g, LU0;n denotes the n-th pentagonal layer of a pentagonal
face U 0, starting from the innermost layer. The pentagonal faces of D are denoted
3</p>
    </sec>
    <sec id="sec-2">
      <title>The robber's winning strategy</title>
      <p>Let denote the robber. In Algorithm 1, we give a high-level description of 's
winning strategy against three cops on D.</p>
      <p>Algorithm 1: High-level strategy for</p>
      <p>Since there are 12 pentagonal faces but only 3 cops, Step 1 of Algorithm
1 can be readily achieved. Let U denote the pentagonal face whose centre o is
currently occupied by . The precise winning strategy for in Step 3 will depend
on the relative positions of the cops when exactly one cop is 1 edge away from
. The details of this phase of 's winning strategy can be described in three
cases: (A) when three cops lie in U ; (B) when exactly one cop lies in U ; (C) when
exactly two cops lie in U . These cases re ect three possible strategies for the
cops: all three cops may try to encircle , or one cop may try to chase while
the remaining two cops guard the neighbouring faces of U , or two cops may try
to encircle while the remaining cop guards the neighbouring faces of U .
4</p>
    </sec>
    <sec id="sec-3">
      <title>Concluding remarks</title>
      <p>The present work established separation between the classical cops-and-robbers
game and the one-cop-moves game on planar graphs by exhibiting a connected
planar graph whose one-cop-moves cop number exceeds the largest possible
classical cop number of connected planar graphs. We believe that this result
represents an important rst step towards understanding the behaviour of the
one-cop-moves cop number of planar graphs. It is hoped, moreover, that some of
the proof techniques used in this work could be applied more generally to the
one-cop-moves game played on any planar graph.</p>
      <p>
        This work did not prove any upper bound for the one-cop-moves cop number
of D; nonetheless, we believe that 4 cops are su cient for catching the robber
on D. It should also be noted that the Planar Separator Theorem of Lipton and
Tarjan [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] may be applied to show that the one-cop-moves cop number of every
connected graph with n vertices is at most O(pn) (the proof is essentially the
same as that in the case of planar directed graphs; see [9, Theorem 4.1]). The
question of whether or not there exists a constant k such that c1(G) k for all
connected planar graphs G [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] remains open. It is tempting to conjecture that
such an absolute constant does exist.
      </p>
    </sec>
  </body>
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