Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 Strategy  





2 Unbounded domains  





3 References  














Search game







Русский
Українська
 

Edit links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 
















Appearance
   

 






From Wikipedia, the free encyclopedia
 


Asearch game is a two-person zero-sum game which takes place in a set called the search space. The searcher can choose any continuous trajectory subject to a maximal velocity constraint. It is always assumed that neither the searcher nor the hider has any knowledge about the movement of the other player until their distance apart is less than or equal to the discovery radius and at this very moment capture occurs. The game is zero sum with the payoff being the time spent in searching. As mathematical models, search games can be applied to areas such as hide-and-seek games that children play or representations of some tactical military situations. The area of search games was introduced in the last chapter of Rufus Isaacs' classic book "Differential Games"[1] and has been developed further by Shmuel Gal[2][3] and Steve Alpern.[3] The princess and monster game deals with a moving target.

Strategy

[edit]

A natural strategy to search for a stationary target in a graph (in which arcs have lengths) is to find a minimal closed curve L that covers all the arcs of the graph. (L is called a Chinese postman tour). Then, traverse L with probability 1/2 for each direction. This strategy seems to work well if the graph is Eulerian. In general, this random Chinese postman tour is indeed an optimal search strategy if and only if the graph consists of a set of Eulerian graphs connected in a tree-like structure.[4] A misleadingly simple example of a graph not in this family consists of two nodes connected by three arcs. The random Chinese postman tour (equivalent to traversing the three arcs in a random order) is not optimal, and the optimal way to search these three arcs is complicated.[2]

Unbounded domains

[edit]

In general, the reasonable framework for searching an unbounded domain, as in the case of an online algorithm, is to use a normalized cost function (called the competitive ratio in Computer Science literature). The minimax trajectory for problems of these types is always a geometric sequence (or exponential function for continuous problems). This result yields an easy method to find the minimax trajectory by minimizing over a single parameter (the generator of this sequence) instead of searching over the whole trajectory space. This tool has been used for the linear search problem, i.e., finding a target on the infinite line, which has attracted much attention over several decades and has been analyzed as a search game.[5] It has also been used to find a minimax trajectory for searching a set of concurrent rays. Optimal searching in the plane is performed by using exponential spirals.[2][3][6] Searching a set of concurrent rays was later re-discovered in Computer Science literature as the 'cow-path problem'.[7]

References

[edit]
  1. ^ Rufus Isaacs, Differential Games, John Wiley and Sons, (1965),
  • ^ a b c S. Gal, Search Games, Academic Press, New York (1980)
  • ^ a b c S. Alpern and S. Gal, The Theory of Search Games and Rendezvous, Springer (2003).
  • ^ Gal, Shmuel (2001). "On the optimality of a simple strategy for searching graphs". International Journal of Game Theory. 29 (4): 533–542. doi:10.1007/s001820000056.
  • ^ Beck, Anatole; Newman, D.J. (1970). "Yet More on the linear search problem". Israel Journal of Mathematics. 8 (4): 419–429. doi:10.1007/BF02798690.
  • ^ M. Chrobak, A princess swimming in the fog looking for a monster cow, ACM Sigact news, 35(2), 74–78 (2004).
  • ^ MY Kao, JH Reif and SR Tate, Searching in an unknown environment: an optimal randomized algorithm for the cow-path problem, SODA 1993.

  • Retrieved from "https://en.wikipedia.org/w/index.php?title=Search_game&oldid=1214732299"

    Categories: 
    Non-cooperative games
    Search algorithms
    Hidden categories: 
    Articles with short description
    Short description matches Wikidata
     



    This page was last edited on 20 March 2024, at 20:21 (UTC).

    Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



    Privacy policy

    About Wikipedia

    Disclaimers

    Contact Wikipedia

    Code of Conduct

    Developers

    Statistics

    Cookie statement

    Mobile view



    Wikimedia Foundation
    Powered by MediaWiki