Rendezvous on the Line with Different Speeds and Markers That Can Be Dropped at Chosen Time

In this paper, we introduce a linear program (LP)-based formulation of a rendezvous game with markers on the infinite line and solve it. In this game one player moves at unit speed while the second player moves at a speed bounded by <inline-formula><math xmlns="http://www.w3.org/1998/M...

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Váldodahkkit: Pierre Leone, Nathan Cohen
Materiálatiipa: Artihkal
Giella:English
Almmustuhtton: MDPI AG 2022-01-01
Ráidu:Algorithms
Fáttát:
Liŋkkat:https://www.mdpi.com/1999-4893/15/2/41
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author Pierre Leone
Nathan Cohen
author_facet Pierre Leone
Nathan Cohen
author_sort Pierre Leone
collection DOAJ
description In this paper, we introduce a linear program (LP)-based formulation of a rendezvous game with markers on the infinite line and solve it. In this game one player moves at unit speed while the second player moves at a speed bounded by <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><mrow><msub><mi>v</mi><mrow><mi>m</mi><mi>a</mi><mi>x</mi></mrow></msub><mo>≤</mo><mn>1</mn></mrow></semantics></math></inline-formula>. We observe that in this setting, a slow-moving player may have interest to remain still instead of moving. This shows that in some conditions the wait-for-mummy strategy is optimal. We observe as well that the strategies are completely different if the player that holds the marker is the fast or slow one. Interestingly, the marker is not useful when the player without marker moves slowly, i.e., the fast-moving player holds the marker.
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spelling doaj.art-a63f9b51d83d4ef79c98ef6a39a8b8c82023-11-23T18:24:03ZengMDPI AGAlgorithms1999-48932022-01-011524110.3390/a15020041Rendezvous on the Line with Different Speeds and Markers That Can Be Dropped at Chosen TimePierre Leone0Nathan Cohen1TCS-Sensor Lab, Centre Universitaire d’Informatique, Battelle Batiment A, Route de Drize 7, CH-1227 Carouge, SwitzerlandTCS-Sensor Lab, Centre Universitaire d’Informatique, Battelle Batiment A, Route de Drize 7, CH-1227 Carouge, SwitzerlandIn this paper, we introduce a linear program (LP)-based formulation of a rendezvous game with markers on the infinite line and solve it. In this game one player moves at unit speed while the second player moves at a speed bounded by <inline-formula><math xmlns="http://www.w3.org/1998/Math/MathML" display="inline"><semantics><mrow><msub><mi>v</mi><mrow><mi>m</mi><mi>a</mi><mi>x</mi></mrow></msub><mo>≤</mo><mn>1</mn></mrow></semantics></math></inline-formula>. We observe that in this setting, a slow-moving player may have interest to remain still instead of moving. This shows that in some conditions the wait-for-mummy strategy is optimal. We observe as well that the strategies are completely different if the player that holds the marker is the fast or slow one. Interestingly, the marker is not useful when the player without marker moves slowly, i.e., the fast-moving player holds the marker.https://www.mdpi.com/1999-4893/15/2/41asymmetric rendezvous on the linemarkersasymmetric speeds
spellingShingle Pierre Leone
Nathan Cohen
Rendezvous on the Line with Different Speeds and Markers That Can Be Dropped at Chosen Time
Algorithms
asymmetric rendezvous on the line
markers
asymmetric speeds
title Rendezvous on the Line with Different Speeds and Markers That Can Be Dropped at Chosen Time
title_full Rendezvous on the Line with Different Speeds and Markers That Can Be Dropped at Chosen Time
title_fullStr Rendezvous on the Line with Different Speeds and Markers That Can Be Dropped at Chosen Time
title_full_unstemmed Rendezvous on the Line with Different Speeds and Markers That Can Be Dropped at Chosen Time
title_short Rendezvous on the Line with Different Speeds and Markers That Can Be Dropped at Chosen Time
title_sort rendezvous on the line with different speeds and markers that can be dropped at chosen time
topic asymmetric rendezvous on the line
markers
asymmetric speeds
url https://www.mdpi.com/1999-4893/15/2/41
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