1985
DOI: 10.1002/net.3230150208
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The search value of a network

Abstract: Let Q be a connected network with a distinguished (starting) point qo, whose arc lengths sum to one. We associate with Q a "search value" V ( Q ) representing the expected time needed for a searcher, starting at qo and moving at unit speed, to find a moving hider. We assume neither sees the other until they meet. We demonstrate that the "figure-eight" network, consisting of two equal loops joined at a central starting point, has a search value not exceeding #. This contradicts a conjecture of Gal that the sea… Show more

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Cited by 31 publications
(24 citation statements)
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“…For instance, the game that we consider here is similar to the hunter and rabbit game on a graph that is studied in [1]. In our paper, we study the expected capture time, or search value [3] …”
Section: Doi 101137/110845665mentioning
confidence: 99%
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“…For instance, the game that we consider here is similar to the hunter and rabbit game on a graph that is studied in [1]. In our paper, we study the expected capture time, or search value [3] …”
Section: Doi 101137/110845665mentioning
confidence: 99%
“…This game on a graph has remained largely unsolved, contrary to the game in a domain, which was solved by Gal [17]. In the 1980s Alpern and Asic [3,4] solved the game on a graph with three unit length arcs connecting two nodes. This is the only nontrivial graph for which the game has been solved up to now.…”
mentioning
confidence: 99%
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“…Recall that a strategy is ε-optimal if the expected payoff is at least V − ε against any strategy of the opponent. Upper bounds on V = V (Q) in terms of the structure of Q (and hence the finiteness of V ) are derived in [3]. For general networks Q, it is sometimes advantageous for the Searcher to wait for a while at a node, a so-called ambush strategy, and these games are known to be difficult -none have been solved.…”
Section: Introductionmentioning
confidence: 99%