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2001, Theoretical computer science
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9 pages
1 file
There are many di erent kinds of guards in a simple polygon that have been proposed and discussed. In this paper, we consider a new type of guard, boundary guard, which is a guard capable of moving along a boundary of a polygon and every interior point of the polygon can be seen by the mobile guard. We propose an algorithm to ÿnd the shortest boundary guard of a simple polygon P in O(n log n) time, where n is the number of vertices of P.
Discrete & Computational Geometry, 1995
In this paper we consider the problem of placing guards to supervise an art gallery with holes. No gallery with n vertices and h holes requires more than [_(n + h)/3] guards. For some galleries this number of guards is necessary. We present an algorithm which places the L(n + h)/3d guards in O(n 2) time.
ArXiv, 2017
The art gallery problem enquires about the least number of guards sufficient to ensure that an art gallery, represented by a polygon $P$, is fully guarded. Most standard versions of this problem are known to be NP-hard. In 1987, Ghosh provided a deterministic $\mathcal{O}(\log n)$-approximation algorithm for the case of vertex guards and edge guards in simple polygons. In the same paper, Ghosh also conjectured the existence of constant ratio approximation algorithms for these problems. We present here three polynomial-time algorithms with a constant approximation ratio for guarding an $n$-sided simple polygon $P$ using vertex guards. (i) The first algorithm, that has an approximation ratio of 18, guards all vertices of $P$ in $\mathcal{O}(n^4)$ time. (ii) The second algorithm, that has the same approximation ratio of 18, guards the entire boundary of $P$ in $\mathcal{O}(n^5)$ time. (iii) The third algorithm, that has an approximation ratio of 27, guards all interior and boundary poi...
We consider guarding classes of simple polygons using mobile guards (polygon edges and diagonals) under the constraint that no two guards may see each other. In contrast to most other art gallery problems, existence is the primary question: does a specific type of polygon admit some guard set? Types include simple polygons and the subclasses of orthogonal, monotone, and starshaped polygons. Additionally, guards may either exclude or include the endpoints (so-called open and closed guards). We provide a nearly complete set of answers to existence questions of open and closed edge, diagonal, and mobile guards in simple, orthogonal, monotone, and starshaped polygons, with some surprising results. For instance, every monotone or starshaped polygon can be guarded using hidden open mobile (edge or diagonal) guards, but not necessarily with hidden open edge or hidden open diagonal guards.
2000
We consider the problem of locating a moving target using a group of guards cooperatively moving inside a simple polygon. Our guards always form a simple polygonal chain within the polygon such that consecutive guards along the chain are mutually visible. We develop algorithms that sweep such a chain of guards through a polygon to locate the target. Our two main results are the following:
Computational Geometry: Theory and Applications, 2009
2013
This paper focuses on a variation of the Art Gallery problem that considers open edge guards. The “open” prefix means the endpoints of an edge where a guard is are not taken into account for visibility purposes. This paper studies the number of open edge guards that are sufficient and sometimes necessary to guard some classes of simple polygons.
Lecture Notes in Computer Science, 2012
An open edge of a simple polygon is the set of points in the relative interior of an edge. We revisit several art gallery problems, previously considered for closed edge guards, using open edge guards. A guard edge of a polygon is an edge that sees every point inside the polygon. We show that every simple non-starshaped polygon admits at most one open guard edge, and give a simple new proof that it admits at most three closed guard edges. We characterize open guard edges, and derive an algorithm that finds all open guard edges of a simple n-gon in O(n) time in the RAM model of computation. Finally, we present lower bound constructions for simple polygons with n vertices that require n/3 open edge guards, and conjecture that this bound is tight.
International Journal of Computational Geometry & Applications, 1993
A watchman, in the terminology of art galleries, is a mobile guard. We consider several watchman and guard problems for different classes of polygons. We introduce the notion of vision spans along a path (route) which provide a natural connection between the Art Gallery problem, the m-watchmen problem and the watchman route problem. We prove that finding the minimum number of vision points, i.e., static guards, along a shortest watchman route is NP-hard. We provide a linear time algorithm to compute the best set of static guards in a histogram polygon. The m-watchmen problem, minimize total length of routes for m watchmen, is NP-hard for simple polygons. We give a Θ(n 3 + n 2 m 2 )-time algorithm to compute the best set of m watchmen in a histogram.
The problem of minimizing the number of vertex-guards necessary to cover a given simple polygon (MINIMUM VERTEX GUARD (MVG) problem) is NP-hard. This computational complexity opens two lines of investigation: the development of algorithms that establish approximate solutions and the determination of optimal solutions for special classes of simple polygons. In this paper we follow the first line of investigation and propose an approximation algorithm based on general metaheuristic genetic algorithms to solve the MVG problem. Based on our algorithm, we conclude that on average the minimum number of vertex-guards needed to cover an arbitrary and an orthogonal polygon with n vertices is 38 . 6 / n and 40 . 6 / n , respectively. We also conclude that this result is very satisfactory in the sense that it is always close to optimal (with an approximation ratio of 2, for arbitrary polygons; and with an approximation ratio of 1.9, for orthogonal polygons).
1998
A pair of points s and g on the boundary of a simple polygon P admits a walk if two guards can simultaneously walk along the two boundary chains of P from s to g such that they are always visible to each other. The walk is a counter-walk if one guard moves from s to g while the other moves from g to s in the same direction along the boundary and they are always visible to each other. The (counter-)walk is straight if no backtracking is necessary during the (counter-)walk. In this paper, we show that, given a polygon with n vertices, to test if there exists (s; g) that admits a (straight) (counter-)walk can be solved in time O(n log n) and in linear space. Also we compute all (s; g)'s that admit a (straight) walk in O(n log n) time and all vertex pairs that admit a (straight) counter-walk in O(n log n + m), where m is O(n 2).
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