We study the classical problem introduced by R. Isaacs and S. Gal of minimizing the time to find a hidden point H on a network Q moving from a known starting point. Rather than adopting the traditional continuous unit speed path paradigm, we use the dynamic "expanding search" paradigm recently introduced by the authors. Here the regions S(t) that have been searched by time t are increasing from the starting point and have total length t. Roughly speaking the search follows a sequence of arcs a i such that each one starts at some point of an earlier one. This type of search is often carried out by real life search teams in the hunt for missing persons, escaped convicts, terrorists or lost airplanes. The paper which introduced this type of search solved the adversarial problem (where H is hidden to maximize the time to be found) for the cases where Q is a tree or is 2-arc-connected. This paper's main contribution is to give two strategy classes which can be used on any network and have expected search times which are within a factor close to 1 of the value of the game (minimax search time). These strategies classes are respectively optimal for trees and 2-arc-connected networks. We also solve the game for circle-and-spike networks, which can be considered as the simplest class of networks for which a solution was previously unknown.
In a followup paper REF , the same authors studied expanding search on general networks and gave two strategy classes that have expected search times that are within a factor close to 1 of the value of the game.
Approximate solutions for expanding search games on general networks
Annals of Operations Research
Computer Science Mathematics