The shortest path problem with an obstructor

被引:0
|
作者
Yamaguchi, K [1 ]
Araki, T
Kashiwabara, T
机构
[1] Kobe Univ, Fac Engn, Kobe, Hyogo 657, Japan
[2] Ibaraki Univ, Fac Engn, Hitachi, Ibaraki 316, Japan
[3] Osaka Univ, Fac Engn Sci, Toyonaka, Osaka 560, Japan
来源
ELECTRONICS AND COMMUNICATIONS IN JAPAN PART III-FUNDAMENTAL ELECTRONIC SCIENCE | 1998年 / 81卷 / 02期
关键词
shortest path; algorithm; P-SPACE-complete; two-player game; network; routing;
D O I
暂无
中图分类号
TM [电工技术]; TN [电子技术、通信技术];
学科分类号
0808 ; 0809 ;
摘要
Given, a graph G = (V, E), with two vertices s and t specified as the origin and destination, respectively; a positive integer K called the obstruction number; and (positive) weights l (.) on the edges; then, two players P1 and P2 play a game with the following rules. P1 starts from s, and tries to arrive at t by tracing an edge on each move. P2 cuts in his turn, P2 cuts some edges. The maximum total number of edges that P2 can cut is K during the game. It is assumed that both P1 and P2 can see the whole graph. P1 tries to minimize the sum of traveled edge weights (called the path length), and P2 tries to maximize the path length. This paper shows that the path length when the two players do their best can be determined in O(n(k-1) (m + n log n) (m = \E\, n = (\V\) time. It is also shown that the problem of deciding whether or not the path length when the two players do their best is not greater than a certain positive integer is P-SPACE-complete, even if the weight on each edge is 1. (C) 1998 Scripta Technica.
引用
收藏
页码:13 / 23
页数:11
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