A General Framework for Searching on a Line

Consider the following classical search problem: a target is located on the line at distance D from the origin. Starting at the origin, a searcher must find the target with minimum competitive cost. The classical competitive cost studied in the literature is the ratio between the distance travelled by the searcher and D. Note that when no lower bound on D is given, no competitive search strategy exists for this problem. Therefore, all competitive search strategies require some form of lower bound on D.

[1]  Ricardo A. Baeza-Yates,et al.  Searching in the Plane , 1993, Inf. Comput..

[2]  Shmuel Gal,et al.  The theory of search games and rendezvous , 2002, International series in operations research and management science.

[3]  Erik D. Demaine,et al.  Online searching with turn cost , 2004, Theor. Comput. Sci..

[4]  S. Gal A general search game , 1972 .

[5]  Ivan Stojmenovic,et al.  Routing with Guaranteed Delivery in Ad Hoc Wireless Networks , 2001, Wirel. Networks.

[6]  Marek Chrobak,et al.  SIGACT news online algorithms column 10: competitiveness via doubling , 2006, SIGA.

[7]  Steven M. LaValle,et al.  Planning algorithms , 2006 .

[8]  Michael Jenkin,et al.  Computational Principles of Mobile Robotics: Bibliography , 2010 .

[9]  Jason M. O'Kane,et al.  Comparing the Power of Robots , 2008, Int. J. Robotics Res..

[10]  François Charpillet,et al.  Optimal Sequencing of Contract Algorithms , 2003, Annals of Mathematics and Artificial Intelligence.

[11]  Prosenjit Bose,et al.  Online Routing in Triangulations , 2004, SIAM J. Comput..

[12]  V. S. Subrahmanian,et al.  Search Theory: A Game Theoretic Perspective , 2013 .