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lionandman

The lionandman problem is a classic pursuit-evasion puzzle in mathematics and game theory. It describes two agents, a pursuer (the lion) and an evader (the man), operating in a bounded planar domain such as a circle. Each agent has a maximum speed, and both can observe each other’s position continuously. The central question asks whether the pursuer can guarantee capture, meaning reaching the same point as the evader, regardless of the evader’s strategy.

In the standard formulation, the domain is a circular arena and both agents move with the same

Many variants have been studied to explore when capture is guaranteed. Changes include different domains (for

The problem remains a foundational topic in pursuit-evasion and differential games, informing research in robotics, surveillance,

maximum
speed.
A
famous
result
due
to
Besicovitch
shows
that
the
evader
can
avoid
capture
indefinitely
in
this
setting.
Besicovitch’s
strategy
involves
maintaining
a
position
near
the
boundary
and
employing
a
carefully
coordinated
path
that
prevents
the
pursuer
from
forcing
a
capture,
despite
continuous
observation
and
pursuit.
example,
squares
or
irregular
shapes),
unequal
speeds,
discrete-time
dynamics,
or
allowing
multiple
pursuers.
In
several
of
these
variants,
a
pursuer
with
a
speed
advantage
can
guarantee
capture,
while
in
others
capture
remains
elusive
under
specific
rules.
and
search
theory.
It
illustrates
how
geometric
constraints
and
strategic
timing
can
dramatically
affect
outcomes
in
pursuit
scenarios.