A duck is in the center of a square pond and cannot fly. A fox is in the corner of the pond and cannot swim. If the duck can swim with speed 1, and both play optimally, what is the minimal fox movement speed $v$ such that the fox can prevent the duck from escaping the pond?
I expect there is a closed form solution, and here is my thinking about how to solve it. The combined positions of the duck and the fox form a point in three dimensional space. At the critical speed $v$, there should be a critical set of positions such that the duck can approach arbitrarily close to the set, but if the duck reaches just beyond it, the duck can escape. Analysis of the puzzle, or perhaps numerical simulation of the perfect play, should reveal the geometry of this set, after which the problem may become straightforward.
For the circular pond (of radius $r$), the solution is well-known: Near the critical speed, the duck stays opposite of the fox until the duck gets to distance $r/v$ from the center, and then the duck continues on the straight path (tangent to the radius $r/v$ circle) to the edge of the pond, just barely escaping at $v=4.603...$. For the square pond problem, the lack of rotational symmetry makes the game state three-dimensional and thus harder.
Update: See this question for the generalization to a regular polygon and some good but (at least as of this writing) suboptimal strategies. I am looking either for an exact solution, or an accurate numerical simulation of the perfect play, including a graph showing the perfect play at the critical speed (minus epsilon, thus allowing the duck to escape). Despite the simplicity of the problem, the continuous nature of the play makes efficient accurate simulation tricky.