Graph pebbling is the study of moving discrete pebbles from certain initial distributions on the vertices of a graph to various target distributions via pebbling moves. A pebbling move removes two pebbles from a vertex and places one pebble on one of its neighbors (losing the other as a toll). For t >= 1 the t-pebbling number of a graph is the minimum number of pebbles necessary so that from any initial distribution of them it is possible to move t pebbles to any vertex. We provide the best possible upper bound on the t-pebbling number of a diameter two graph, proving a conjecture of Curtis, et al., in the process. We also give a linear time (in the number of edges) algorithm to t-pebble such graphs, as well as a quartic time (in the number of vertices) algorithm to compute the pebbling number of such graphs, improving the best known result of Bekmetjev and Cusack. Furthermore, we show that, for complete graphs, cycles, trees, and cubes, we can allow the target to be any distribution of t pebbles without increasing the corresponding t-pebbling numbers; we conjecture that this behavior holds for all graphs. Finally, we explore fractional and optimal fractional versions of pebbling, proving the fractional pebbling number conjecture of Hurlbert and using linear optimization to reveal results on the optimal fractional pebbling number of vertex-transitive graphs.
A pebbling move on a graph consists of taking two pebbles off from one vertex and add one pebble on an adjacent vertex, the $t$-pebbling number of a graph $G$ is the minimum number of pebbles so that we can move $t$ pebbles on any vertex on $G$ regardless the original distribution of pebbles. Let $ω$ be a positive function on $V(G)$, the $ω$-cover pebbling number of a graph $G$ is the minimum number of pebbles so that we can reach a distribution with at least $ω(v)$ pebbles on $v$ for all $v\in V(G)$. In this paper, we give the $ω$-cover pebbling number of trees for nonnegative function $ω$, w…
Graph Pebbling is a well-studied single-player game on graphs. We introduce the game of Blocking Pebbles which adapts Graph Pebbling into a two-player strategy game in order to examine it within the context of Combinatorial Game Theory. Positions with game values matching all integers, all nimbers, and many infinitesimals and switches are found.
A pebbling move refers to the act of removing two pebbles from one vertex and placing one pebble on an adjacent vertex. The goal of graph pebbling is: Given an initial distribution of pebbles, use pebbling moves to reach a specified goal vertex called the root. The pebbling number of a graph $π(G)$ is the minimum number of pebbles needed so every distribution of $π(G)$ pebbles can reach every choice of the root. We introduce a new variant of graph pebbling, a game between two players. One player aims to move a pebble to the root and the other player aims to prevent this. We show configurations…
A pebbling move on a graph removes two pebbles from a vertex and adds one pebble to an adjacent vertex. A vertex is reachable from a pebble distribution if it is possible to move a pebble to that vertex using pebbling moves. The optimal pebbling number $π_{opt}$ is the smallest number m needed to guarantee a pebble distribution of m pebbles from which any vertex is reachable. The optimal pebbling number of the square grid graph $P_n\square P_m$ was investigated in several papers. In this paper, we present a new method using some recent ideas to give a lower bound on $π_{opt}$. We apply this te…
Graph pebbling models the transportation of consumable resources. As two pebbles move across an edge, one reaches its destination while the other is consumed. The $t$-pebbling number is the smallest integer $m$ so that any initially distributed supply of $m$ pebbles can place $t$ pebbles on any target vertex via pebbling moves. The 1-pebbling number of diameter two graphs is well-studied. Here we investigate the $t$-pebbling number of diameter two graphs under the lense of connectivity.
Consider a distribution of pebbles on a graph. A pebbling move removes two pebbles from a vertex and place one at an adjacent vertex. A vertex is reachable under a pebble distribution if it has a pebble after the application of a sequence of pebbling moves. A pebble distribution is solvable if each vertex is reachable under it. The size of a pebble distribution is the total number of pebbles. The optimal pebbling number $π^*(G)$ is the size of the smallest solvable distribution. A $t$-restricted pebble distribution places at most $t$ pebbles at each vertex. The $t$-restricted optimal pebbling …
Pebbling on graphs is a two-player game which involves repeatedly moving a pebble from one vertex to another by removing another pebble from the first vertex. The pebbling number $π(G)$ is the least number of pebbles required so that, regardless of the initial configuration of pebbles, a pebble can reach any vertex. Graham conjectured that the pebbling number for the cartesian product, $G \hspace{1mm}\square\hspace{1mm} H$, is bounded above by $π(G) π(H)$. We show that $π(G\hspace{1mm}\square\hspace{1mm} H) \le 2π(G) π(H)$ and, more sharply, that $π(G \hspace{1mm}\square\hspace{1mm} H) \le (π(…
Given a distribution of pebbles on the vertices of a graph, say that we can pebble a vertex if a pebble is left on it after some sequence of moves, each of which takes two pebbles from some vertex and places one on an adjacent vertex. A distribution is solvable if all vertices are pebblable; the pebbling threshold of a sequence of graphs is, roughly speaking, the total number of pebbles for which random distributions with that number of pebbles on a graph in the sequence change from being almost never solvable to being almost always solvable. We show that any sequence of connected graphs with …
A pebbling move on a graph consists of removing $2$ pebbles from a vertex and adding $1$ pebble to one of the neighbouring vertices. A vertex is called reachable if we can put $1$ pebble on it after a sequence of moves. The optimal pebbling number of a graph is the minimum number $m$ such that there exists a distribution of $m$ pebbles so that each vertex is reachable. For the case of a square grid $n \times m$, Győri, Katona and Papp recently showed that its optimal pebbling number is at least $\frac{2}{13}nm \approx 0.1538nm$ and at most $\frac{2}{7}nm +O(n+m) \approx 0.2857nm$. We improve t…
Consider a distribution of pebbles on a connected graph $G$. A pebbling move removes two pebbles from a vertex and places one to an adjacent vertex. A vertex is reachable under a pebbling distribution if it has a pebble after the application of a sequence of pebbling moves. The optimal pebbling number $π^*(G)$ is the smallest number of pebbles which we can distribute in such a way that each vertex is reachable. It was known that the optimal pebbling number of any connected graph is at most $\frac{4n}{δ+1}$, where $δ$ is the minimum degree of the graph. We strengthen this bound by showing that …
Graph pebbling is a network optimization model for satisfying vertex demands with vertex supplies (called pebbles), with partial loss of pebbles in transit. The pebbling number of a demand in a graph is the smallest number for which every placement of that many supply pebbles satisfies the demand. The Target Conjecture (Herscovici-Hester-Hurlbert, 2009) posits that the largest pebbling number of a demand of fixed size $t$ occurs when the demand is entirely stacked on one vertex. This truth of this conjecture could be useful for attacking many open problems in graph pebbling, including the famo…
Given a distribution of pebbles to the vertices of a graph, a pebbling move removes two pebbles from a single vertex and places a single pebble on an adjacent vertex. The pebbling number $π(G)$ is the smallest number such that, for any distribution of $π(G)$ pebbles to the vertices of $G$ and choice of root vertex $r$ of $G$, there exists a sequence of pebbling moves that places a pebble on $r$. Computing $π(G)$ is provably difficult, and recent methods for bounding $π(G)$ have proved computationally intractable, even for moderately sized graphs. Graham conjectured that $π(G ~\square~ H) \leq …
Pebbling is a game played on a graph. The single player is given a graph and a configuration of pebbles and may make pebbling moves by removing 2 pebbles from one vertex and placing one at an adjacent vertex to eventually have one pebble reach a predetermined vertex. The pebbling number, $π(G)$, is the minimum number of pebbles such that regardless of their exact configuration, the player can use pebbling moves to have a pebble reach any predetermined vertex. Previous work has related $π(G)$ to the diameter of $G$. Clarke, Hochberg, and Hurlbert demonstrated that every connected undirected gra…