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arXiv 1509.07533math.CO
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图游戏和比萨饼问题

Graph games and the pizza problem

Daniel E. Brown, Lawrence G. Brown

摘要:

提出了一类基于加权图的两人完全信息对策。其中一个游戏可以用圆形比萨饼来描述,比萨饼被径向切成不同大小的块。两名选手轮流取棋子,但须遵守以下规则:一旦选择了第一颗棋子,所有后续选择必须与之前取棋子留下的洞相邻。每个玩家都想得到尽可能多的披萨。最初的披萨问题是为了解决一个猜想,即参与人1总是可以得到至少一半的披萨。这个猜想后来证明是错误的。我们的主要结果是一个完整的解决方案,有点简单的一类游戏,串联堆栈和两端堆栈,我们提供了一个线性时间算法。该算法及其输出可以在不参考游戏的情况下进行描述。它产生一个特定的划分的有限序列的实数。分区上的条件涉及给定序列的各个段的交替和。我们不知道这些划分是否在对策论之外有应用。该算法导致一个二次时间算法,它给出的价值和最佳的初始移动比萨饼游戏。我们还提供了一些一般理论有关的半群的等价类的图对策。

英文摘要:

We propose a class of two person perfect information games based on weighted graphs. One of these games can be described in terms of a round pizza which is cut radially into pieces of varying size. The two players alternately take pieces subject to the following rule: Once the first piece has been chosen, all subsequent selections must be adjacent to the hole left by the previously taken pieces. Each player tries to get as much pizza as possible. The original pizza problem was to settle the conjecture that Player One can always get at least half of the pizza. The conjecture turned out to be false. Our main result is a complete solution of a somewhat simpler class of games, concatenations of stacks and two-ended stacks, and we provide a linear time algorithm for this. The algorithm and its output can be described without reference to games. It produces a certain kind of partition of a given finite sequence of real numbers. The conditions on the partition involve alternating sums of various segments of the given sequence. We do not know whether these partitions have applications outside of game theory. The algorithm leads to a quadratic time algorithm which gives the value and an optimal initial move for pizza games. We also provide some general theory concerning the semigroup of equivalence classes of graph games.

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