The Game of Cycles, introduced by Su (2020), is played on a simple connected planar graph together with its bounded cells, and players take turns marking edges with arrows according to a sink-source rule that gives the game a topological flavor. The object of the game is to produce a cycle cell---a cell surrounded by arrows all cycling in one direction---or to make the last possible move. We analyze the two-player game for various classes of graphs and determine who has a winning strategy. We also establish a topological property of the game: that a board with every edge marked must have a cycle cell.
The Game of Cycles is a combinatorial game introduced by Francis Su in 2020 in which players take turns marking arrows on the edges of a simple plane graph, avoiding the creation of sinks and sources and seeking to complete a "cycle cell." Su and his collaborators (2021) found winning strategies on graphs with certain types of symmetry using reverse mirroring. In this paper, we for the first time determine the winning player in the Game of Cycles on an infinite family of graphs lacking symmetry. In particular, we use the Sprague-Grundy Theorem to show that player two has a winning strategy for…
A graph $G$ arrows a graph $H$ if in every $2$-edge-coloring of $G$ there exists a monochromatic copy of $H$. Schelp had the idea that if the complete graph $K_n$ arrows a small graph $H$, then every "dense" subgraph of $K_n$ also arrows $H$, and he outlined some problems in this direction. Our main result is in this spirit. We prove that for every sufficiently large $n$, if $n = 3t+r$ where $r \in \{0,1,2\}$ and $G$ is an $n$-vertex graph with $δ(G) \ge (3n-1)/4$, then for every $2$-edge-coloring of $G$, either there are cycles of every length $\{3, 4, 5, \dots, 2t+r\}$ of the same color, or …
The Game of Cycles is an impartial game on a planar graph that was introduced by Francis Su. In this short note we address some questions that have been raised on the game, and raise some further questions.
We show that there is a constant C such that for any $b<\frac{n}{\ln{n}}-\frac{Cn}{(\ln{n})^{3/2}}$, Maker wins the Maker-Breaker Hamilton cycle game in $n+\frac{Cn}{\sqrt{\ln{n}}}$ steps.
We study the positional game where two players, Maker and Breaker, alternately select respectively $1$ and $b$ previously unclaimed edges of $K_n$. Maker wins if she succeeds in claiming all edges of some odd cycle in $K_n$ and Breaker wins otherwise. Improving on a result of Bednarska and Pikhurko, we show that Maker wins the odd cycle game if $b \leq ((4 - \sqrt{6})/5 + o(1)) n$. We furthermore introduce "connected rules" and study the odd cycle game under them, both in the Maker-Breaker as well as in the Client-Waiter variant.
Distance games are games played on graphs in which the players alternately colour vertices, and which vertices can be coloured only depends on the distance to previously coloured vertices. The polynomial profile encodes the number of positions with a fixed number of vertices from each player. We extend previous work on finding the polynomial profile of several distance games (Col, Snort, and Cis) played on paths. We give recursions and generating functions for the polynomial profiles of generalizations of these three games when played on paths. We also find the polynomial profile of Cis played…
Consider the following game played by Maker and Breaker on the vertices of the cycle $C_{n}$, with first move given to Breaker. The aim of Maker is to maximise the number of adjacent pairs of vertices that are both claimed by her, and the aim of Breaker is to minimise this number. The aim of this paper is to find this number exactly for all $n$ when both players play optimally, answering a related question of Dowden, Kang, Mikalački and Stojaković.
We consider biased $(1:b)$ Walker-Breaker games: Walker and Breaker alternately claim edges of the complete graph $K_n$, Walker taking one edge and Breaker claiming $b$ edges in each round, with the constraint that Walker needs to choose her edges according to a walk. As questioned in a paper by Espig, Frieze, Krivelevich and Pegden, we study how long a cycle Walker is able to create and for which biases $b$ Walker has a chance to create a cycle of given constant length.
The graph grabbing game is played on a non-negatively weighted connected graph by Alice and Bob who alternately claim a non-cut vertex from the remaining graph, where Alice plays first, to maximize the weights on their respective claimed vertices at the end of the game when all vertices have been claimed. Seacrest and Seacrest conjectured that Alice can secure at least half of the weight of every weighted connected bipartite even graph. Later, Egawa, Enomoto and Matsumoto partially confirmed this conjecture by showing that Alice wins the game on a class of weighted connected bipartite even gra…
In this paper we consider biased Maker-Breaker games played on the edge set of a given graph $G$. We prove that for every $δ>0$ and large enough $n$, there exists a constant $k$ for which if $δ(G)\geq δn$ and $χ(G)\geq k$, then Maker can build an odd cycle in the $(1:b)$ game for $b=O(\frac{n}{\log^2 n})$. We also consider the analogous game where Maker and Breaker claim vertices instead of edges. This is a special case of the following well known and notoriously difficult problem due to Duffus, Łuczak and Rödl: is it true that for any positive constants $t$ and $b$, there exists an integer $k…
We observe two kinds of fractal approximating graphs, the background structures of the generalized Sierpinski Arrowhead Curve independently of the recursive curves. Both graphs related to the generalized Sierpinski Gasket and based on a checked triangular generator pattern. In the Overall Graph we connect the corners of the up facing neighbouring dark tiles. In the Inscribed Graph we connect their centroids. We describe their cardinalities in general case with recursive and explicit formulas, the numbers of their vertices and edges, their edge covering Hamiltonian-paths and -cycles, and their …
In the Oriented-cycle game, introduced by Bollobás and Szabó, two players, called OMaker and OBreaker, alternately direct edges of $K_n$. OMaker directs exactly one edge, whereas OBreaker is allowed to direct between one and $b$ edges. OMaker wins if the final tournament contains a directed cycle, otherwise OBreaker wins. Bollobás and Szabó conjectured that for a bias as large as $n-3$ OMaker has a winning strategy if OBreaker must take exactly $b$ edges in each round. It was shown recently by Ben-Eliezer, Krivelevich and Sudakov, that OMaker has a winning strategy for this game whenever $b\le…
For the classical backward induction algorithm, the input is an arbitrary $n$-person positional game with perfect information modeled by a finite acyclic directed graph (digraph) and the output is a profile $(x_1, \ldots, x_n)$ of pure positional strategies that form some special subgame perfect Nash equilibrium. We extend this algorithm to work with digraphs that may have directed cycles. Each digraph admits a unique partition into strongly connected components, which will be treated as the outcomes of the game. Such a game will be called a {\em deterministic graphical multistage}(DGMS) game.…
We study a cooperative game in which each member of a team of $N$ players, wearing coloured hats and situated at the vertices of a cycle graph $C_N$, is guessing their own hat colour merely on the basis of observing the hats worn by their two neighbours without exchanging the information. Each hat can have one of three colours. A predetermined guessing strategy is winning if it guarantees at least one correct individual guess for every assignment of colours. We prove that a winning strategy exists if and only if $N$ is divisible by $3$ or $N=4$. This problem represents an example of a relation…
Given a family of graphs $\mathcal{F}$, we define the $\mathcal{F}$-saturation game as follows. Two players alternate adding edges to an initially empty graph on $n$ vertices, with the only constraint being that neither player can add an edge that creates a subgraph in $\mathcal{F}$. The game ends when no more edges can be added to the graph. One of the players wishes to end the game as quickly as possible, while the other wishes to prolong the game. We let $\textrm{sat}_g(n,\mathcal{F})$ denote the number of edges that are in the final graph when both players play optimally. In general there …
Given a family of graphs $\mathcal{F}$, we consider the $\mathcal{F}$-saturation game. In this game two players alternate adding edges to an initially empty graph on $n$ vertices, with the only constraint being that neither player can add an edge that creates a subgraph that lies in $\mathcal{F}$. The game ends when no more edges can be added to the graph. One of the players wishes to end the game as quickly as possible, while the other wishes to prolong the game. We let $sat_g(\mathcal{F};n)$ denote the number of edges that are in the final graph when both players play optimally. The $\{C_3\}…
Permutation sorting, one of the fundamental steps in pre-processing data for the efficient application of other algorithms, has a long history in mathematical research literature and has numerous applications. Two special-purpose sorting operations are considered in this paper: context directed swap, abbreviated cds, and context directed reversal, abbreviated cdr. These are special cases of sorting operations that were studied in prior work on permutation sorting. Moreover, cds and cdr have been postulated to model molecular sorting events that occur in the genome maintenance program of certai…
We study biased {\em orientation games}, in which the board is the complete graph $K_n$, and Maker and Breaker take turns in directing previously undirected edges of $K_n$. At the end of the game, the obtained graph is a tournament. Maker wins if the tournament has some property $\mathcal P$ and Breaker wins otherwise. We provide bounds on the bias that is required for a Maker's win and for a Breaker's win in three different games. In the first game Maker wins if the obtained tournament has a cycle. The second game is Hamiltonicity, where Maker wins if the obtained tournament contains a Hamilt…
We provide sufficient conditions for the existence of long cycles in locally expanding graphs, and present applications of our conditions and techniques to Ramsey theory, random graphs and positional games.
The following general variant of deterministic Hats game is analyzed. Several sages wearing colored hats occupy the vertices of a graph, the $k$-th sage can have hats of one of $h(k)$ colors. Each sage tries to guess the color of his own hat merely on the basis of observing the hats of his neighbors without exchanging any information. A predetermined guessing strategy is winning if it guarantees at least one correct individual guess for every assignment of colors. For complete graphs and for cycles we solve the problem of describing functions $h(k)$ for which the sages win. We demonstrate here…
We study the unbiased WalkerMaker-WalkerBreaker games on the edge set of the complete graph on $n$ vertices, $K_n$, a variant of well-known Maker-Breaker positional games, where both players have the restriction on the way of playing. Namely, each player has to choose her/his edges according to a walk. Here, we focus on two standard graph games - the Connectivity game and the Hamilton cycle game and show how quickly WalkerMaker can win both games.
We study (a:a) Maker-Breaker games played on the edge set of the complete graph on n vertices. In the following four games - perfect matching game, Hamilton cycle game, star factor game and path factor game, our goal is to determine the least number of moves which Maker needs in order to win these games. Moreover, for all games except for the star factor game, we show how Red can win in the strong version of these games.
We consider a game played on an initially empty graph where two players alternate drawing an edge between vertices subject to the condition that no degree can exceed $k$. We show that for $k=3$, either player can avoid a Hamilton cycle, and for $k\geq4$, either player can force the resulting graph to be Hamiltonian.
We undertake the first study of the candy-passing game on arbitrary connected graphs. We obtain a general stabilization result which encompasses the first author's results (arXiv:0709.2156) for candy-passing games on n-cycles with at least 3n candies.
In this short note we give an example of a four-person finite positional game with perfect information that has no positions of chance and no Nash equilibria in pure stationary strategies. The corresponding directed graph has only one directed cycle and only five terminal positions. It remains open: (i) if the number $n$ of the players can be reduced from $4$ to $3$, (ii) if the number $p$ of the terminals can be reduced from $5$ to $4$, and most important, (iii) whether it is possible to get a similar example in which the outcome $c$ corresponding to all (possibly, more than one) directed cyc…
The Game of Cycles is a two-player impartial mathematical game, introduced by Francis Su in his book Mathematics for Human Flourishing (2020). The game is played on simple planar graphs in which players take turns marking edges using a sink-source rule. In Alvarado et al., the authors determine who is able to win on graphs with certain types of symmetry using a mirror-reverse strategy. In this paper, we analyze the game for specific types of cactus graphs using a modified version of the mirror-reverse strategy.
In this paper we prove a sufficient condition for the existence of a Hamilton cycle, which is applicable to a wide variety of graphs, including relatively sparse graphs. In contrast to previous criteria, ours is based on only two properties: one requiring expansion of ``small'' sets, the other ensuring the existence of an edge between any two disjoint ``large'' sets. We also discuss applications in positional games, random graphs and extremal graph theory.
The game subset take-away begins with a simplicial complex Δ. Two players take turns removing any element of Δas well as all other elements which contain it, and the last player able to move wins. Graph Chomp is a special case of subset take-away played on a simplicial complex with only vertices and edges. The game has previously only been analyzed for complete graphs, forest graphs, and very small special cases of higher-dimensional simplicial complexes. We generalize a common method of reducing some game positions to simpler ones by symmetry and provide a complete analysis of complete n-part…
We denote by $χ$ g (G) the game chromatic number of a graph G, which is the smallest number of colors Alice needs to win the coloring game on G. We know from Montassier et al. [M. Montassier, P. Ossona de Mendez, A. Raspaud and X. Zhu, Decomposing a graph into forests, J. Graph Theory Ser. B, 102(1):38-52, 2012] and, independantly, from Wang and Zhang, [Y. Wang and Q. Zhang. Decomposing a planar graph with girth at least 8 into a forest and a matching, Discrete Maths, 311:844-849, 2011] that planar graphs with girth at least 8 have game chromatic number at most 5. One can ask if this bound of …
We introduce and study Maker/Breaker-type positional games on random graphs. Our main concern is to determine the threshold probability $p_{F}$ for the existence of Maker's strategy to claim a member of $F$ in the unbiased game played on the edges of random graph $G(n,p)$, for various target families $F$ of winning sets. More generally, for each probability above this threshold we study the smallest bias $b$ such that Maker wins the $(1\:b)$ biased game. We investigate these functions for a number of basic games, like the connectivity game, the perfect matching game, the clique game and the Ha…
We showcase in this paper the use of some tools from network theory to describe the strategy of football teams. Using passing data made available by FIFA during the 2010 World Cup, we construct for each team a weighted and directed network in which nodes correspond to players and arrows to passes. The resulting network or graph provides a direct visual inspection of a team's strategy, from which we can identify play pattern, determine hot-spots on the play and localize potential weaknesses. Using different centrality measures, we can also determine the relative importance of each player in the…
Starting with a graph, two players take turns in either deleting an edge or deleting a vertex and all incident edges. The player removing the last vertex wins. We review the known results for this game and extend the computation of nim-values to new families of graphs. A conjecture of Khandhawit and Ye on the nim-values of graphs with one odd cycle is proved. We also see that, for wheels and their subgraphs, this game exhibits a surprising amount of unexplained regularity.