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 Hamiltonian cycle game.
We study a variation of the game of best choice (also known as the secretary problem or game of googol) under an additional assumption that the ranks of interview candidates are restricted using permutation pattern-avoidance. We describe the optimal positional strategies and develop formulas for the probability of winning.
A positional game is a game where two players sequentially label vertices of a hypergraph, consisting of a board and a collection of winning sets, with colors assigned to each player until all vertices of the board are claimed. The first player to claim all elements of a winning set wins. If no player claims all the elements of a winning set, then the game results in a draw. One such example of a positional game is Tic-Tac-Toe, where the board is the 3-by-3 grid. The popular game of Connect-4 is an example of what we define to be a "restricted positional game". Here, we introduce another examp…
Positional games are a branch of combinatorics, researching a variety of two-player games, ranging from popular recreational games such as Tic-Tac-Toe and Hex, to purely abstract games played on graphs and hypergraphs. It is closely connected to many other combinatorial disciplines such as Ramsey theory, extremal graph and set theory, probabilistic combinatorics, and to computer science. We survey the basic notions of the field, its approaches and tools, as well as numerous recent advances, standing open problems and promising research directions.
Two new versions of the so-called Maker-Breaker Positional Games are defined by József Beck in [{\em Combinatorica} {\bf 22}(2) (2002) 169--216]. He defines two players, Picker and Chooser. In each round, Picker takes a pair of elements not already selected and Chooser keeps one and returns the other to Picker. In the Picker-Chooser version Picker plays as Maker and Chooser plays as Breaker, while the roles are swapped in the Chooser-Picker version. The outcome of these games is sometimes very similar to that of the traditional Maker-Breaker games. Here we show that both Picker-Chooser and Cho…
In this paper, we construct two hypergraphs which exhibit the following properties. We first construct a hypergraph $G_{CP}$ and show that Breaker wins the Maker-Breaker game on $G_{CP}$, but Chooser wins the Chooser-Picker game on $G_{CP}$. This disproves an (informally stated) conjecture of Beck. Our second construction relates to Beck's Neighbourhood Conjecture, which (in its weakest form) states that there exists $c > 1$ such that Breaker wins the Maker-Breaker game on any $n$-uniform hypergraph $G$ of maximum degree at most $c^n$. We consider the case n=4 and construct a 4-graph $G_4$ wit…
Positional games have been introduced by Hales and Jewett in 1963 and have been extensively investigated in the literature since then. These games are played on a hypergraph where two players alternately select an unclaimed vertex of it. In the Maker-Breaker convention, if Maker manages to fully take a hyperedge, she wins, otherwise, Breaker is the winner. In the Maker-Maker convention, the first player to take a hyperedge wins. In both cases, the game stops as soon as Maker has taken a hyperedge. By definition, this family of games does not handle scores and cannot represent games in which pl…
Maker-Breaker games are played on a hypergraph $(X,\mathcal{F})$, where $\mathcal{F} \subseteq 2^X$ denotes the family of winning sets. Both players alternately claim a predefined amount of edges (called bias) from the board $X$, and Maker wins the game if she is able to occupy any winning set $F \in \mathcal{F}$. These games are well studied when played on the complete graph $K_n$ or on a random graph $G_{n,p}$. In this paper we consider Maker-Breaker games played on randomly perturbed graphs instead. These graphs consist of the union of a deterministic graph $G_α$ with minimum degree at leas…
Univ Lyon, CNRS, UCBL, INSA Lyon, LIRIS, UMR5205(里昂大学);Aix-Marseille Université, CNRS, Centrale Marseille, I2M, UMR 7373(艾克斯-马赛大学);University of Novi Sad(诺维萨德大学);Umeå University(于默奥大学)
We consider random-turn positional games, introduced by Peres, Schramm, Sheffield and Wilson in 2007. A $p$-random-turn positional game is a two-player game, played the same as an ordinary positional game, except that instead of alternating turns, a coin is being tossed before each turn to decide the identity of the next player to move (the probability of Player I to move is $p$). We analyze the random-turn version of several classical Maker-Breaker games such as the game Box (introduced by Chvátal and Erd\H os in 1987), the Hamilton cycle game and the $k$-vertex-connectivity game (both played…
Kopczyński (ICALP 2006) conjectured that prefix-independent half-positional winning conditions are closed under finite unions. We refute this conjecture over finite arenas. For that, we introduce a new class of prefix-independent bi-positional winning conditions called energy conditions over totally ordered groups. We give an example of two such conditions whose union is not half-positional. We also conjecture that every prefix-independent bi-positional winning condition coincides with some energy condition over a totally ordered group on periodic sequences.
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.…
Univ Lyon, CNRS, INSA Lyon, UCBL, Centrale Lyon, Univ Lyon 2, LIRIS, UMR5205(里昂大学);Université Savoie Mont Blanc, CNRS UMR5127, LAMA(萨瓦-蒙布朗大学);Department of Mathematics and Informatics, Faculty of Sciences, University of Novi Sad(诺维萨德大学理学院数学与信息学系)
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 introduce a new type of positional games, played on a vertex set of a graph. Given a graph $G$, two players claim vertices of $G$, where the outcome of the game is determined by the subgraphs of $G$ induced by the vertices claimed by each player (or by one of them). We study classical positional games such as Maker-Breaker, Avoider-Enforcer, Waiter-Client and Client-Waiter games, where the board of the game is the vertex set of the binomial random graph $G\sim G(n,p)$. Under these settings, we consider those games where the target sets are the vertex sets of all graphs containing a copy of …
In numerous positional games the identity of the winner is easily determined. In this case one of the more interesting questions is not {\em who} wins but rather {\em how fast} can one win. These type of problems were studied earlier for Maker-Breaker games; here we initiate their study for unbiased Avoider-Enforcer games played on the edge set of the complete graph $K_n$ on $n$ vertices. For several games that are known to be an Enforcer's win, we estimate quite precisely the minimum number of moves Enforcer has to play in order to win. We consider the non-planarity game, the connectivity gam…
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…
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.
In a $(1:b)$ Maker-Breaker game, a primary question is to find the maximal value of $b$ that allows Maker to win the game (that is, the critical bias $b^*$). Erdős conjectured that the critical bias for many Maker-Breaker games played on the edge set of $K_n$ is the same as if both players claim edges randomly. Indeed, in many Maker-Breaker games, "Erdős Paradigm" turned out to be true. Therefore, the next natural question to ask is the (typical) value of the critical bias for Maker-Breaker games where only one player claims edges randomly. A random-player Maker-Breaker game is a two-player ga…
We study biased Maker-Breaker positional games between two players, one of whom is playing randomly against an opponent with an optimal strategy. In this paper we consider the scenario when Maker plays randomly and Breaker is "clever", and determine the sharp threshold bias of classical graph games, such as connectivity, Hamiltonicity, and minimum degree-$k$. We treat the other case, that is when Breaker plays randomly, in a separate paper. The traditional, deterministic version of these games, with two optimal players playing, are known to obey the so-called probabilistic intuition. That is, …
We introduce a new positional game called `Toucher-Isolator', which is a quantitative version of a Maker-Breaker type game. The playing board is the set of edges of a given graph G, and the two players, Toucher and Isolator, claim edges alternately. The aim of Toucher is to `touch' as many vertices as possible (i.e. to maximise the number of vertices that are incident to at least one of her chosen edges), and the aim of Isolator is to minimise the number of vertices that are so touched. We analyse the number of untouched vertices u(G) at the end of the game when both Toucher and Isolator play …
A large class of Positional Games are defined on the complete graph on $n$ vertices. The players, Maker and Breaker, take the edges of the graph in turns, and Maker wins iff his subgraph has a given -- usually monotone -- property. Here we introduce the $d$-diameter game, which means that Maker wins iff the diameter of his subgraph is at most $d$. We investigate the biased version of the game; i.e., when the players may take more than one, and not necessarily the same number of edges, in a turn. Our main result is that we proved that the $2$-diameter game has the following surprising property:…
We study biased Maker-Breaker positional games between two players, one of whom is playing randomly against an opponent with an optimal strategy. In this work we focus on the case of Breaker playing randomly and Maker being "clever". The reverse scenario is treated in a separate paper. We determine the sharp threshold bias of classical games played on the edge set of the complete graph $K_n$, such as connectivity, perfect matching, Hamiltonicity, and minimum degree-$1$. In all of these games, the threshold is equal to the trivial upper bound implied by the number of edges needed for Maker to o…
We analyze the duration of the unbiased Avoider-Enforcer game for three basic positional games. All the games are played on the edges of the complete graph on $n$ vertices, and Avoider's goal is to keep his graph outerplanar, diamond-free and $k$-degenerate, respectively. It is clear that all three games are Enforcer's wins, and our main interest lies in determining the largest number of moves Avoider can play before losing. Extremal graph theory offers a general upper bound for the number of Avoider's moves. As it turns out, for all three games we manage to obtain a lower bound that is just a…
In this paper we analyze classical Maker-Breaker games played on the edge set of a sparse random board $G\sim \gnp$. We consider the Hamiltonicity game, the perfect matching game and the $k$-connectivity game. We prove that for $p(n)\geq \text{polylog}(n)/n$, the board $G\sim \gnp$ is typically such that Maker can win these games asymptotically as fast as possible, i.e. within $n+o(n)$, $n/2+o(n)$ and $kn/2+o(n)$ moves respectively.
For a collection of papers in memory of Elwyn Berlekamp (1940-2019), John Conway (1937-2020), and Richard Guy (1916-2020). The Sprague-Grundy theory for finite games without cycles was extended to general finite games by Cedric Smith and by Aviezri Fraenkel and coauthors. We observe that the same framework used to classify finite games also covers the case of locally finite games (that is, games where any position has only finitely many options). In particular, any locally finite game is equivalent to some finite game. We then study cases where the directed graph of a game is chosen randomly, …
In a $(1:b)$ biased Maker-Breaker game, how good a strategy is for a player can be measured by the bias range for which its rival can win, choosing an appropriate counterstrategy. Bednarska and Łuczak proved that, in the $H$-subgraph game, the uniformly random strategy for Maker is essentially optimal with high probability. Here we prove an analogous result for the $H$-graph minor game, and we study for which choices of $H$ the random strategy is within a factor of $1+o(1)$ of being optimal.
The concept of biased Maker-Breaker games, introduced by Chvátal and Erd{\H o}s, is a central topic in the field of positional games, with deep connections to the theory of random structures. For any given hypergraph ${\cal H}$ the main questions is to determine the smallest bias $q({\cal H})$ that allows Breaker to force that Maker ends up with an independent set of ${\cal H}$. Here we prove matching general winning criteria for Maker and Breaker when the game hypergraph satisfies a couple of natural `container-type' regularity conditions about the degree of subsets of its vertices. This will…
For a graph G, a monotone increasing graph property P and positive integer q, we define the Client-Waiter game to be a two-player game which runs as follows. In each turn Waiter is offering Client a subset of at least one and at most q+1 unclaimed edges of G from which Client claims one, and the rest are claimed by Waiter. The game ends when all the edges have been claimed. If Client's graph has property P by the end of the game, then he wins the game, otherwise Waiter is the winner. In this paper we study several Client-Waiter games on the edge set of the complete graph, and the H-game on the…
Given a graph G and an integer k, two players take turns coloring the vertices of G one by one using k colors so that neighboring vertices get different colors. The first player wins iff at the end of the game all the vertices of G are colored. The game chromatic number χ_g(G) is the minimum k for which the first player has a winning strategy. In this paper we analyze the asymptotic behavior of this parameter for a random graph G_{n,p}. We show that with high probability the game chromatic number of G_{n,p} is at least twice its chromatic number but, up to a multiplicative constant, has the sa…
We consider the localization game played on graphs in which a cop tries to determine the exact location of an invisible robber by exploiting distance probes. The corresponding graph parameter $ζ(G)$ for a given graph $G$ is called the localization number. In this paper, we improve the bounds for dense random graphs determining an asymptotic behaviour of $ζ(G)$. Moreover, we extend the argument to sparse graphs.
Suppose that two players take turns coloring the vertices of a given graph G with k colors. In each move the current player colors a vertex such that neighboring vertices get different colors. The first player wins this game if and only if at the end, all the vertices are colored. The game chromatic number $χ_g(G)$ is defined as the smallest k for which the first player has a winning strategy. Recently, Bohman, Frieze and Sudakov [Random Structures and Algorithms 2008] analysed the game chromatic number of random graphs and obtained lower and upper bounds of the same order of magnitude. In thi…
Let $Λ$ be an infinite connected graph, and let $v_0$ be a vertex of $Λ$. We consider the following positional game. Two players, Maker and Breaker, play in alternating turns. Initially all edges of $Λ$ are marked as unsafe. On each of her turns, Maker marks $p$ unsafe edges as safe, while on each of his turns Breaker takes $q$ unsafe edges and deletes them from the graph. Breaker wins if at any time in the game the component containing $v_0$ becomes finite. Otherwise if Maker is able to ensure that $v_0$ remains in an infinite component indefinitely, then we say she has a winning strategy. Th…
Zeckendorf proved that any positive integer has a unique decomposition as a sum of non-consecutive Fibonacci numbers, indexed by $F_1 = 1, F_2 = 2, F_{n+1} = F_n + F_{n-1}$. Motivated by this result, Baird, Epstein, Flint, and Miller defined the two-player Zeckendorf game, where two players take turns acting on a multiset of Fibonacci numbers that always sums to $N$. The game terminates when no possible moves remain, and the final player to perform a move wins. Notably, studied the setting of random games: the game proceeds by choosing an available move uniformly at random, and they conjecture…
We study the effectiveness of iterated elimination of strictly-dominated actions in random games. We show that dominance solvability of games is vanishingly small as the number of at least one player's actions grows. Furthermore, conditional on dominance solvability, the number of iterations required to converge to Nash equilibrium grows rapidly as action sets grow. Nonetheless, when games are highly imbalanced, iterated elimination simplifies the game substantially by ruling out a sizable fraction of actions. Technically, we illustrate the usefulness of recent combinatorial methods for the an…
We look at the unbiased Maker-Breaker Hamiltonicity game played on the edge set of a complete graph $K_n$, where Maker's goal is to claim a Hamiltonian cycle. First, we prove that, independent of who starts, Maker can win the game for $n = 8$ and $n = 9$. Then we use an inductive argument to show that, independent of who starts, Maker can win the game if and only if $n \geq 8$. This, in particular, resolves in the affirmative the long-standing conjecture of Papaioannou. We also study two standard positional games related to Hamiltonicity game. For Hamiltonian Path game, we show that Maker can …
We analyze the performance of the best-response dynamic across all normal-form games using a random games approach. The playing sequence -- the order in which players update their actions -- is essentially irrelevant in determining whether the dynamic converges to a Nash equilibrium in certain classes of games (e.g. in potential games) but, when evaluated across all possible games, convergence to equilibrium depends on the playing sequence in an extreme way. Our main asymptotic result shows that the best-response dynamic converges to a pure Nash equilibrium in a vanishingly small fraction of a…
In a strong game played on the edge set of a graph G there are two players, Red and Blue, alternating turns in claiming previously unclaimed edges of G (with Red playing first). The winner is the first one to claim all the edges of some target structure (such as a clique, a perfect matching, a Hamilton cycle, etc.). It is well known that Red can always ensure at least a draw in any strong game, but finding explicit winning strategies is a difficult and a quite rare task. We consider strong games played on the edge set of a random graph G ~ G(n,p) on n vertices. We prove, for sufficiently large…