A multi-graph $G$ on $n$ vertices is $(k,\ell)$-sparse if every subset of $n'\leq n$ vertices spans at most $kn'- \ell$ edges. $G$ is {\em tight} if, in addition, it has exactly $kn - \ell$ edges. For integer values $k$ and $\ell \in [0, 2k)$, we characterize the $(k,\ell)$-sparse graphs via a family of simple, elegant and efficient algorithms called the $(k,\ell)$-pebble games.
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.
The reversible pebble game is a combinatorial game played on rooted DAGs. This game was introduced by Bennett (1989) motivated by applications in designing space efficient reversible algorithms. Recently, Chan (2013) showed that the reversible pebble game number of any DAG is the same as its Dymond-Tompa pebble number and Raz-Mckenzie pebble number. We show, as our main result, that for any rooted directed tree T, its reversible pebble game number is always just one more than the edge rank coloring number of the underlying undirected tree U of T. It is known that given a DAG G as input, determ…
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…
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(…
We study zero-sum games, a variant of the classical combinatorial Subtraction games (studied for example in the monumental work "Winning Ways", by Berlekamp, Conway and Guy), called Cumulative Subtraction (CS). Two players alternate in moving, and get points for taking pebbles out of a joint pile. We prove that the outcome in optimal play (game value) of a CS with a finite number of possible actions is eventually periodic, with period $2s$, where $s$ is the size of the largest available action. This settles a conjecture by Stewart in his Ph.D. thesis (2011). Specifically, we find a quadratic b…
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…
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. The paper \cite{BFS} began the analysis of the asymptotic behavior of this parameter for a random graph G_{n,p}. This paper provides some further analysis for graphs with constant average degree i.e. np=O(1) and for random regular graphs.
The \emph{slow-coloring game} is played by Lister and Painter on a graph $G$. Initially, all vertices of $G$ are uncolored. In each round, Lister marks a nonempty set $M$ of uncolored vertices, and Painter colors a subset of $M$ that is independent in $G$. The game ends when all vertices are colored. The score of the game is the sum of the sizes of all sets marked by Lister. The goal of Painter is to minimize the score, while Lister tries to maximize it. We provide strategies for Painter on various classes of graphs whose vertices can be partitioned into a bounded number of sets inducing fores…
The Coloring Game on Planar Graphs with Large Girth, by a result on Sparse Cactuses
我们用$χ$ g(G)表示图G的游戏色数,它是Alice在G上赢得着色游戏所需的最小颜色数.我们从Montassier et al. [M. Montassier,P. Ossona de Mendez,A. Raspaud和X. Zhu,Decomposing a graph into forests,J. Graph Theory Ser. B,102(1):38-52,2012],并且独立地,从Wang和Zhang,[Y. Wang和Q.张某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.人们可能会问,对于足够大的围长,这个5的界是否可以改进。在本文中,我们证明它不能。不仅如此,我们还证明了存在仙人掌CT(即每条边最多只属于一个圈的图)的$χ$ g(CT)= 5,尽管其圈长任意大,甚至圈间距离任意大.
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.
We present two efficient algorithms that compute the optimal strategy for cop in the game of Cop v.s. Gambler where the gambler's strategy is not optimal but known to the cop. The first algorithm is analogous to Bellman-Ford algorithm for single source shortest path problem and runs in $O(|V(G)||E(G)|)$ time. The second is analogous to Dijkstra's algorithm and runs in $O(|E(G)|+|V(G)|\log |V(G)|)$ time. Compared with each other, they are more suitable for sparse and dense graphs, respectively.
We show that every locally sparse graph contains a linearly sized expanding subgraph. For constants $c_1>c_2>1$, $0<α<1$, a graph $G$ on $n$ vertices is called a $(c_1,c_2,α)$-graph if it has at least $c_1n$ edges, but every vertex subset $W\subset V(G)$ of size $|W|\le αn$ spans less than $c_2|W|$ edges. We prove that every $(c_1,c_2,α)$-graph with bounded degrees contains an induced expander on linearly many vertices. The proof can be made algorithmic. We then discuss several applications of our main result to random graphs, to problems about embedding graph minors, and to positional games.
Consider the following one-player game played on an initially empty graph with $n$ vertices. At each stage a randomly selected new edge is added and the player must immediately color the edge with one of $r$ available colors. Her objective is to color as many edges as possible without creating a monochromatic copy of a fixed graph $F$. We use container and sparse regularity techniques to prove a tight upper bound on the typical duration of this game with an arbitrary, but fixed, number of colors for a family of $2$-balanced graphs. The bound confirms a conjecture of Marciniszyn, Spöhel and Ste…
We show that the 2-dimensional Weisfeiler-Leman algorithm stabilizes n-vertex graphs after at most O(n log n) iterations. This implies that if such graphs are distinguishable in 3-variable first order logic with counting, then they can also be distinguished in this logic by a formula of quantifier depth at most O(n log n). For this we exploit a new refinement based on counting walks and argue that its iteration number differs from the classic Weisfeiler-Leman refinement by at most a logarithmic factor. We then prove matching linear upper and lower bounds on the number of iterations of the walk…