1,583 research outputs found
Combinatorial Games on Graphs
Combinatorial games are intriguing and have a tendency to engross students and lead them into a serious study of mathematics. The engaging nature of games is the basis for this thesis. Two combinatorial games along with some educational tools were developed in the pursuit of the solution of these games.
The game of Nim is at least centuries old, possibly originating in China, but noted in the 16th century in European countries. It consists of several stacks of tokens, and two players alternate taking one or more tokens from one of the stacks, and the player who cannot make a move loses. The formal and intense study of Nim culminated in the celebrated Sprague-Grundy Theorem, which is now one of the centerpieces in the theory of impartial combinatorial games. We study a variation on Nim, played on a graph. Graph Nim, for which the theory of Sprague-Grundy does not provide a clear strategy, was originally developed at the University of Colorado Denver. Graph Nim was first played on graphs of three vertices.
The winning strategy, and losing position, of three vertex Graph Nim has been discovered, but we will expand the game to four vertices and develop the winning strategies for four vertex Graph Nim.
Graph Theory is a markedly visual field of mathematics. It is extremely useful for graph theorists and students to visualize the graphs they are studying. There exists software to visualize and analyze graphs, such as SAGE, but it is often extremely difficult to learn how use such programs. The tools in GeoGebra make pretty graphs, but there is no automated way to make a graph or analyze a graph that has been built. Fortunately GeoGebra allows the use of JavaScript in the creation of buttons which allow us to build useful Graph Theory tools in GeoGebra. We will discuss two applets we have created that can be used to help students learn some of the basics of Graph Theory.
The game of thrones is a two-player impartial combinatorial game played on an oriented complete graph (or tournament) named after the popular fantasy book and TV series. The game of thrones relies on a special type of vertex called a king. A king is a vertex, k, in a tournament, T, which for all x in T either k beats x or there exists a vertex y such that k beats y and y beats x. Players take turns removing vertices from a given tournament until there is only one king left in the resulting tournament. The winning player is the one which makes the final move. We develop a winning position and classify those tournaments that are optimal for the first or second-moving player
Some Take-Away Games on Discrete Structures
The game of Subset Take-Away is an impartial combinatorial game posed by David Gale in 1974. The game can be played on various discrete structures, including but not limited to graphs, hypergraphs, polygonal complexes, and partially ordered sets. While a universal winning strategy has yet to be found, results have been found in certain cases. In 2003 R. Riehemann focused on Subset Take-Away on bipartite graphs and produced a complete game analysis by studying nim-values. In this work, we extend the notion of Take-Away on a bipartite graph to Take-Away on particular hypergraphs, namely oddly-uniform hypergraphs and evenly-uniform hypergraphs whose vertices satisfy a particular coloring condition. On both structures we provide a complete game analysis via nim-values. From here, we consider different discrete structures and slight variations of the rules for Take-Away to produce some interesting results. Under certain conditions, polygonal complexes exhibit a sequence of nim-values which are unbounded but have a well-behaved pattern. Under other conditions, the nim-value of a polygonal complex is bounded and predictable based on information about the complex itself. We introduce a Take-Away variant which we call “Take-As-Much-As-You-Want”, and we show that, again, nim-values can grow without bound, but fortunately they are very easily described for a given graph based on the total number of vertices and edges of the graph. Finally we consider Take-Away on a specific type of partially ordered set which we call a rank-complete poset. We have results, again via an analysis of nim-values, for Take-Away on a rank-complete poset for both ordinary play as well as misère play
A Collection of Problems in Combinatorics
We present several problems in combinatorics including the partition function, Graph Nim, and the evolution of strings. Let p(n) be the number of partitions of n. We say a sequence an is log-concave if for every n, an2 &ge an+1 an-1. We will show that p(n) is log-concave for n &ge 26. We will also show that for n\u3c26, p(n) alternatively satisfies and does not satisfy the log-concave property. We include results for the Sperner property of the partition function. The second problem we present is the game of Graph Nim. We use the Sprague-Grundy theorem to analyze modified versions of Nim played on various graphs. We include progress made towards proving that all G-paths are periodic. The third topic we present is on the evolution of strings. Consider a string of length l over an alphabet of size k. At each stage of the evolution, with a probability of q, we randomly select a new letter to replace a correct letter. Using the transition matrix we will study the absorption rate to the correct string
Deciding the Winner of an Arbitrary Finite Poset Game is PSPACE-Complete
A poset game is a two-player game played over a partially ordered set (poset)
in which the players alternate choosing an element of the poset, removing it
and all elements greater than it. The first player unable to select an element
of the poset loses. Polynomial time algorithms exist for certain restricted
classes of poset games, such as the game of Nim. However, until recently the
complexity of arbitrary finite poset games was only known to exist somewhere
between NC^1 and PSPACE. We resolve this discrepancy by showing that deciding
the winner of an arbitrary finite poset game is PSPACE-complete. To this end,
we give an explicit reduction from Node Kayles, a PSPACE-complete game in which
players vie to chose an independent set in a graph
Building Nim
The game of nim, with its simple rules, its elegant solution and its
historical importance is the quintessence of a combinatorial game, which is why
it led to so many generalizations and modifications. We present a modification
with a new spin: building nim. With given finite numbers of tokens and stacks,
this two-player game is played in two stages (thus belonging to the same family
of games as e.g. nine-men's morris): first building, where players alternate to
put one token on one of the, initially empty, stacks until all tokens have been
used. Then, the players play nim. Of course, because the solution for the game
of nim is known, the goal of the player who starts nim play is a placement of
the tokens so that the Nim-sum of the stack heights at the end of building is
different from 0. This game is trivial if the total number of tokens is odd as
the Nim-sum could never be 0, or if both the number of tokens and the number of
stacks are even, since a simple mimicking strategy results in a Nim-sum of 0
after each of the second player's moves. We present the solution for this game
for some non-trivial cases and state a general conjecture
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