87 research outputs found

    Fast strategies in biased Maker--Breaker games

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    We study the biased (1:b)(1:b) Maker--Breaker positional games, played on the edge set of the complete graph on nn vertices, KnK_n. Given Breaker's bias bb, possibly depending on nn, we determine the bounds for the minimal number of moves, depending on bb, in which Maker can win in each of the two standard graph games, the Perfect Matching game and the Hamilton Cycle game

    Positional Games

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    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.Comment: Submitted to Proceedings of the ICM 201

    The Disjoint Domination Game

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    We introduce and study a Maker-Breaker type game in which the issue is to create or avoid two disjoint dominating sets in graphs without isolated vertices. We prove that the maker has a winning strategy on all connected graphs if the game is started by the breaker. This implies the same in the (2:1)(2:1) biased game also in the maker-start game. It remains open to characterize the maker-win graphs in the maker-start non-biased game, and to analyze the (a:b)(a:b) biased game for (a:b)(2:1)(a:b)\neq (2:1). For a more restricted variant of the non-biased game we prove that the maker can win on every graph without isolated vertices.Comment: 18 page

    Lipschitz Continuity and Approximate Equilibria

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    Biased Weak Polyform Achievement Games

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    In a biased weak (a,b)(a,b) polyform achievement game, the maker and the breaker alternately mark a,ba,b previously unmarked cells on an infinite board, respectively. The maker's goal is to mark a set of cells congruent to a polyform. The breaker tries to prevent the maker from achieving this goal. A winning maker strategy for the (a,b)(a,b) game can be built from winning strategies for games involving fewer marks for the maker and the breaker. A new type of breaker strategy called the priority strategy is introduced. The winners are determined for all (a,b)(a,b) pairs for polyiamonds and polyominoes up to size four
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