10 research outputs found

    On characterizing game-perfect graphs by forbidden induced subgraphs

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    A graph GG is called gg-perfect if, for any induced subgraph HH of GG, the game chromatic number of HH equals the clique number of HH. A graph GG is called gg-col-perfect if, for any induced subgraph HH of GG, the game coloring number of HH equals the clique number of HH. In this paper we characterize the classes of gg-perfect resp. gg-col-perfect graphs by a set of forbidden induced subgraphs and explicitly. Moreover, we study similar notions for variants of the game chromatic number, namely BB-perfect and [A,B][A,B]-perfect graphs, and for several variants of the game coloring number, and characterize the classes of these graphs

    h-RELATION PERSONALIZED COMMUNICATION STRATEGY

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    This paper considers the communication patterns arising from the partition of geometricaldomain into sub-domains, when data is exchanged between processors assigned to adjacentsub-domains. It presents the algorithm constructing bipartite graphs covering the graphrepresentation of the partitioned domain, as well as the scheduling algorithm utilizing thecoloring of the bipartite graphs. Specifically, when the communication pattern arises from thepartition of a 2D geometric area, the planar graph representation of the domain is partitionedinto not more than two bipartite graphs and a third graph with maximum vertex valency 2,by means of the presented algorithm. In the general case, the algorithm finds h−1 or fewerbipartite graphs, where h is the maximum number of neighbors. Finally, the task of messagescheduling is reduced to a set of independent scheduling problems over the bipartite graphs.The algorithms are supported by a theoretical discussion on their correctness and efficiency

    The game Grundy number of graphs

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    Given a graph G = (V;E), two players, Alice and Bob, alternate their turns in choosing uncoloured vertices to be coloured. Whenever an uncoloured vertex is chosen, it is coloured by the least positive integer not used by any of its coloured neighbours. Alice's goal is to minimize the total number of colours used in the game, and Bob's goal is to maximize it. The game Grundy number of G is the number of colours used in the game when both players use optimal strategies. It is proved in this paper that the maximum game Grundy number of forests is 3, and the game Grundy number of any partial 2-tree is at most 7

    Edge-partitions of planar graphs and their game coloring numbers

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    [[sponsorship]]數學研究所[[note]]已出版;具代表性[[note]]http://gateway.isiknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=Drexel&SrcApp=hagerty_opac&KeyRecord=0364-9024&DestApp=JCR&RQ=IF_CAT_BOXPLO

    Digraph Coloring Games and Game-Perfectness

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    In this thesis the game chromatic number of a digraph is introduced as a game-theoretic variant of the dichromatic number. This notion generalizes the well-known game chromatic number of a graph. An extended model also takes into account relaxed colorings and asymmetric move sequences. Game-perfectness is defined as a game-theoretic variant of perfectness of a graph, and is generalized to digraphs. We examine upper and lower bounds for the game chromatic number of several classes of digraphs. In the last part of the thesis, we characterize game-perfect digraphs with small clique number, and prove general results concerning game-perfectness. Some results are verified with the help of a computer program that is discussed in the appendix

    Jogos combinatórios em grafos: jogo Timber e jogo de Coloração

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    Studies three competitive combinatorial games. The timber game is played in digraphs, with each arc representing a domino, and the arc direction indicates the direction in which it can be toppled, causing a chain reaction. The player who topples the last domino is the winner. A P-position is an orientation of the edges of a graph in which the second player wins. If the graph has cycles, then the graph has no P-positions and, for this reason, timber game is only interesting when played in trees. We determine the number of P-positions in three caterpillar families and a lower bound for the number of P-positions in any caterpillar. Moreover, we prove that a tree has P-positions if, and only if, it has an even number of edges. In the coloring game, Alice and Bob take turns properly coloring the vertices of a graph, Alice trying to minimize the number of colors used, while Bob tries to maximize them. The game chromatic number is the smallest number of colors that ensures that the graph can be properly colored despite of Bob's intention. We determine the game chromatic number for three forest subclasses (composed by caterpillars), we present two su cient conditions and two necessary conditions for any caterpillar to have game chromatic number equal to 4. In the marking game, Alice and Bob take turns selecting the unselected vertices of a graph, and Alice tries to ensure that for some integer k, every unselected vertex has at most k − 1 neighbors selected. The game coloring number is the smallest k possible. We established lower and upper bounds for the Nordhaus-Gaddum type inequality for the number of P-positions of a caterpillar, the game chromatic and coloring numbers in any graph.Estudo de três jogos combinatórios competitivos. O jogo timber é jogado em digrafos, sendo que cada arco representa um dominó, e o sentido do arco indica o sentido em que o mesmo pode ser derrubado, causando um efeito em cadeia. O jogador que derrubar o último dominó é o vencedor. Uma P-position é uma orientação das arestas de um grafo na qual o segundo jogador ganha. Se o grafo possui ciclos, então não há P-positions e, por este motivo, o jogo timber só é interessante quando jogado em árvores. Determinamos o número de P-positions em três famílias de caterpillars e um limite inferior para o número de P-positions em uma caterpillar qualquer. Além disto, provamos que uma árvore qualquer possui P-positions se, e somente se, possui quantidade par de arestas. No jogo de coloração, Alice e Bob se revezam colorindo propriamente os vértices de um grafo, sendo que Alice tenta minimizar o número de cores, enquanto Bob tenta maximizá-lo. O número cromático do jogo é o menor número de cores que garante que o grafo pode ser propriamente colorido apesar da intenção de Bob. Determinamos o número cromático do jogo para três subclasses de orestas (compostas por caterpillars), apresentamos duas condições su cientes e duas condições necessárias para qualquer caterpillar ter número cromático do jogo igual a 4. No jogo de marcação, Alice e Bob selecionam alternadamente os vértices não selecionados de um grafo, e Alice tenta garantir que para algum inteiro k, todo vértice não selecionado tem no máximo k − 1 vizinhos selecionados. O número de coloração do jogo é o menor k possível. Estabelecemos limites inferiores e superiores para a relação do tipo Nordhaus-Gaddum referente ao número de P-positions de uma caterpillar, aos números cromático e de coloração do jogo em um grafo qualquer
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