510 research outputs found
Efficient winning strategies in random-turn Maker-Breaker games
We consider random-turn positional games, introduced by Peres, Schramm,
Sheffield and Wilson in 2007. A -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
). We analyze the random-turn version of several classical Maker-Breaker
games such as the game Box (introduced by Chv\'atal and Erd\H os in 1987), the
Hamilton cycle game and the -vertex-connectivity game (both played on the
edge set of ). For each of these games we provide each of the players with
a (randomized) efficient strategy which typically ensures his win in the
asymptotic order of the minimum value of for which he typically wins the
game, assuming optimal strategies of both players.Comment: 20 page
Playing to Retain the Advantage
Let P be a monotone increasing graph property, let G = (V, E) be a graph, and let q be a positive integer. In this paper, we study the (1: q) Maker-Breaker game, played on the edges of G, in which Maker's goal is to build a graph that satisfies the property P. It is clear that in order for Maker to have a chance of winning, G itself must satisfy P. We prove that if G satisfies P in some strong sense, that is, if one has to delete sufficiently many edges from G in order to obtain a graph that does not satisfy P, then Maker has a winning strategy for this game. We also consider a different notion of satisfying some property in a strong sense, which is motivated by a problem of Duffus, Łuczak and Rödl [6
Triangles, Long Paths, and Covered Sets
In chapter 2, we consider a generalization of the well-known Maker-Breaker triangle game for uniform hypergraphs in which Maker tries to build a triangle by choosing one edge in each round and Breaker tries to prevent her from doing so by choosing q edges in each round. The main result is the analysis of a new Breaker strategy using potential functions, introduced by Glazik and Srivastav (2019). Both bounds are of the order Θ(n3/2) so they are asymptotically optimal. The constant for the lower bound is 2-o(1) and for the upper bound it is 3√2. In chapter 3, we describe another Maker-Breaker game, namely the P3-game in which Maker tries to build a path of length 3. First, we show that the methods of chapter 2 are not applicable in this scenario and give an intuition why that might be the case. Then, we give a more simple counting argument to bound the threshold bias. In chapter 4, we consider the longest path problem which is a classic NP-hard problem that arises in many contexts. Our motivation to investigate this problem in a big-data context was the problem of genome-assembly, where a long path in a graph that is constructed of the reads of a genome potentially represents a long contiguous sequence of the genome. We give a semi-streaming algorithm. Our algorithm delivers results competitive to algorithms that do not have a restriction on the amount of memory. In chapter 5, we investigate the b-SetMultiCover problem, a classic combinatorial problem which generalizes the set cover problem. Using an LP-relaxation and analysis with the bounded differences inequality of C. McDiarmid (1989), we show that there is a strong concentration around the expectation
Characterising and recognising game-perfect graphs
Consider a vertex colouring game played on a simple graph with
permissible colours. Two players, a maker and a breaker, take turns to colour
an uncoloured vertex such that adjacent vertices receive different colours. The
game ends once the graph is fully coloured, in which case the maker wins, or
the graph can no longer be fully coloured, in which case the breaker wins. In
the game , the breaker makes the first move. Our main focus is on the
class of -perfect graphs: graphs such that for every induced subgraph ,
the game played on admits a winning strategy for the maker with only
colours, where denotes the clique number of .
Complementing analogous results for other variations of the game, we
characterise -perfect graphs in two ways, by forbidden induced subgraphs
and by explicit structural descriptions. We also present a clique module
decomposition, which may be of independent interest, that allows us to
efficiently recognise -perfect graphs.Comment: 39 pages, 8 figures. An extended abstract was accepted at the
International Colloquium on Graph Theory (ICGT) 201
- …