9,658 research outputs found
A New Game Invariant of Graphs: the Game Distinguishing Number
The distinguishing number of a graph is a symmetry related graph
invariant whose study started two decades ago. The distinguishing number
is the least integer such that has a -distinguishing coloring. A
distinguishing -coloring is a coloring
invariant only under the trivial automorphism. In this paper, we introduce a
game variant of the distinguishing number. The distinguishing game is a game
with two players, the Gentle and the Rascal, with antagonist goals. This game
is played on a graph with a set of colors. Alternately,
the two players choose a vertex of and color it with one of the colors.
The game ends when all the vertices have been colored. Then the Gentle wins if
the coloring is distinguishing and the Rascal wins otherwise. This game leads
to define two new invariants for a graph , which are the minimum numbers of
colors needed to ensure that the Gentle has a winning strategy, depending on
who starts. These invariants could be infinite, thus we start by giving
sufficient conditions to have infinite game distinguishing numbers. We also
show that for graphs with cyclic automorphisms group of prime odd order, both
game invariants are finite. After that, we define a class of graphs, the
involutive graphs, for which the game distinguishing number can be
quadratically bounded above by the classical distinguishing number. The
definition of this class is closely related to imprimitive actions whose blocks
have size . Then, we apply results on involutive graphs to compute the exact
value of these invariants for hypercubes and even cycles. Finally, we study odd
cycles, for which we are able to compute the exact value when their order is
not prime. In the prime order case, we give an upper bound of
Strong geodetic problem on Cartesian products of graphs
The strong geodetic problem is a recent variation of the geodetic problem.
For a graph , its strong geodetic number is the cardinality of
a smallest vertex subset , such that each vertex of lies on a fixed
shortest path between a pair of vertices from . In this paper, the strong
geodetic problem is studied on the Cartesian product of graphs. A general upper
bound for is determined, as well as exact values
for , , and certain prisms.
Connections between the strong geodetic number of a graph and its subgraphs are
also discussed.Comment: 18 pages, 9 figure
A probabilistic version of the game of Zombies and Survivors on graphs
We consider a new probabilistic graph searching game played on graphs,
inspired by the familiar game of Cops and Robbers. In Zombies and Survivors, a
set of zombies attempts to eat a lone survivor loose on a given graph. The
zombies randomly choose their initial location, and during the course of the
game, move directly toward the survivor. At each round, they move to the
neighbouring vertex that minimizes the distance to the survivor; if there is
more than one such vertex, then they choose one uniformly at random. The
survivor attempts to escape from the zombies by moving to a neighbouring vertex
or staying on his current vertex. The zombies win if eventually one of them
eats the survivor by landing on their vertex; otherwise, the survivor wins. The
zombie number of a graph is the minimum number of zombies needed to play such
that the probability that they win is strictly greater than 1/2. We present
asymptotic results for the zombie numbers of several graph families, such as
cycles, hypercubes, incidence graphs of projective planes, and Cartesian and
toroidal grids
Binary Hypothesis Testing Game with Training Data
We introduce a game-theoretic framework to study the hypothesis testing
problem, in the presence of an adversary aiming at preventing a correct
decision. Specifically, the paper considers a scenario in which an analyst has
to decide whether a test sequence has been drawn according to a probability
mass function (pmf) P_X or not. In turn, the goal of the adversary is to take a
sequence generated according to a different pmf and modify it in such a way to
induce a decision error. P_X is known only through one or more training
sequences. We derive the asymptotic equilibrium of the game under the
assumption that the analyst relies only on first order statistics of the test
sequence, and compute the asymptotic payoff of the game when the length of the
test sequence tends to infinity. We introduce the concept of
indistinguishability region, as the set of pmf's that can not be distinguished
reliably from P_X in the presence of attacks. Two different scenarios are
considered: in the first one the analyst and the adversary share the same
training sequence, in the second scenario, they rely on independent sequences.
The obtained results are compared to a version of the game in which the pmf P_X
is perfectly known to the analyst and the adversary
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