35 research outputs found
The incidence game chromatic number
We introduce the incidence game chromatic number which unifies the ideas of game chromatic number and incidence coloring number of an undirected graph. For k-degenerate graphs with maximum degree D, the upper bound 2D+4k-2 for the incidence game chromatic number is given. If D is at least 5k, we improve this bound to the value 2D+3k-1. We also determine the exact incidence game chromatic number of cycles, stars and sufficiently large wheels and obtain the lower bound 3D/2 for the incidence game chromatic number of graphs of maximum degree D
On Spanning Galaxies in Digraphs
International audienceIn a directed graph, a star is an arborescence with at least one arc, in which the root dominates all the other vertices. A galaxy is a vertex-disjoint union of stars. In this paper, we consider the Spanning Galaxy problem of deciding whether a digraph D has a spanning galaxy or not. We show that although this problem is NP-complete (even when restricted to acyclic digraphs), it becomes polynomial-time solvable when restricted to strong digraphs. In fact, we prove that restricted to this class, the \pb\ is equivalent to the problem of deciding if a strong digraph has a strong digraph with an even number of vertices. We then show a polynomial-time algorithm to solve this problem. We also consider some parameterized version of the Spanning Galaxy problem. Finally, we improve some results concerning the notion of directed star arboricity of a digraph D, which is the minimum number of galaxies needed to cover all the arcs of D. We show in particular that dst(D)\leq \Delta(D)+1 for every digraph D and that dst(D)\leq\Delta(D) for every acyclic digraph D
An extensive English language bibliography on graph theory and its applications, supplement 1
Graph theory and its applications - bibliography, supplement
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