211 research outputs found
Logical limit laws for minor-closed classes of graphs
Let be an addable, minor-closed class of graphs. We prove that
the zero-one law holds in monadic second-order logic (MSO) for the random graph
drawn uniformly at random from all {\em connected} graphs in on
vertices, and the convergence law in MSO holds if we draw uniformly at
random from all graphs in on vertices. We also prove analogues
of these results for the class of graphs embeddable on a fixed surface,
provided we restrict attention to first order logic (FO). Moreover, the
limiting probability that a given FO sentence is satisfied is independent of
the surface . We also prove that the closure of the set of limiting
probabilities is always the finite union of at least two disjoint intervals,
and that it is the same for FO and MSO. For the classes of forests and planar
graphs we are able to determine the closure of the set of limiting
probabilities precisely. For planar graphs it consists of exactly 108
intervals, each of length . Finally, we analyse
examples of non-addable classes where the behaviour is quite different. For
instance, the zero-one law does not hold for the random caterpillar on
vertices, even in FO.Comment: minor changes; accepted for publication by JCT
Game Chromatic Number of Shackle Graphs
Coloring vertices on graph is one of the topics of discrete mathematics that are still developing until now. Exploration Coloring vertices develops in the form of a game known as a coloring game. Let G graph. The smallest number k such that the graph G can be colored in a coloring game is called game chromatic number. Notated as χ_g (G). The main objective of this research is to prove game chromatic numbers from graphsThis study examines and proves game chromatic numbers from graphs shack(K_n,v_i,t),shack(S_n,v_i,t), and shack(K_(n,n),v_i,t). The research method used in this research is qualitative. The result show that χ_g (shack(K_n,v_i,t))=n,and χ_g (shack(S_n,v_i,t))=χ_g (shack(K_(n,n),v_i,t))=3. The game chromatic number of the shackle graph depends on the subgraph and linkage vertices. Therefore, it is necessary to make sure the vertex linkage is colored first
Game Chromatic Number on Segmented Caterpillars
Graph theory is the study of sets vertices connected by known as edges, which are depicted as lines. The graph coloring game is a game played on a graph with two players, Alice and Bob, such that they alternate to properly color a graph, meaning no adjacent vertices are the same color. Alice wins if every vertex is properly colored with n colors, otherwise Bob wins when a vertex cannot be colored using n colors. While strategies for winning this game may seem helpful, more interesting is the least number of colors needed for Alice to have a winning strategy, which is called the game chromatic number. We classified a specific tree graph noted as segmented caterpillar graphs that have vertices of degree 2, 3, and 4, for which the game chromatic number have not yet been explored
The Game Chromatic Number of Complete Multipartite Graphs with No Singletons
In this paper we investigate the game chromatic number for complete
multipartite graphs. We devise several strategies for Alice, and one strategy
for Bob, and we prove their optimality in all complete multipartite graphs with
no singletons. All the strategies presented are computable in linear time, and
the values of the game chromatic number depend directly only on the number and
the sizes of sets in the partition
Impartial coloring games
Coloring games are combinatorial games where the players alternate painting
uncolored vertices of a graph one of colors. Each different ruleset
specifies that game's coloring constraints. This paper investigates six
impartial rulesets (five new), derived from previously-studied graph coloring
schemes, including proper map coloring, oriented coloring, 2-distance coloring,
weak coloring, and sequential coloring. For each, we study the outcome classes
for special cases and general computational complexity. In some cases we pay
special attention to the Grundy function
Jogos combinatórios em grafos: jogo Timber e jogo de Coloração
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 famÃlias 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 possÃvel. 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
On the Graceful Game
A graceful labeling of a graph with edges consists of labeling the
vertices of with distinct integers from to such that, when each
edge is assigned as induced label the absolute difference of the labels of its
endpoints, all induced edge labels are distinct. Rosa established two well
known conjectures: all trees are graceful (1966) and all triangular cacti are
graceful (1988). In order to contribute to both conjectures we study graceful
labelings in the context of graph games. The Graceful game was introduced by
Tuza in 2017 as a two-players game on a connected graph in which the players
Alice and Bob take turns labeling the vertices with distinct integers from 0 to
. Alice's goal is to gracefully label the graph as Bob's goal is to prevent
it from happening. In this work, we study winning strategies for Alice and Bob
in complete graphs, paths, cycles, complete bipartite graphs, caterpillars,
prisms, wheels, helms, webs, gear graphs, hypercubes and some powers of paths
Improved camouflage through ontogenetic colour change confers reduced detection risk in shore crabs
This is the author accepted manuscript. The final version is available from Wiley via the DOI in this record.1. Animals from many taxa, from snakes and crabs to caterpillars and lobsters, change appearance with age, but the reasons why this occurs are rarely tested.
2. We show the importance that ontogenetic changes in coloration have on the camouflage of the green shore crabs (Carcinus maenas), known for their remarkable phenotypic variation and plasticity in colour and pattern.
3. In controlled conditions, we reared juvenile crabs of two shades, pale or dark, on two background types simulating different habitats for 10 weeks.
4. In contrast to expectations for reversible colour change, crabs did not tune their background match to specific microhabitats, but instead, and regardless of treatment, all developed a uniform dark green phenotype. This parallels changes in shore crab appearance with age observed in the field.
5. Next, we undertook a citizen science experiment at the Natural History Museum London, where human subjects (‘predators’) searched for crabs representing natural colour variation from different habitats, simulating predator vision.
6. In concert, crabs were not hardest to find against their original habitat, but instead the dark green phenotype was hardest to detect against all backgrounds.
7. The evolution of camouflage can be better understood by acknowledging that the optimal phenotype to hide from predators may change over the life-history of many animals, including the utilisation of a generalist camouflage strategy.Biotechnology & Biological Sciences Research Council (BBSRC)Emil Aaltonen FoundationAcademy of Finlan
Line game-perfect graphs
The -edge colouring game is played with a set of colours on a
graph with initially uncoloured edges by two players, Alice (A) and Bob
(B). The players move alternately. Player has the first move.
. If , then only player may skip any move,
otherwise skipping is not allowed for any player. A move consists in colouring
an uncoloured edge with one of the colours such that adjacent edges have
distinct colours. When no more moves are possible, the game ends. If every edge
is coloured in the end, Alice wins; otherwise, Bob wins.
The -game chromatic index is the smallest
nonnegative integer such that Alice has a winning strategy for the
-edge colouring game played on with colours. The graph is
called line -perfect if, for any edge-induced subgraph of ,
where denotes the clique
number of the line graph of .
For each of the six possibilities , we
characterise line -perfect graphs by forbidden (edge-induced) subgraphs
and by explicit structural descriptions, respectively
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