211 research outputs found

    Logical limit laws for minor-closed classes of graphs

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    Let G\mathcal G 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 G\mathcal G on nn vertices, and the convergence law in MSO holds if we draw uniformly at random from all graphs in G\mathcal G on nn 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 SS. 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 ≈5⋅10−6\approx 5\cdot 10^{-6}. 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 nn vertices, even in FO.Comment: minor changes; accepted for publication by JCT

    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

    Game Chromatic Number of Shackle Graphs

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    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

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    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

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    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

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    Coloring games are combinatorial games where the players alternate painting uncolored vertices of a graph one of k>0k > 0 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

    On the Graceful Game

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    A graceful labeling of a graph GG with mm edges consists of labeling the vertices of GG with distinct integers from 00 to mm 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 mm. 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

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    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

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    The [X,Y][X,Y]-edge colouring game is played with a set of kk colours on a graph GG with initially uncoloured edges by two players, Alice (A) and Bob (B). The players move alternately. Player X∈{A,B}X\in\{A,B\} has the first move. Y∈{A,B,−}Y\in\{A,B,-\}. If Y∈{A,B}Y\in\{A,B\}, then only player YY may skip any move, otherwise skipping is not allowed for any player. A move consists in colouring an uncoloured edge with one of the kk 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 [X,Y][X,Y]-game chromatic index χ[X,Y]′(G)\chi_{[X,Y]}'(G) is the smallest nonnegative integer kk such that Alice has a winning strategy for the [X,Y][X,Y]-edge colouring game played on GG with kk colours. The graph GG is called line [X,Y][X,Y]-perfect if, for any edge-induced subgraph HH of GG, χ[X,Y]′(H)=ω(L(H)),\chi_{[X,Y]}'(H)=\omega(L(H)), where ω(L(H))\omega(L(H)) denotes the clique number of the line graph of HH. For each of the six possibilities (X,Y)∈{A,B}×{A,B,−}(X,Y)\in\{A,B\}\times\{A,B,-\}, we characterise line [X,Y][X,Y]-perfect graphs by forbidden (edge-induced) subgraphs and by explicit structural descriptions, respectively
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