1,403 research outputs found

    The one-round Voronoi game replayed

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    We consider the one-round Voronoi game, where player one (``White'', called ``Wilma'') places a set of n points in a rectangular area of aspect ratio r <=1, followed by the second player (``Black'', called ``Barney''), who places the same number of points. Each player wins the fraction of the board closest to one of his points, and the goal is to win more than half of the total area. This problem has been studied by Cheong et al., who showed that for large enough nn and r=1, Barney has a strategy that guarantees a fraction of 1/2+a, for some small fixed a. We resolve a number of open problems raised by that paper. In particular, we give a precise characterization of the outcome of the game for optimal play: We show that Barney has a winning strategy for n>2 and r>sqrt{2}/n, and for n=2 and r>sqrt{3}/2. Wilma wins in all remaining cases, i.e., for n>=3 and r<=sqrt{2}/n, for n=2 and r<=sqrt{3}/2, and for n=1. We also discuss complexity aspects of the game on more general boards, by proving that for a polygon with holes, it is NP-hard to maximize the area Barney can win against a given set of points by Wilma.Comment: 14 pages, 6 figures, Latex; revised for journal version, to appear in Computational Geometry: Theory and Applications. Extended abstract version appeared in Workshop on Algorithms and Data Structures, Springer Lecture Notes in Computer Science, vol.2748, 2003, pp. 150-16

    The Stackelberg game : responses to regular strategies

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    Following the solution to the One-Round Voronoi Game in arXiv:2011.13275, we naturally may want to consider similar games based upon the competitive locating of points and subsequent dividing of territories. In order to appease the tears of White (the first player) after they have potentially been tricked into going first in a game of point-placement, an alternative game (or rather, an extension of the Voronoi game) is the Stackelberg game where all is not lost if Black (the second player) gains over half of the contested area. It turns out that plenty of results can be transferred from One-Round Voronoi Game and what remains to be explored for the Stackelberg game is how best White can mitigate the damage of Black's placements. Since significant weaknesses in certain arrangements were outlined in arXiv:2011.13275, we shall first consider arrangements that still satisfy these results (namely, White plays a certain grid arrangement) and then explore how Black can best exploit these positions

    Advantage in the discrete Voronoi game

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    We study the discrete Voronoi game, where two players alternately claim vertices of a graph for t rounds. In the end, the remaining vertices are divided such that each player receives the vertices that are closer to his or her claimed vertices. We prove that there are graphs for which the second player gets almost all vertices in this game, but this is not possible for bounded-degree graphs. For trees, the first player can get at least one quarter of the vertices, and we give examples where she can get only little more than one third of them. We make some general observations, relating the result with many rounds to the result for the one-round game on the same graph

    Heterogeneity for IGF-II production maintained by public goods dynamics in neuroendocrine pancreatic cancer

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    The extensive intratumor heterogeneity revealed by sequencing cancer genomes is an essential determinant of tumor progression, diagnosis, and treatment. What maintains heterogeneity remains an open question because competition within a tumor leads to a strong selection for the fittest subclone. Cancer cells also cooperate by sharing molecules with paracrine effects, such as growth factors, and heterogeneity can be maintained if subclones depend on each other for survival. Without strict interdependence between subclones, however, nonproducer cells can free-ride on the growth factors produced by neighboring producer cells, a collective action problem known in game theory as the “tragedy of the commons,” which has been observed in microbial cell populations. Here, we report that similar dynamics occur in cancer cell populations. Neuroendocrine pancreatic cancer (insulinoma) cells that do not produce insulin-like growth factor II (IGF-II) grow slowly in pure cultures but have a proliferation advantage in mixed cultures, where they can use the IGF-II provided by producer cells. We show that, as predicted by evolutionary game theory, producer cells do not go extinct because IGF-II acts as a nonlinear public good, creating negative frequency-dependent selection that leads to a stable coexistence of the two cell types. Intratumor cell heterogeneity can therefore be maintained even without strict interdependence between cell subclones. Reducing the amount of growth factors available within a tumor may lead to a reduction in growth followed by a new equilibrium, which may explain relapse in therapies that target growth factors

    Facility location problems and games

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    We concern ourselves with facility location problems and games wherein we must decide upon the optimal locating of facilities. A facility is considered to be any physical location to which customers travel to obtain a service, or from which an agent of the facility travels to customers to deliver a service. We model facilities by points without a capacity limit and assume that customers obtain (or are provided with) their service from the closest facility. Throughout this thesis we consider distance to be measured exclusively using the Manhattan metric, a natural choice in urban settings and also in scenarios arising from clustering for data analysis with heterogeneous dimensions. Additionally we always model the demand for the facility as continuously and uniformly distributed over some convex polygonal demand region P and it is only within P that we consider locating our facilities.We first consider five facility location problems where n facilities are present in a convex polygon in the rectilinear plane, over which continuous and uniform demand is distributed and within which a convex polygonal barrier is located (removing all demand and preventing all travel within the barrier), and the optimal location for an additional facility is sought. We begin with an in-depth analysis of the representation of the bisectors of two facilities affected by the barrier and how it is affected by the position of the additional facility. Following this, a detailed investigation into the changes in the structure of the Voronoi diagram caused by the movement of this additional facility, which governs the form of the objective function for numerous facility location problems, yields a set of linear constraints for a general convex barrier that partitions the market space into a finite number of regions within which the exact solution can be found in polynomial time. This allows us to formulate an exact polynomial-time algorithm that makes use of a triangular decomposition of the incremental Voronoi diagram and the first order optimality conditions.Following this we study competitive location problems in a continuous setting, in which the first player (''White'') places a set of n points in a rectangular domain P of width p and height q, followed by the second player (''Black''), who places the same number of points. Players cannot place points atop one another, nor can they move a point once it has been placed, and after all 2n points have been played each player wins the fraction of the board for which one of their points is closest. The goal for each player in the One-Round Voronoi Game is to score more than half of the area of P, and that of the One-Round Stackelberg Game is to maximise one's total area. Even in the more diverse setting of Manhattan distances, we determine a complete characterisation for the One-Round Voronoi Game wherein White can win only if p/q >= n, otherwise Black wins, and we show each player's winning strategies. For the One-Round Stackelberg Game we explore arrangements of White's points in which the Voronoi cells of individual facilities are equalised with respect to a number of attractive geometric properties such as fairness (equally-sized Voronoi cells) and local optimality (symmetrically balanced Voronoi cell areas), and explore each player's best strategy under certain conditions

    A Location Game On Disjoint Circles

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    Two players are endowed with resources for setting up N locations on K identical circles, with N > K>= 1. The players alternately choose these locations (possibly in batches of more than one in each round) in order to secure the area closer to their locations than that of their rival's. They face a resource mobility constraint such that not all N locations can be placed in the rst round. The player with the highest secured area wins the game and otherwise the game ends in a tie. Earlier research has shown that for K = 1, the second mover always has a winning strategy in this game. In this paper we show that with K > 1, the second mover advantage disappears as in this case both players have a tying strategy. We also study a natural variant of this game where the resource mobility constraint is more stringent so that in each round each player chooses a single location where we show that the second mover advantage re-appears. We suggest some Nash equilibrium configurations of locations in both versions of the game.

    Competitive location problems : balanced facility location and the one-round Manhattan Voronoi game

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    We study competitive location problems in a continuous setting, in which facilities have to be placed in a rectangular domain R of normalized dimensions of 1 and ρ≄1, and distances are measured according to the Manhattan metric. We show that the family of 'balanced' facility configurations (in which the Voronoi cells of individual facilities are equalized with respect to a number of geometric properties) is considerably richer in this metric than for Euclidean distances. Our main result considers the 'One-Round Voronoi Game' with Manhattan distances, in which first player White and then player Black each place n points in R; each player scores the area for which one of its facilities is closer than the facilities of the opponent. We give a tight characterization: White has a winning strategy if and only if ρ≄n; for all other cases, we present a winning strategy for Black
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