54 research outputs found
Maker-Breaker domination number
The Maker-Breaker domination game is played on a graph by Dominator and
Staller. The players alternatively select a vertex of that was not yet
chosen in the course of the game. Dominator wins if at some point the vertices
he has chosen form a dominating set. Staller wins if Dominator cannot form a
dominating set. In this paper we introduce the Maker-Breaker domination number
of as the minimum number of moves of Dominator to
win the game provided that he has a winning strategy and is the first to play.
If Staller plays first, then the corresponding invariant is denoted
. Comparing the two invariants it turns out that they
behave much differently than the related game domination numbers. The invariant
is also compared with the domination number. Using the
Erd\H{o}s-Selfridge Criterion a large class of graphs is found for which
holds. Residual graphs are introduced and
used to bound/determine and .
Using residual graphs, and are
determined for an arbitrary tree. The invariants are also obtained for cycles
and bounded for union of graphs. A list of open problems and directions for
further investigations is given.Comment: 20 pages, 5 figure
Maker-Breaker total domination game
Maker-Breaker total domination game in graphs is introduced as a natural
counterpart to the Maker-Breaker domination game recently studied by Duch\^ene,
Gledel, Parreau, and Renault. Both games are instances of the combinatorial
Maker-Breaker games. The Maker-Breaker total domination game is played on a
graph by two players who alternately take turns choosing vertices of .
The first player, Dominator, selects a vertex in order to totally dominate
while the other player, Staller, forbids a vertex to Dominator in order to
prevent him to reach his goal.
It is shown that there are infinitely many connected cubic graphs in which
Staller wins and that no minimum degree condition is sufficient to guarantee
that Dominator wins when Staller starts the game. An amalgamation lemma is
established and used to determine the outcome of the game played on grids.
Cacti are also classified with respect to the outcome of the game. A connection
between the game and hypergraphs is established. It is proved that the game is
PSPACE-complete on split and bipartite graphs. Several problems and questions
are also posed.Comment: 21 pages, 5 figure
Avoidance Games Are PSPACE-Complete
Avoidance games are games in which two players claim vertices of a hypergraph and try to avoid some structures. These games are studied since the introduction of the game of SIM in 1968, but only few complexity results are known on them. In 2001, Slany proved some partial results on Avoider-Avoider games complexity, and in 2017 Bonnet et al. proved that short Avoider-Enforcer games are Co-W[1]-hard. More recently, in 2022, Miltzow and Stojakovi\'c proved that these games are NP-hard. As these games corresponds to the mis\`ere version of the well-known Maker-Breaker games, introduced in 1963 and proven PSPACE-complete in 1978, one could expect these games to be PSPACE-complete too, but the question remained open since then. We prove here that both Avoider-Avoider and Avoider-Enforcer conventions are PSPACE-complete, and as a consequence of it that some particular Avoider-Enforcer games also are
A note on the flip distance between non-crossing spanning trees
We consider spanning trees of points in convex position whose edges are
pairwise non-crossing. Applying a flip to such a tree consists in adding an
edge and removing another so that the result is still a non-crossing spanning
tree. Given two trees, we investigate the minimum number of flips required to
transform one into the other. The naive upper bound stood for 25
years until a recent breakthrough from Aichholzer et al. yielding a
bound. We improve their result with a
upper bound, and we strengthen and shorten the proofs of several of their
results
Etude de 2.500 souches de Salmonella d’origine animale. Données biologiques et épidémiologiques
Incidence, a Scoring Positional Game on Graphs
Positional games have been introduced by Hales and Jewett in 1963 and have
been extensively investigated in the literature since then. These games are
played on a hypergraph where two players alternately select an unclaimed vertex
of it. In the Maker-Breaker convention, if Maker manages to fully take a
hyperedge, she wins, otherwise, Breaker is the winner. In the Maker-Maker
convention, the first player to take a hyperedge wins. In both cases, the game
stops as soon as Maker has taken a hyperedge. By definition, this family of
games does not handle scores and cannot represent games in which players want
to maximize a quantity.
In this work, we introduce scoring positional games, that consist in playing
on a hypergraph until all the vertices are claimed, and by defining the score
as the number of hyperedges a player has fully taken. We focus here on
Incidence, a scoring positional game played on a 2-uniform hypergraph, i.e. an
undirected graph. In this game, two players alternately claim the vertices of a
graph and score the number of edges for which they own both end vertices. In
the Maker-Breaker version, Maker aims at maximizing the number of edges she
owns, while Breaker aims at minimizing it. In the Maker-Maker version, both
players try to take more edges than their opponent.
We first give some general results on scoring positional games such that
their membership in Milnor's universe and some general bounds on the score. We
prove that, surprisingly, computing the score in the Maker-Breaker version of
Incidence is PSPACE-complete whereas in the Maker-Maker convention, the
relative score can be obtained in polynomial time. In addition, for the
Maker-Breaker convention, we give a formula for the score on paths by using
some equivalences due to Milnor's universe. This result implies that the score
on cycles can also be computed in polynomial time
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