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1.
Let p and q be positive integers and let H be any hypergraph. In a (p,q,H) Avoider-Enforcer game two players, called Avoider and Enforcer, take turns selecting previously unclaimed vertices of H. Avoider selects p vertices per move and Enforcer selects q vertices per move. Avoider loses if he claims all the vertices of some hyperedge of H; otherwise Enforcer loses. We prove a sufficient condition for Avoider to win the (p,q,H) game. We then use this condition to show that Enforcer can win the (1,q) perfect matching game on K2n for every q?cn/logn for an appropriate constant c, and the (1,q) Hamilton cycle game on Kn for every q?cnloglogloglogn/lognlogloglogn for an appropriate constant c. We also determine exactly those values of q for which Enforcer can win the (1,q) connectivity game on Kn. This result is quite surprising as it substantially differs from its Maker-Breaker analog. Our method extends easily to improve a result of Lu [X. Lu, A note on biased and non-biased games, Discrete Appl. Math. 60 (1995) 285-291], regarding forcing an opponent to pack many pairwise edge disjoint spanning trees in his graph.  相似文献   

2.
We analyze Avoider–Enforcer games played on edge disjoint hypergraphs, providing an analog of the classic and well known game Box, due to Chvátal and Erd?s. We consider both strict and monotone versions of Avoider–Enforcer games, and for each version we give a sufficient condition to win for each player. We also present applications of our results to several general Avoider–Enforcer games.  相似文献   

3.
In this paper we analyze biased Maker‐Breaker games and Avoider‐Enforcer games, both played on the edge set of a random board . In Maker‐Breaker games there are two players, denoted by Maker and Breaker. In each round, Maker claims one previously unclaimed edge of G and Breaker responds by claiming b previously unclaimed edges. We consider the Hamiltonicity game, the perfect matching game and the k‐vertex‐connectivity game, where Maker's goal is to build a graph which possesses the relevant property. Avoider‐Enforcer games are the reverse analogue of Maker‐Breaker games with a slight modification, where the two players claim at least 1 and at least b previously unclaimed edges per move, respectively, and Avoider aims to avoid building a graph which possesses the relevant property. Maker‐Breaker games are known to be “bias‐monotone”, that is, if Maker wins the (1,b) game, he also wins the game. Therefore, it makes sense to define the critical bias of a game, b *, to be the “breaking point” of the game. That is, Maker wins the (1,b) game whenever and loses otherwise. An analogous definition of the critical bias exists for Avoider‐Enforcer games: here, the critical bias of a game b * is such that Avoider wins the (1,b) game for every , and loses otherwise. We prove that, for every is typically such that the critical bias for all the aforementioned Maker‐Breaker games is asymptotically . We also prove that in the case , the critical bias is . These results settle a conjecture of Stojakovi? and Szabó. For Avoider‐Enforcer games, we prove that for , the critical bias for all the aforementioned games is . © 2014 Wiley Periodicals, Inc. Random Struct. Alg., 46,651–676, 2015  相似文献   

4.
5.
In numerous positional games the identity of the winner is easily determined. In this case one of the more interesting questions is not who wins but rather how fast can one win. These types of problems were studied earlier for Maker-Breaker games; here we initiate their study for unbiased Avoider-Enforcer games played on the edge set of the complete graph K n on n vertices. For several games that are known to be an Enforcer’s win, we estimate quite precisely the minimum number of moves Enforcer has to play in order to win. We consider the non-planarity game, the connectivity game and the non-bipartite game.  相似文献   

6.
On the core of information graph games   总被引:1,自引:0,他引:1  
This paper considers a subclass of minimum cost spanning tree games, called information graph games. It is proved that the core of these games can be described by a set of at most 2n — 1 linear constraints, wheren is the number of players. Furthermore, it is proved that each information graph game has an associated concave information graph game, which has the same core as the original game. Consequently, the set of extreme core allocations of an information graph game is characterized as the set of marginal allocation vectors of its associated concave game. Finally, it is proved that all extreme core allocations of an information graph game are marginal allocation vectors of the game itself, though not all marginal allocation vectors need to be core allocations.  相似文献   

7.
We introduce the notion of weak acyclic coloring of a graph. This is a relaxation of the usual notion of acyclic coloring which is often sufficient for applications. We then use this concept to analyze the (a,b)-coloring game. This game is played on a finite graph G, using a set of colors X, by two players Alice and Bob with Alice playing first. On each turn Alice (Bob) chooses a (b) uncolored vertices and properly colors them with colors from X. Alice wins if the players eventually create a proper coloring of G; otherwise Bob wins when one of the players has no legal move. The (a,b)-game chromatic number of G, denoted (a,b)-χg(G), is the least integer t such that Alice has a winning strategy when the game is played on G using t colors. We show that if the weak acyclic chromatic number of G is at most k then (2,1)-.  相似文献   

8.
Repeated zero-sum two-person games of incomplete information on one side are considered. If the one-shot game is played sequentially, the informed player moving first, it is proved that the value of then-shot game is constant inn and is equal to the concavification of the game in which the informed player disregards his extra information. This is a strengthening ofAumann andMaschler's results for simultaneous games. Optimal strategies for both players are constructed explicitly.  相似文献   

9.
In the ultimatum games, two players are required to split a certain sum of money. Through the responder accepting the offer of proposer, the money will be shared and the fairness is built finally. Here, we figure out five coevolutionary protocols, where strategy (offering rate p and threshold for accepting an offer q) and underlying network topology can coevolve, to demonstrate how the link severing scenario affects the evolution of fairness. We show that the equilibrium of the games is significantly influenced by these coevolutionary protocols. The deterministic rules lead to overly lavish or overly generous result that is inconsistent with the outcome of human behavior experiment. However, the probabilistic rules produce fair division, similar to the realistic case. Moreover, we also introduce an amplitude parameter b to verify the plausibility of assumed link severing protocols. By means of enhancing b we analytically exhibit that preferable performance can be obtained in the game, since the total amount of agents increases as well. Last, we further support our conclusion by showing the so-called unrealistic severing events under these coevolution scenarios. We thus present a viable way of understanding the ubiquitous fairness in nature and hope that it will inspire further studies to resolve social division.  相似文献   

10.
In this paper, we consider a non-cooperative two-person zero-sum matrix game, called dice game. In an (n,σ) dice game, two players can independently choose a dice from a collection of hypothetical dice having n faces and with a total of σ eyes distributed over these faces. They independently roll their dice and the player showing the highest number of eyes wins (in case of a tie, none of the players wins). The problem at hand in this paper is the characterization of all optimal strategies for these games. More precisely, we determine the (n,σ) dice games for which optimal strategies exist and derive for these games the number of optimal strategies as well as their explicit form.  相似文献   

11.
We study biased Maker/Breaker games on the edges of the complete graph, as introduced by Chvátal and Erd?s. We show that Maker, occupying one edge in each of his turns, can build a spanning tree, even if Breaker occupies b ≤ (1 ? o(1)) · edges in each turn. This improves a result of Beck, and is asymptotically best possible as witnessed by the Breaker‐strategy of Chvátal and Erd?s. We also give a strategy for Maker to occupy a graph with minimum degree c (where c = c(n) is a slowly growing function of n) while playing against a Breaker who takes b ≤ (1 ? o(1)) · edges in each turn. This result improves earlier bounds by Krivelevich and Szabó. Both of our results support the surprising random graph intuition: the threshold bias is asymptotically the same for the game played by two “clever” players and the game played by two “random” players. © 2009 Wiley Periodicals, Inc. Random Struct. Alg., 2009  相似文献   

12.
Combinatorial game theory is the study of two player perfect information games. While work has been done in the past on expanding this field to include n-player games we present a unique method which guarantees a single winner. Specifically our goal is to derive a function which, given an n-player game, is able to determine the winning player (assuming all n players play optimally). Once this is accomplished we use this function in analyzing a certain family of three player subtraction games along with a complete analysis of three player, three row Chomp. Furthermore we make use of our new function in producing alternative proofs to various well known two player Chomp games. Finally the paper presents a possible method of analyzing a two player game where one of the players plays a completely random game. As it turns out this slight twist to the rules of combinatorial game theory produces rather interesting results and is certainly worth the time to study further.  相似文献   

13.
We study a q-player variation of the impartial avoidance game introduced by Anderson and Harary, where q is a prime. The game is played by the q players taking turns selecting previously-unselected elements of a finite group. The losing player is the one who selects an element that causes the set of jointly-selected elements to be a generating set for the group, with the previous player winning. We introduce a ranking system for the other players to prevent coalitions. We describe the winning strategy for these games on cyclic, nilpotent, dihedral, and dicyclic groups.  相似文献   

14.
We present a brief review of the most important concepts and results concerning games in which the goal structure is formalized by binary relations called preference relations. The main part of the work is devoted to games with ordered outcomes, i.e., game-theoretic models in which preference relations of players are given by partial orders on the set of outcomes. We discuss both antagonistic games and n-person games with ordered outcomes. Optimal solutions in games with ordered outcomes are strategies of players, situations, or outcomes of the game. In the paper, we consider noncooperative and certain cooperative solutions. Special attention is paid to an extension of the order on the set of probabilistic measures since this question is substantial for constructing the mixed extension of the game with ordered outcomes. The review covers works published from 1953 until now.  相似文献   

15.
We introduce the (a,b)‐coloring game, an asymmetric version of the coloring game played by two players Alice and Bob on a finite graph, which differs from the standard version in that, in each turn, Alice colors a vertices and Bob colors b vertices. We also introduce a related game, the (a,b)‐marking game. We analyze these games and determine the (a,b)‐chromatic numbers and (a,b)‐coloring numbers for the class of forests and all values of a and b. © 2005 Wiley Periodicals, Inc. J Graph Theory 48: 169–185, 2005  相似文献   

16.
We consider simple games which are constructed as iterated weighted majority games. It turns out that every proper simple game can be obtained in this way. The minimal number of iterations necessary to obtain a given game is called the height of this game. We investigate the behaviour ofh (n), the maximal height of a simple game withn players.  相似文献   

17.
Two games of interacting between a coalition of players in a marketplace and the residual players acting there are discussed, along with two approaches to fair imputation of gains of coalitions in cooperative games that are based on the concepts of the Shapley vector and core of a cooperative game. In the first game, which is an antagonistic one, the residual players try to minimize the coalition's gain, whereas in the second game, which is a noncooperative one, they try to maximize their own gain as a coalition. A meaningful interpretation of possible relations between gains and Nash equilibrium strategies in both games considered as those played between a coalition of firms and its surrounding in a particular marketplace in the framework of two classes of n-person games is presented. A particular class of games of choosing partners and forming coalitions in which models of firms operating in the marketplace are those with linear constraints and utility functions being sums of linear and bilinear functions of two corresponding vector arguments is analyzed, and a set of maximin problems on polyhedral sets of connected strategies which the problem of choosing a coalition for a particular firm is reducible to are formulated based on the firm models of the considered kind.  相似文献   

18.
In many applications of cooperative game theory to economic allocation problems, such as river-, polluted river- and sequencing games, the game is totally positive (i.e., all dividends are nonnegative), and there is some ordering on the set of the players. A totally positive game has a nonempty core. In this paper we introduce constrained core solutions for totally positive games with ordered players which assign to every such a game a subset of the core. These solutions are based on the distribution of dividends taking into account the hierarchical ordering of the players. The Harsanyi constrained core of a totally positive game with ordered players is a subset of the core of the game and contains the Shapley value. For special orderings it coincides with the core or the Shapley value. The selectope constrained core is defined for acyclic orderings and yields a subset of the Harsanyi constrained core. We provide a characterization for both solutions.  相似文献   

19.
In this paper we give necessary and sufficient conditions for a simple game to have rough weights. We define two functions f(n) and g(n) that measure the deviation of a simple game from a weighted majority game and roughly weighted majority game, respectively. We formulate known results in terms of lower and upper bounds for these functions and improve those bounds. We also investigate rough weightedness of simple games with a small number of players.  相似文献   

20.
We model and analyze classes of antagonistic stochastic games of two players. The actions of the players are formalized by marked point processes recording the cumulative damage to the players at any moment of time. The processes evolve until one of the processes crosses its fixed preassigned threshold of tolerance. Once the threshold is reached or exceeded at some point of the time (exit time), the associated player is ruined. Both stochastic processes are being “observed” by a third party point stochastic process, over which the information regarding the status of both players is obtained. We succeed in these goals by arriving at closed form joint functionals of the named elements and processes. Furthermore, we also look into the game more closely by introducing an intermediate threshold (see a layer), which a losing player is to cross prior to his ruin, in order to analyze the game more scrupulously and see what makes the player lose the game.  相似文献   

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