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1.
Place tokens on distinct vertices of an arbitrary finite digraph with n vertices which may contain cycles or loops. Each of two players alternately selects a token and moves it from its present position u to a neighboring vertex v along a directed edge which may be a loop. If v is occupied, and uv, both tokens get annihilated and phase out of the game. The player first unable to move is the loser, the other the winner. If there is no last move, the outcome is declared a draw. An O(n6) algorithm for computing the previous-player-winning, next-player-winning and draw positions of the game is given. Furthermore, an algorithm is given for computing a best strategy in O(n6) steps and winning—starting from a next-player-winning position—in O(n5) moves.  相似文献   

2.
A pebbling move on a graph consists of taking two pebbles off of one vertex and placing one pebble on an adjacent vertex. In the traditional pebbling problem we try to reach a specified vertex of the graph by a sequence of pebbling moves. In this paper we investigate the case when every vertex of the graph must end up with at least one pebble after a series of pebbling moves. The cover pebbling number of a graph is the minimum number of pebbles such that however the pebbles are initially placed on the vertices of the graph we can eventually put a pebble on every vertex simultaneously. We find the cover pebbling numbers of trees and some other graphs. We also consider the more general problem where (possibly different) given numbers of pebbles are required for the vertices.  相似文献   

3.
A two-person positional game form g (with perfect information and without moves of chance) is modeled by a finite directed graph (digraph) whose vertices and arcs are interpreted as positions and moves, respectively. All simple directed cycles of this digraph together with its terminal positions form the set A of the outcomes. Each non-terminal position j is controlled by one of two players iI={1,2}. A strategy xi of a player iI involves selecting a move (j,j) in each position j controlled by i. We restrict both players to their pure positional strategies; in other words, a move (j,j) in a position j is deterministic (not random) and it can depend only on j (not on preceding positions or moves or on their numbers). For every pair of strategies (x1,x2), the selected moves uniquely define a play, that is, a directed path form a given initial position j0 to an outcome (a directed cycle or terminal vertex). This outcome aA is the result of the game corresponding to the chosen strategies, a=a(x1,x2). Furthermore, each player iI={1,2} has a real-valued utility function ui over A. Standardly, a game form g is called Nash-solvable if for every u=(u1,u2) the obtained game (g,u) has a Nash equilibrium (in pure positional strategies).A digraph (and the corresponding game form) is called symmetric if (j,j) is its arc whenever (j,j) is. In this paper we obtain necessary and sufficient conditions for Nash-solvability of symmetric cycle two-person game forms and show that these conditions can be verified in linear time in the size of the digraph.  相似文献   

4.
In the rendezvous problem, the goal for two mobile agents is to meet whenever this is possible. In the rendezvous with detection problem, an additional goal for the agents is to detect the impossibility of a rendezvous (e.g., due to symmetrical initial positions of the agents) and stop. We consider the rendezvous problem with and without detection for identical anonymous mobile agents (i.e., running the same deterministic algorithm) with tokens in an anonymous synchronous torus with a sense of direction, and show that there is a striking computational difference between one and more tokens. Specifically, we show that (1) two agents with a constant number of unmovable tokens, or with one movable token each, cannot rendezvous in an n×n torus if they have o(logn) memory, while they can solve the rendezvous with detection problem in an n×m torus as long as they have one unmovable token and O(logn+logm) memory; in contrast, (2) when two agents have two movable tokens each then the rendezvous problem (respectively, rendezvous with detection problem) is solvable with constant memory in an arbitrary n×m (respectively, n×n) torus; and finally, (3) two agents with three movable tokens each and constant memory can solve the rendezvous with detection problem in an n×m torus. This is the first publication in the literature that studies tradeoffs between the number of tokens, memory and knowledge the agents need in order to meet in a torus.  相似文献   

5.
A pebbling move on a graph removes two pebbles at a vertex and adds one pebble at an adjacent vertex. Rubbling is a version of pebbling where an additional move is allowed. In this new move one pebble is removed at vertices v and w adjacent to a vertex u and an extra pebble is added at vertex u. A vertex is reachable from a pebble distribution if it is possible to move a pebble to that vertex using rubbling moves. The rubbling number of a graph is the smallest number m needed to guarantee that any vertex is reachable from any pebble distribution of m pebbles. The optimal rubbling number is the smallest number m needed to guarantee a pebble distribution of m pebbles from which any vertex is reachable. We determine the rubbling and optimal rubbling number of some families of graphs and we show that Graham’s conjecture does not hold for rubbling numbers.  相似文献   

6.
Token Graphs     
For a graph G and integer k ≥ 1, we define the token graph F k (G) to be the graph with vertex set all k-subsets of V(G), where two vertices are adjacent in F k (G) whenever their symmetric difference is a pair of adjacent vertices in G. Thus vertices of F k (G) correspond to configurations of k indistinguishable tokens placed at distinct vertices of G, where two configurations are adjacent whenever one configuration can be reached from the other by moving one token along an edge from its current position to an unoccupied vertex. This paper introduces token graphs and studies some of their properties including: connectivity, diameter, cliques, chromatic number, Hamiltonian paths, and Cartesian products of token graphs.  相似文献   

7.
A pebbling move on a graph removes two pebbles at a vertex and adds one pebble at an adjacent vertex. Rubbling is a version of pebbling where an additional move is allowed. In this new move, one pebble each is removed at vertices v and w adjacent to a vertex u, and an extra pebble is added at vertex u. A vertex is reachable from a pebble distribution if it is possible to move a pebble to that vertex using rubbling moves. The rubbling number is the smallest number m needed to guarantee that any vertex is reachable from any pebble distribution of m pebbles. The optimal rubbling number is the smallest number m needed to guarantee a pebble distribution of m pebbles from which any vertex is reachable. We give bounds for rubbling and optimal rubbling numbers. In particular, we find an upper bound for the rubbling number of n-vertex, diameter d graphs, and estimates for the maximum rubbling number of diameter 2 graphs. We also give a sharp upper bound for the optimal rubbling number, and sharp upper and lower bounds in terms of the diameter.  相似文献   

8.
Suppose that n tokens are arbitrarily placed on the n nodes of a graph. At each parallel step one token may be moved from each node to an adjacent node. An algorithm for the near-perfect token distribution problem redistributes the tokens in a finite number of steps, so that, at the end, no more than O(1) tokens reside at each node. (In perfect distribution, at the end, exactly one token resides at each node.) In this paper we present a simple algorithm that works for all extrovert graphs, a new property which we define and study. In terms of connectivity requirements, extrovert graphs are roughly in-between expanders and compressors. Our results lead to an optimal solution for the near-perfect token distribution problem on almost all cubic graphs. The new solution is conceptually simpler than previous algorithms, and applies to graphs of minimum possible degree. © 1994 John Wiley & Sons, Inc.  相似文献   

9.
Given a configuration of pebbles on the vertices of a graph, a pebbling move is defined by removing two pebbles from some vertex and placing one pebble on an adjacent vertex. The cover pebbling number of a graph, γ(G), is the smallest number of pebbles such that through a sequence of pebbling moves, a pebble can eventually be placed on every vertex simultaneously, no matter how the pebbles are initially distributed. We determine Bose-Einstein and Maxwell-Boltzmann cover pebbling thresholds for the complete graph. Also, we show that the cover pebbling decision problem is NP-complete.  相似文献   

10.
The pebbling number of a graph G, f(G), is the least n such that, no matter how n pebbles are placed on the vertices of G, we can move a pebble to any vertex by a sequence of pebbling moves, each move taking two pebbles off one vertex and placing one on an adjacent vertex. Let p1,p2,…,pn be positive integers and G be such a graph, V(G)=n. The thorn graph of the graph G, with parameters p1,p2,…,pn, is obtained by attaching pi new vertices of degree 1 to the vertex ui of the graph G, i=1,2,…,n. Graham conjectured that for any connected graphs G and H, f(G×H)≤f(G)f(H). We show that Graham’s conjecture holds true for a thorn graph of the complete graph with every by a graph with the two-pebbling property. As a corollary, Graham’s conjecture holds when G and H are the thorn graphs of the complete graphs with every .  相似文献   

11.
This paper considers the directed graphical structure of a game, called influence structure, where a directed edge from player i to player j indicates that player i may be able to affect j’s payoff via his unilateral change of strategies. We give a necessary and sufficient condition for the existence of pure-strategy Nash equilibrium of games having a directed graph in terms of the structure of that graph. We also discuss the relationship between the structure of graphs and potential games.  相似文献   

12.
We consider the following on-line decision problem. The vertices of a realization of the random graph G(n,p) are being observed one by one by a selector. At time m, the selector examines the mth vertex and knows the graph induced by the m vertices that have already been examined. The selector’s aim is to choose the currently examined vertex maximizing the probability that this vertex has full degree, i.e. it is connected to all other vertices in the graph. An optimal algorithm for such a choice (in other words, optimal stopping time) is given. We show that it is of a threshold type and we find the threshold and its asymptotic estimation.  相似文献   

13.
A state of a graph G is an assignment of 0 or 1 to each vertex of G. A move of a state consists of choosing a vertex and then switching the value of the vertex as well as those of its neighbors. Two states are said to be equivalent if one state can be changed to the other by a series of moves. A parity-state graph is defined to be a graph in which two states are equivalent if and only if the numbers of 1’s in the two states have the same parity. We characterize parity-state graphs and present some constructions of parity-state graphs together with applications. Among other things, it is proved that the one-skeleton of the 3-polytope obtained from a simple 3-polytope by cutting off all vertices is a parity-state graph.  相似文献   

14.
We suggest the first strongly subexponential and purely combinatorial algorithm for solving the mean payoff games problem. It is based on iteratively improving the longest shortest distances to a sink in a possibly cyclic directed graph.We identify a new “controlled” version of the shortest paths problem. By selecting exactly one outgoing edge in each of the controlled vertices we want to make the shortest distances from all vertices to the unique sink as long as possible. The decision version of the problem (whether the shortest distance from a given vertex can be made bigger than a given bound?) belongs to the complexity class NP∩CONP. Mean payoff games are easily reducible to this problem. We suggest an algorithm for computing longest shortest paths. Player MAX selects a strategy (one edge from each controlled vertex) and player MIN responds by evaluating shortest paths to the sink in the remaining graph. Then MAX locally changes choices in controlled vertices looking at attractive switches that seem to increase shortest paths lengths (under the current evaluation). We show that this is a monotonic strategy improvement, and every locally optimal strategy is globally optimal. This allows us to construct a randomized algorithm of complexity , which is simultaneously pseudopolynomial (W is the maximal absolute edge weight) and subexponential in the number of vertices n. All previous algorithms for mean payoff games were either exponential or pseudopolynomial (which is purely exponential for exponentially large edge weights).  相似文献   

15.
Given a set X, we consider the problem of finding a graph G with vertex set X and the minimum number of edges such that for i = 1, . . . , m, the subgraph G i induced from pattern i is a label connected graph with minimum edges. In the paper, we show that the problem is NP hard and develop a heuristic algorithm to get a fewer number of edges to store patterns.  相似文献   

16.
A subtraction gameS=(s 1, ...,s k)is a two-player game played with a pile of tokens where each player at his turn removes a number ofm of tokens providedmεS. The player first unable to move loses, his opponent wins. This impartial game becomes partizan if, instead of one setS, two finite setsS L andS R are given: Left removes tokens as specified byS L, right according toS R. We say thatS L dominatesS R if for all sufficiently large piles Left wins both as first and as second player. We exhibit a curious property of dominance and provide two subclasses of games in which a dominance relation prevails. We further prove that all partizan subtraction games areperiodic, and investigatepure periodicity.  相似文献   

17.
The pebbling number of a graph G, f(G), is the least n such that, no matter how n pebbles are placed on the vertices of G, we can move a pebble to any vertex by a sequence of moves, each move taking two pebbles off one vertex and placing one on an adjacent vertex. Graham conjectured that for any connected graphs G and H, f( G x H) ⩽ f( G) f( H). We show that Graham’s conjecture holds true of a complete bipartite graph by a graph with the two-pebbling property. As a corollary, Graham’s conjecture holds when G and H are complete bipartite graphs.  相似文献   

18.
We consider the “all guards move” model for the eternal dominating set problem. A set of guards form a dominating set on a graph and at the beginning of each round, a vertex not in the dominating set is attacked. To defend against the attack, the guards move (each guard either passes or moves to a neighboring vertex) to form a dominating set that includes the attacked vertex. The minimum number of guards required to defend against any sequence of attacks is the “eternal domination number” of the graph. In 2005, it was conjectured [Goddard et al. (J. Combin. Math. Combin. Comput. 52:169–180, 2005)] there would be no advantage to allow multiple guards to occupy the same vertex during a round. We show this is, in fact, false. We also describe algorithms to determine the eternal domination number for both models for eternal domination and examine the related combinatorial game, which makes use of the reduced canonical form of games.  相似文献   

19.
A transitive orientation of an undirected graph is an assignment of directions to its edges so that these directed edges represent a transitive relation between the vertices of the graph. Not every graph has a transitive orientation, but every graph can be turned into a graph that has a transitive orientation, by adding edges. We study the problem of adding an inclusion minimal set of edges to an arbitrary graph so that the resulting graph is transitively orientable. We show that this problem can be solved in polynomial time, and we give a surprisingly simple algorithm for it. We use a vertex incremental approach in this algorithm, and we also give a more general result that describes graph classes Π for which Π completion of arbitrary graphs can be achieved through such a vertex incremental approach.  相似文献   

20.
t-Pebbling and Extensions   总被引:1,自引:0,他引:1  
Graph pebbling is the study of moving discrete pebbles from certain initial distributions on the vertices of a graph to various target distributions via pebbling moves. A pebbling move removes two pebbles from a vertex and places one pebble on one of its neighbors (losing the other as a toll). For t ≥ 1 the t-pebbling number of a graph is the minimum number of pebbles necessary so that from any initial distribution of them it is possible to move t pebbles to any vertex. We provide the best possible upper bound on the t-pebbling number of a diameter two graph, proving a conjecture of Curtis et al., in the process. We also give a linear time (in the number of edges) algorithm to t-pebble such graphs, as well as a quartic time (in the number of vertices) algorithm to compute the pebbling number of such graphs, improving the best known result of Bekmetjev and Cusack. Furthermore, we show that, for complete graphs, cycles, trees, and cubes, we can allow the target to be any distribution of t pebbles without increasing the corresponding t-pebbling numbers; we conjecture that this behavior holds for all graphs. Finally, we explore fractional and optimal fractional versions of pebbling, proving the fractional pebbling number conjecture of Hurlbert and using linear optimization to reveal results on the optimal fractional pebbling number of vertex-transitive graphs.  相似文献   

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