ﻻ يوجد ملخص باللغة العربية
Given a family of graphs $mathcal{F}$, we define the $mathcal{F}$-saturation game as follows. Two players alternate adding edges to an initially empty graph on $n$ vertices, with the only constraint being that neither player can add an edge that creates a subgraph in $mathcal{F}$. The game ends when no more edges can be added to the graph. One of the players wishes to end the game as quickly as possible, while the other wishes to prolong the game. We let $textrm{sat}_g(n,mathcal{F})$ denote the number of edges that are in the final graph when both players play optimally. In general there are very few non-trivial bounds on the order of magnitude of $textrm{sat}_g(n,mathcal{F})$. In this work, we find collections of infinite families of cycles $mathcal{C}$ such that $textrm{sat}_g(n,mathcal{C})$ has linear growth rate.
We study F-saturation games, first introduced by Furedi, Reimer and Seress in 1991, and named as such by West. The main question is to determine the length of the game whilst avoiding various classes of graph, playing on a large complete graph. We sh
We present a Karchmer-Wigderson game to study the complexity of hazard-free formulas. This new game is both a generalization of the monotone Karchmer-Wigderson game and an analog of the classical Boolean Karchmer-Wigderson game. Therefore, it acts as
While there have been many results on lower bounds for Max Cut in unweighted graphs, the only lower bound for non-integer weights is that by Poljak and Turzik (1986). In this paper, we launch an extensive study of lower bounds for Max Cut in weighted
We study analogues of $mathcal{F}$-saturation games, first introduced by Furedi, Reimer and Seress in 1991, and named as such by West. We examine analogous games on directed graphs, and show tight results on the walk-avoiding game. We also examine an
Let $S$ be a set of positive integers, and let $D$ be a set of integers larger than $1$. The game $i$-Mark$(S,D)$ is an impartial combinatorial game introduced by Sopena (2016), which is played with a single pile of tokens. In each turn, a player can