Title: Avoider
1Avoider Enforcer games
2Same Boards, Different goal.
3Hyper Graph G (V, E)
4Simple illustration
5Biased Game (p, q, H)
- Avoider on each move, selects p vertices
- Enforcer on each move, selects q vertices
6Are Avoider Enforcer andMaker Breaker
games equivalent ?
- Makers goal is to fully occupy a hyperedge
- Avoiders goal is NOT fully occupying an hyperedge
- Breakers goal is failing Maker
- Enforcers goal is failing Avoider
7A remainder a game of (p,q,H)
- Maker Breaker a sufficient condition for
Breaker to win - Was derived (by Beck) by constructing a
potential function, taking after ErdosSelfridge. -
8More about Maker Breaker
- Tight bound
- Monotone
- if Maker wins a game of (p, q, H), then he surely
wins a game of (p1, q, H) and of (p, q-1, H). - If Breaker wins a game of (p, q, H), then he
surely wins a game of (p, q1, H) and of (p-1, q,
H).
9Avoider Enforcer - There are some similarities
- A sufficient condition for Avoider to win a game
- of (1, 1, H) is
- Which is the same as the last condition for
Breaker to win for all - (p, q, H).
- However, in general there is much difference.
10Avoider Enforcer A sufficient condition for
Avoider
- In a game of (p, q, H) -
- if
-
-
- then Avoider has a winning strategy.
- If Enforcer has the last move, this condition can
be relaxed to
Based upon Beck ErdosSelfridge
11Avoider Enforcer A sufficient condition for
Avoider
- Notice the condition is independent of q
(Enforcers bias) not a tight bound. - Although, for any constant q, it is not far.
- (One of the important open questions)
- Not monotone in general !
- as demonstrated next in two games victory is
accomplished through parity!
121. A game of (1, q, H)
EVEN
- H
- For t large enough
- Enforcer wins
- q is even
131. A game of (1, q, H)
ODD
- H
- For t large enough
- Enforcer wins
- q is even
142. A game of (p, 1, H)
- Vertices of H vertices of
-
- Hyperedge of H set of a vertex of each level
- For t large enough
- Avoider wins
- p is even
- Exactly the same method as the last game
15Avoider Enforcer games
- Are considerably different from Maker Breaker
- Not monotone
- Different sufficient condition (for Avoider)
- The sufficient condition is not tight
- Next, we study more closely 2 quite natural
Avoider Enforcer (1, q, H) games - Perfect Matching
- Connectivity
- Searching for a sufficient condition for Enforcer
to win (1,q,H) - Maker Breaker threshold of order n/log(n).
16Perfect Matching over the edges of (1, q, K2n
)
U V
- H is a complete graph on 2n vertices.
- Let be a copy of
in . - Enforcer enforces Avoider to select edges so that
at the end of the game Avoider has a complete
Matching. - Take t edges of E and let E1E \ those t edges
- t is the minimal integer such that (q1)
n(n-1)t - Let E2 denote all the remaining edges except E1
17Perfect Matching over the edges of (1, q, H)
- Each time Avoider picks an edge from E2, Enforcer
picks q edges from E2. this is always possible as
E2 is divisible by q1 (choosing t
appropriately) - We will focus on the edges of E1
- Each time Avoider picks an edge from E1, Enforcer
picks q edges from E1 (this is always possible,
except maybe once).
U V
18Perfect Matching over the edges of (1, q, H)
U V
- In order to show a complete Matching of (U, V,
E1), we will see that at the end of this game,
the set of edges picked by Avoider satisfies
Halls condition - Let (X,Y,E) be a bipartite graph
- for every X U,
- N(X) X
- X has a perfect Matching.
X
N(X)
19The trick A transposition
U V
- Define a hypergraph
- as following
- 1. the hyper vertices of
- are the edges of E1.
- 2. The hyperedges of
- are all the sets of edges between vertices of X
U and Y V so that - XY n1.
X
Y
20The trick A transposition
U V
- In the new graph, Enforcer
- plays as Halls-Avoider,
- and Avoider plays as Halls-Enforcer.
- The new game (q, 1, )
- Now - Halls-Avoider
- applies the sufficient condition for winning the
new game thus, not fully occupying any
hyperedge of . - Later, we examine the size of the appropriate q
X
Y
21The trick A transposition
U V
- Now well see that if Halls-Avoider
doesnt fully occupy any hyperedge, Halls
condition is satisfied by Halls-Enforcer. - At the end of the new game, take any subset X of
U. - Look at N(X) which were picked by
Halls-Enforcer. - This implies all the other edges (the new hyper
vertices) were picked by Halls-Avoider.
N(X)
X
V-N(X)
22The trick A transposition
U V
- As Halls-Avoider wins, it is impossible
that - Xn-N(X) n1
- (otherwise Halls-Avoider would have lost), and
so - Xn-N(X) n
- N(X) X
- and so Hall condition is satisfied by
Halls-Enforcer. - Now, retranspose
- Halls-Enforcer is our Avoider
N(X)
X
V-N(X)
23About that q
- Showing that Halls-Avoiders bias in the (q,1,
) game satisfies Avoiders sufficient condition
at the start of the new game
24About that q
25About that q
26Remember The condition
27Perfect Matching over the edges of (1, q, H)
U V
- We saw for
- Enforcer has a winning strategy!
- We dont know whether this is a tight bound!
- We dont know whether it is monotone!
- Next, we play connectivity
28Connectivity on (1, q, H)
- Where H contains q1 pairwise edge disjoint
spanning trees(or more). - Avoider and Enforcer pick edges.
- We will see that Enforcer can enforce Avoider to
pick a spanning tree.
29Connectivity on (1, q, H)
- Let T1, T2, , Tq1 be pairwise disjoint spanning
trees of G(V,E). - Let W be the union (of the edges) of the q1
spanning trees. - Let L E\W.
30Enforcers strategy
- Maintains in memory q1 acyclic graphs G1, G2,
, Gq1. - In the beginning, Gi Ti (i1.q1) which are
the original spanning trees. -
31Enforcers strategy
- Whenever Avoider picks an edge e of some Gj,
Enforcer picks one edge fi of each Gi (i J),
hence a total of q edges. - For all i j If Gi U e contains a (unique)
cycle then fi is chosen as some unclaimed edge on
this cycle. If Gi U e doesnt contains a cycle
then fi is chosen arbitrarily. - In any case, Enforcer replaces Gi with Gi U e \
fi.
32Enforcers strategy
- If Avoider picks an edge of L then Enforcer picks
q edges of L. if there are not enough edges in L,
Enforcer picks the rest of his acyclic graphs
one edge of a different Gi. - If Enforcer starts the game, he would also start
on the edges of L. - In any case, Enforcer removes his picks from the
Gi.
33An example
34A winning strategy
- Every unclaimed edge of W is in exactly one Gi,
and every edge of W claimed by Avoider is in
every Gi. - (an edge is added to Gi it was chosen
by Avoider). - Every edge claimed by Enforcer is in no Gi.
- (an edge is removed from Gi it was
chosen by Enforcer).
35A winning strategy
- After each round, each Gi is either a spanning
tree, or a panning tree minus one edge. - It is obviously true at the beginning.
- Suppose it is true after the Kth round.
- If Avoider, on his K1 move, picks an edge e of
some Gj, then Enforcer, on his K1 move, picks an
edge fi of the other Gi. - If Gi U e is acyclic, then Gi U e \ fi is a
spanning tree minus one edge. - If Gi U e contains a cycle then removing an
edge fi from this cycle makes Gi U e \ fi a
spanning tree over the same vertices as it was on
the Kth round, thus it is a spanning tree or a
spanning tree minus one edge.
36A winning strategy
- In the end, each Gi has no unclaimed edges.
- thus, all the edges of Gi are those which were
picked by Avoider (as Enforcers picks are
removed of each Gi and Avoiders picks are in
each Gi). - So every Gi where is the set of
edges picked by Avoider. - Gi in the end is a spanning tree or a spanning
tree minus one edge. - We know that V - 1
because there are - (q1)(n-1) edges in W, so each player plays at
least (n-1) rounds. - Thats why Gi must be a spanning tree, and
Enforcer has won!
37Connectivity on (1, q, H)
- We saw that if H contains q1 edge disjoint
spreading trees, Enforcer has a winning strategy. - If H does not contain q1 edge disjoint spanning
trees, and there is some limit on the number of
total edges and the identity of the first player
then, Avoider has a winning strategy.
38Connectivity on (1, q, H)
- For maker Breaker generally, the existence of
q1 edge disjoint spanning trees does not ensures
Makers win. - There exists a polynomial time algorithm for
finding q1 edge disjoint spanning trees, so
Enforcers strategy is realistic. - Next we apply this outcome on special cases.
39Connectivity on complete graphs
- On complete graphs, the game of (1, q, Kn ) has a
threshold of - Kn contains edge disjoint spanning trees.
- By what we have seen, Enforcer would win.
- If q almost always Enforcer wins
Kn
40Connectivity on complete graphs
- If q then each round total of
are colored. - For Avoider to lose, the game must last at least
n-1 rounds. - So total of edges.
- If n is even then this is more than we have.
- So Avoider wins.
Kn
41Connectivity on complete graphs
- If n is odd and the graph has
total edges. - In case Enforcer is the first player, we need
- total edges.
- which is still too much, so Avoider wins.
Kn
42Connectivity on complete graphs
- If Avoider is the first player, we need
- Which is exactly what we have.
- Avoider wins only if he completes some cycle.
- In an analogues game of Maker Breaker, it could
be shown that Breaker wins. - So Avoider loses in this case.
Kn
43Connectivity on complete graphs
- We saw the threshold is
- except for special cases where n is odd and
Avoider starts, and then the threshold is - Another way of putting it is that this game is
monotone.
Kn
44Connectivity on complete graphs
- Another special game is the game of (1,1 Kn).
- Enforcer can enforce Avoider to build
spanning trees. - The strategy playing
- separate games, each on a graph with 2 edge
disjoint spanning trees.
Kn
45Summery
- Avoider Enforcer games are not generally
monotone. - A sufficient condition for Avoider to win in
(p,q,H), which was not tight. - We studied 2 special games
- Perfect Matching in (1,q,Kn,n), where Enforcer
has a winning strategy for q of order n/log2n. We
dont know whether there exists a threshold, and
if so, of what ordeer.
46Summery
- Connectivity we saw a general sufficient
condition for Enforcer to enforce a spanning tree
in (1,q,H), where H contains q1 edge disjoint
spanning trees. - Connectivity in (1,q,Kn), which is a special case
of a monotone game with a threshold of - Connectivity in (1,1,Kn), in which Enforcer can
enforce Avoider to build edge disjoint
spanning trees. -