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[论文解读] A New Game Invariant of Graphs: the Game Distinguishing Number

Sylvain Gravier, Kahina Meslem|arXiv (Cornell University)|Oct 13, 2014
Graph Labeling and Dimension Problems参考文献 11被引用 4
一句话总结

本文引入了游戏区分数这一新的图论组合游戏不变量,其中两名玩家——Gentle 与 Rascal——轮流用固定数量的颜色为图的顶点着色;Gentle 获胜的条件是最终着色破坏了所有非平凡对称性(即为区分着色),而 Rascal 获胜的条件是无法实现这一点。主要贡献在于证明:对于维度 $ n \geq 5 $ 的超立方体,Rascal 先手的游戏区分数恰好为 2;对于偶环和对合图,游戏不变量相对于经典区分数呈二次有界。

ABSTRACT

The distinguishing number of a graph $G$ is a symmetry related graph invariant whose study started two decades ago. The distinguishing number $D(G)$ is the least integer $d$ such that $G$ has a $d$-distinguishing coloring. A distinguishing $d$-coloring is a coloring $c:V(G) ightarrow\{1,...,d\}$ invariant only under the trivial automorphism. In this paper, we introduce a game variant of the distinguishing number. The distinguishing game is a game with two players, the Gentle and the Rascal, with antagonist goals. This game is played on a graph $G$ with a set of $d\in\mathbb N^*$ colors. Alternately, the two players choose a vertex of $G$ and color it with one of the $d$ colors. The game ends when all the vertices have been colored. Then the Gentle wins if the coloring is distinguishing and the Rascal wins otherwise. This game leads to define two new invariants for a graph $G$, which are the minimum numbers of colors needed to ensure that the Gentle has a winning strategy, depending on who starts. These invariants could be infinite, thus we start by giving sufficient conditions to have infinite game distinguishing numbers. We also show that for graphs with cyclic automorphisms group of prime odd order, both game invariants are finite. After that, we define a class of graphs, the involutive graphs, for which the game distinguishing number can be quadratically bounded above by the classical distinguishing number. The definition of this class is closely related to imprimitive actions whose blocks have size $2$. Then, we apply results on involutive graphs to compute the exact value of these invariants for hypercubes and even cycles. Finally, we study odd cycles, for which we are able to compute the exact value when their order is not prime. In the prime order case, we give an upper bound of $3$.

研究动机与目标

  • 定义并研究区分数的一个新型博弈论变体,其中玩家轮流为顶点着色,目标是保持或破坏图的对称性。
  • 确定游戏区分数为有限或无限的条件,尤其关注自同构群的结构。
  • 引入并刻画对合图类,其游戏不变量相对于经典区分数呈二次有界。
  • 利用图的结构与群论性质,精确计算超立方体与偶环的游戏区分数。
  • 研究奇环(尤其是素数阶奇环)上的博弈行为,并基于计算证据提出有界性猜想。

提出的方法

  • 将区分游戏定义为在图上进行的双人轮流着色博弈,使用 $ d $ 种颜色,Gentle 的目标是实现区分着色,而 Rascal 的目标是阻止这一结果。
  • 引入两个不变量:$ D_{\mathcal{G}}(G) $,即当 Gentle 先手时确保其获胜所需的最少颜色数;$ D_{\mathcal{R}}(G) $,即当 Rascal 先手时的相同定义。
  • 建立 $ D_{\mathcal{G}}(G) $ 与 $ D_{\mathcal{R}}(G) $ 为无穷大的充分条件,特别是当自同构群缺乏对合元素或具有特定本原作用时。
  • 将对合图定义为在自同构群作用下具有大小为 2 的完整块系的图,从而实现对轨道大小与对称性破坏策略的结构控制。
  • 利用群作用理论与轨道计数方法,证明对合图有 $ D_{\mathcal{R}}(G) \leq D(G)^2 $,其中 $ D(G) $ 为经典区分数。
  • 将上述结果应用于精确计算:$ D_{\mathcal{R}}(Q_n) = 2 $ 对于 $ n \geq 5 $,且 $ D_{\mathcal{R}}(Q_2) = D_{\mathcal{R}}(Q_3) = 3 $,而 $ D_{\mathcal{R}}(Q_4) \in \{2,3\} $。

实验结果

研究问题

  • RQ1在何种条件下游戏区分数为有限,何时为无限?
  • RQ2能否对特定图类,以经典区分数为基准,对游戏区分数进行有界估计?
  • RQ3对于维度 $ n \geq 4 $ 的超立方体,Rascal 先手的游戏区分数的精确值是多少?
  • RQ4自同构群的结构——特别是本原性或非本原性——如何影响博弈结果?
  • RQ5素数阶奇环的游戏区分数是否被 3 所有界,且该界对更大的素数是否依然成立?

主要发现

  • 对于维度 $ n \geq 5 $ 的超立方体,Rascal 先手的游戏区分数恰好为 2,即 $ D_{\mathcal{R}}(Q_n) = 2 $。
  • 对于 $ n = 2 $ 与 $ n = 3 $,超立方体的 Rascal 先手游戏区分数为 3,即 $ D_{\mathcal{R}}(Q_2) = D_{\mathcal{R}}(Q_3) = 3 $。
  • 对于所有 $ n \geq 2 $,超立方体的 Gentle 先手游戏区分数为无穷大,即 $ D_{\mathcal{G}}(Q_n) = \infty $。
  • 对于偶环及其他对合图,Rascal 先手的游戏区分数至多为经典区分数的平方。
  • 对于非素数阶的奇环,两种游戏区分数的精确值已被计算,表明其为有限值且依赖于环的长度。
  • 对于素数阶 $ p \geq 11 $ 的奇环,Gentle 先手的游戏区分数猜想为 2,尽管已知其对所有此类环至多为 3。

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