Related papers: A PSPACE-complete Graph Nim
The game of Nim, which has been well known for many years, has numerous variations. One such variation is Circular Nim, where piles of stones are arranged on a circumference, and players take stones from consecutive adjacent piles in one…
We define and give results on the game NecklaceNim NN($n$,$k$) which is PathNim PN($n$,$k$) with an additional move allowed on the end vertices. This game arises as a sub-game in the context of solving CircularNim CN($n$,$k$) when $k-2$…
We consider combinatorial avoidance and achievement games based on graph Ramsey theory: The players take turns in coloring still uncolored edges of a graph G, each player being assigned a distinct color, choosing one edge per move. In…
We propose a variant of Nim, named StrNim. Whereas a position in Nim is a tuple of non-negative integers, that in StrNim is a string, a sequence of characters. In every turn, each player shrinks the string, by removing a substring repeating…
For a set $S$ of vertices of a graph $G$, we define its density $0 \leq \sigma(S) \leq 1$ as the ratio of the number of edges of $G$ spanned by the vertices of $S$ to ${|S| \choose 2}$. We show that, given a graph $G$ with $n$ vertices and…
Given $n$ piles of tokens and a positive integer $k \leq n$, we study the following two impartial combinatorial games Nim$^1_{n, \leq k}$ and Nim$^1_{n, =k}$. In the first (resp. second) game, a player, by one move, chooses at least $1$ and…
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and…
Let $S$ be a set of integers. A graph G is said to have the S-property if there exists an S-edge-weighting $w : E(G) \rightarrow S$ such that any two adjacent vertices have different sums of incident edge-weights. In this paper we…
Graphs constructed to translate some graph problem into another graph problem are usually called auxiliary graphs. Specifically total graphs of simple graphs are used to translate the total colouring problem of the original graph into a…
We consider the problem of embedding the nodes of a hypergraph into Euclidean space under the assumption that the interactions arose through closeness to unknown hyperedge centres. In this way, we tackle the inverse problem associated with…
We note that the remarkable EXPSPACE-hardness result in [G\"oller, Haase, Ouaknine, Worrell, ICALP 2010] ([GHOW10] for short) allows us to answer an open complexity question for simulation preorder of succinct one counter nets (i.e., one…
Many real-world networks can be modeled as graphs. Finding dense subgraphs is a key problem in graph mining with applications in diverse domains. In this paper, we consider two variants of the densest subgraph problem where multiple graph…
In this paper, we propose GPSP, a novel Graph Partition and Space Projection based approach, to learn the representation of a heterogeneous network that consists of multiple types of nodes and links. Concretely, we first partition the…
We study noncrossing geometric graphs and their disjoint compatible geometric matchings. Given a cycle (a polygon) P we want to draw a set of pairwise disjoint straight-line edges with endpoints on the vertices of P such that these new…
Subgraph queries also known as subgraph isomorphism search is a fundamental problem in querying graph-like structured data. It consists to enumerate the subgraphs of a data graph that match a query graph. This problem arises in many…
This paper introduces a variant of the impartial combinatorial game nim, called tree nim, as well as a particular case of tree nim called tripod nim. A certain existence-uniqueness result and a periodicity result are proven about the…
Graph embedding, especially as a subgraph of a grid, is an old topic in VLSI design and graph drawing. In this paper, we investigate related questions concerning the complexity of embedding a graph $G$ in a host graph that is the strong…
In this paper, we study three connection games among the most widely played: Havannah, Twixt, and Slither. We show that determining the outcome of an arbitrary input position is PSPACE-complete in all three cases. Our reductions are based…
We investigate a graph theoretic analog of geodesic geometry. In a graph $G=(V,E)$ we consider a system of paths $\mathcal{P}=\{P_{u,v}|u,v\in V\}$ where $P_{u,v}$ connects vertices $u$ and $v$. This system is consistent in that if vertices…
This paper investigates the computational complexity of deciding whether the vertices of a graph can be partitioned into a disjoint union of cliques and a triangle-free subgraph. This problem is known to be $\NP$-complete on arbitrary…