Related papers: Vexing Vexillological Logic
We consider apictorial edge-matching puzzles, in which the goal is to arrange a collection of puzzle pieces with colored edges so that the colors match along the edges of adjacent pieces. We devise an algebraic representation for this…
We show that three placement games, Col, NoGo, and Fjords, are PSPACE-complete on planar graphs. The hardness of Col and Fjords is shown via a reduction from Bounded 2-Player Constraint Logic and NoGo is shown to be hard directly from Col.
Many popular puzzle and matching games have been analyzed through the lens of computational complexity. Prominent examples include Sudoku, Candy Crush, and Flood-It. A common theme among these widely played games is that their generalized…
The computational complexity of the Vertex Coloring problem is known for all hereditary classes of graphs defined by forbidding two connected five-vertex induced subgraphs, except for seven cases. We prove the polynomial-time solvability of…
This chapter presents an introduction to graph colouring algorithms. The focus is on vertex-colouring algorithms that work for general classes of graphs with worst-case performance guarantees in a sequential model of computation. The…
We characterize three interrelated concepts in epistemic game theory: permissibility, proper rationalizability, and iterated admissibility. We define the lexicographic epistemic model for a game with incomplete information. Based on it, we…
Hat problems have recently become a popular topic in combinatorics and discrete mathematics. These have been shown to be strongly related to coding theory, network coding, and auctions. We consider the following version of the hat game,…
The $[X,Y]$-edge colouring game is played with a set of $k$ colours on a graph $G$ with initially uncoloured edges by two players, Alice (A) and Bob (B). The players move alternately. Player $X\in\{A,B\}$ has the first move.…
We study routing games where every agent sequentially decides her next edge when she obtains the green light at each vertex. Because every edge only has capacity to let out one agent per round, an edge acts as a FIFO waiting queue that…
Mathematical reasoning with algebraic and graphical representations is essential for success in physics courses. Many problems require students to fluently move between algebraic and graphical representations. We developed a freely…
We consider games with two antagonistic players --- \'Elo\"ise (modelling a program) and Ab\'elard (modelling a byzantine environment) --- and a third, unpredictable and uncontrollable player, that we call Nature. Motivated by the fact that…
Consider a vertex colouring game played on a simple graph with $k$ permissible colours. Two players, a maker and a breaker, take turns to colour an uncoloured vertex such that adjacent vertices receive different colours. The game ends once…
Hedonic diversity games are a variant of the classical Hedonic games designed to better model a variety of questions concerning diversity and fairness. Previous works mainly targeted the case with two diversity classes (represented as…
There are many combinatorial games in which a move can terminate the game, such as a checkmate in chess. These moves give rise to diverse situations that fall outside the scope of the classical normal play structure. To analyze these games,…
In the online graph coloring problem, vertices from a graph G, known in advance, arrive in an online fashion and an algorithm must immediately assign a color to each incoming vertex v so that the revealed graph is properly colored. The…
Hybrid games are models which combine discrete, continuous, and adversarial dynamics. Game logic enables proving (classical) existence of winning strategies. We introduce constructive differential game logic (CdGL) for hybrid games, where…
A simple but empirically efficient heuristic algorithm for the edge-coloring of graphs is presented. Its basic idea is the displacement of "conflicts" (repeated colors in the edges incident to a vertex) along paths of adjacent vertices…
We introduce a new abstract graph game, Swap Planarity, where the goal is to reach a state without edge intersections and a move consists of swapping the locations of two vertices connected by an edge. We analyze this puzzle game using…
Motivated by a conjecture of Liang [Y.-C. Liang. {\em Anti-magic labeling of graphs}. PhD thesis, National Sun Yat-sen University, 2013.], we introduce a restricted path packing problem in bipartite graphs that we call a $\mathtt{V}$-free…
We define a two-player combinatorial game in which players take alternate turns; each turn consists on deleting a vertex of a graph, together with all the edges containing such vertex. If any vertex became isolated by a player's move then…