Deise L. de Oliveira, Danilo Artigas, Simone Dantas, Luisa Frickes, Atílio G. Luiz
{"title":"一些图类的优美博弈","authors":"Deise L. de Oliveira, Danilo Artigas, Simone Dantas, Luisa Frickes, Atílio G. Luiz","doi":"10.1051/ro/2023165","DOIUrl":null,"url":null,"abstract":"A graceful labeling of a graph $G$ with $m$ edges consists in labeling the vertices of $G$ with distinct integers from $0$ to $m$ such that each edge is uniquely identified by the absolute difference of the labels of its endpoints. In this work, we study the graceful labeling problem in the context of maker-breaker graph games. The Graceful Game was introduced by Tuza, in 2017, as a two-players game on a connected graph in which the players, Alice and Bob, take moves labeling the vertices with distinct integers from $0$ to $m$. Players are constrained to use only legal labelings (moves), that is, after a move, all edge labels are distinct. Alice's goal is to obtain a graceful labeling for the graph, as Bob's goal is to prevent it from happening. In this work, we study winning strategies for Alice and Bob in graph classes: paths, complete graphs, cycles, complete bipartite graphs, caterpillars, trees, gear graphs, web graphs, prisms, hypercubes, 2-powers of paths, wheels and fan graphs.","PeriodicalId":54509,"journal":{"name":"Rairo-Operations Research","volume":"3 1","pages":"0"},"PeriodicalIF":1.8000,"publicationDate":"2023-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Graceful game on some graph classes\",\"authors\":\"Deise L. de Oliveira, Danilo Artigas, Simone Dantas, Luisa Frickes, Atílio G. Luiz\",\"doi\":\"10.1051/ro/2023165\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A graceful labeling of a graph $G$ with $m$ edges consists in labeling the vertices of $G$ with distinct integers from $0$ to $m$ such that each edge is uniquely identified by the absolute difference of the labels of its endpoints. In this work, we study the graceful labeling problem in the context of maker-breaker graph games. The Graceful Game was introduced by Tuza, in 2017, as a two-players game on a connected graph in which the players, Alice and Bob, take moves labeling the vertices with distinct integers from $0$ to $m$. Players are constrained to use only legal labelings (moves), that is, after a move, all edge labels are distinct. Alice's goal is to obtain a graceful labeling for the graph, as Bob's goal is to prevent it from happening. In this work, we study winning strategies for Alice and Bob in graph classes: paths, complete graphs, cycles, complete bipartite graphs, caterpillars, trees, gear graphs, web graphs, prisms, hypercubes, 2-powers of paths, wheels and fan graphs.\",\"PeriodicalId\":54509,\"journal\":{\"name\":\"Rairo-Operations Research\",\"volume\":\"3 1\",\"pages\":\"0\"},\"PeriodicalIF\":1.8000,\"publicationDate\":\"2023-10-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Rairo-Operations Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1051/ro/2023165\",\"RegionNum\":4,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"OPERATIONS RESEARCH & MANAGEMENT SCIENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Rairo-Operations Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1051/ro/2023165","RegionNum":4,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"OPERATIONS RESEARCH & MANAGEMENT SCIENCE","Score":null,"Total":0}
A graceful labeling of a graph $G$ with $m$ edges consists in labeling the vertices of $G$ with distinct integers from $0$ to $m$ such that each edge is uniquely identified by the absolute difference of the labels of its endpoints. In this work, we study the graceful labeling problem in the context of maker-breaker graph games. The Graceful Game was introduced by Tuza, in 2017, as a two-players game on a connected graph in which the players, Alice and Bob, take moves labeling the vertices with distinct integers from $0$ to $m$. Players are constrained to use only legal labelings (moves), that is, after a move, all edge labels are distinct. Alice's goal is to obtain a graceful labeling for the graph, as Bob's goal is to prevent it from happening. In this work, we study winning strategies for Alice and Bob in graph classes: paths, complete graphs, cycles, complete bipartite graphs, caterpillars, trees, gear graphs, web graphs, prisms, hypercubes, 2-powers of paths, wheels and fan graphs.
期刊介绍:
RAIRO-Operations Research is an international journal devoted to high-level pure and applied research on all aspects of operations research. All papers published in RAIRO-Operations Research are critically refereed according to international standards. Any paper will either be accepted (possibly with minor revisions) either submitted to another evaluation (after a major revision) or rejected. Every effort will be made by the Editorial Board to ensure a first answer concerning a submitted paper within three months, and a final decision in a period of time not exceeding six months.