In 2003, the frequency assignment problem in a cellular network motivated Even et al. to introduce a new coloring problem: Conflict-Free coloring. Inspired by this problem and by the Gardner-Bodlaender’s coloring game, in 2020, Chimelli and Dantas introduced the Conflict-Free Closed Neighborhood -coloring game (CFCN -coloring game). The game starts with an uncolored graph , different colors, and two players, Alice and Bob, who alternately color the vertices of . Both players can start the game and respect the following legal coloring rule: for every vertex , if the closed neighborhood of is fully colored then there exists a color that was used only once in . Alice wins if she ends up with a Conflict-Free Closed Neighborhood -coloring of , otherwise, Bob wins if he prevents it from happening. In this paper, we introduce the game for open neighborhoods, the Conflict-Free Open Neighborhood -coloring game (CFON -coloring game), and study both games on graph classes determining the least number of colors needed for Alice to win the game.
Keywords: conflict-free coloring, coloring game, combinatorial games
1. Introduction
We consider undirected, finite and simple graphs, , where is the vertex set and is the edge set of . We say that vertices are adjacent if
is an edge of . The open neighborhood of a vertex is the set of vertices that are
adjacent to , and the closed
neighborhood of vertex
is the union . A vertex -coloring of a graph is a function , where represents
a set of different colors.
In , Even et al. [10] introduced the
Conflict-Free coloring inspired by the Cellular Network
problem: base stations establish
a link via radio frequencies, interference occurs if one particular
mobile device establishes a link with two or more base stations that
have the same radio frequency. So, every base station must contact a
mobile device with a unique radio frequency. A solution for this problem
can be obtained by assigning
different frequencies to the base
stations but, since having a lot of different frequencies is expensive,
it is important trying to minimize their quantity, in a way that there
is no interference.
The Conflict-Free coloring in graphs is obtained by modeling base
stations as vertices, interference constraints as edges, and radio
frequencies as colors, ensuring that every mobile device (neighborhood)
has at least one uniquely colored base station. Therefore, the
Conflict-Free coloring of a graph
consists of assigning different colors to the vertices of such that, for every vertex , there exists a vertex in the neighborhood of , such that the color of differs from the color of every
other vertex in the neighborhood of .
Formally, given a graph , a
vertex -coloring is called a
Conflict-Free Closed Neighborhood -coloring (CFCN -coloring) if for every vertex
, there exists a vertex
in the closed neighborhood
such that for all . The
complexity of these colorings in graphs were studied in [1], and in [13], where the authors prove
that the CFCN coloring problem is NP-complete. Moreover, in , Cheilaris considered these
colorings not only on graphs, but also on hypergraphs [5], a scenario also studied
by Smorodinsky [18]
and Cui & Hu [7].
Let be a graph and , we say that is fully colored if each
vertex of has a color assigned to
it. A graph together with a CFCN
-coloring is said to be CFCN
-colored. In Figure 1, we show an example of a
graph with a CFCN -coloring.
Figure 1 Graph with a CFCN -coloring (where b is blue and r is red)
Another approach to examining this problem is to consider it from the
perspective of combinatorial games [2]. Combinatorial games have been studied from
different perspectives (see for example impartial games [8], coloring [11,14,16,17,19],
domination [4], and
labeling [15]).
In , Martin Gardner [12] introduced a combinatorial game,
called coloring game, which was studied later by
Bodlaender [3]. The game
consists of two players, Alice and Bob, who alternately color uncolored
vertices of a graph using colors,
such that adjacent vertices have different colors (proper coloring).
Alice wins if she obtains a proper -coloring of the graph; otherwise, Bob
wins. Inspired by the coloring game, in 2020, Chimelli and Dantas [6] proposed the combinatorial
game called CFCN -coloring game
for complete graphs of small order.
The CFCN -coloring
game is a combinatorial game in which two players, Alice and Bob,
alternately color the vertices of a graph as follows. In each turn, a
player assigns one of the colors
to one arbitrary vertex , in such
a way that, after it, in every fully colored closed neighborhood to
which belongs, there exists a
color that appears exactly once (legal coloring). Thus, for
every , if is fully colored, then there exists
such that for all . Either
Alice or Bob starts the game, they cannot skip turns, they play
optimally, and they are constrained to use only legal colorings (moves)
in each turn. Alice wins if it is guaranteed that she can obtain a CFCN
-coloring of , otherwise Bob wins if he prevents it
from happening.
We remark that, by play optimally, we mean that the players
try to win with the fewest possible turns or, in case of knowing that it
is not possible to win the game, delay the opponent’s victory. For
example, suppose Alice and Bob play the CFCN -coloring game on a star graph (complete bipartite , with ). If Alice starts the game, then
the best option for her is to color the central vertex (vertex of degree
) with a color . She immediately wins the game
because, by the legal coloring rule, in each turn, the vertices of
degree one must be colored with a different color . Else, if Bob starts the game (see
Figure 2) then, to delay Alice’s
victory, he colors any vertex other than the central one. So, in the
second turn, Alice colors the central vertex and wins.
Figure 2 Example of the CFCN -coloring game played on a star , where Bob starts (), Alice colors the central vertex () and wins (Alice colors with red and Bob with blue).
In the present work, we introduce the Conflict-Free Open Neighborhood
-coloring game (CFON -coloring game), and contribute to this
subject by studying the behavior of both games on some classic graph
classes such as stars, complete graphs, paths, cycles.
In order to extend the results on complete graphs, we also analyze
the behavior of this coloring on cliques in graphs studying windmill
graphs and their generalization. Windmill graphs have been much studied
since Erdös, Rényi and Sós [9] (1966) established that the only graphs
with the property that every two vertices have exactly one neighbor in
common are the friendship graphs, which are members of this larger
family called windmill graphs.
The windmill graph, , , is a graph
constructed by joining copies of
the complete graph to a unique
universal vertex . We refer to
Figure 3 for an example of
the CFCN -coloring game played on
a windmill graph , where
Alice’s turns are and , and Bob’s turns are and . Alice starts the game, and Bob wins
on the fourth turn since all colors are duplicated in the closed
neighborhood of vertex .
Figure 3 Example of the CFCN -coloring game played on , where Alice starts and Bob wins (Alice colors with red and Bob with blue).
This paper is organized as follows. In Section 2, we
introduce the game and show definitions and notation. From Sections 3 to 7, we
study the CFCN -coloring game and
the CFON -coloring game on stars,
complete graphs, paths, cycles, and windmill graphs and their
generalizations. In each of the studied graph classes, we show
strategies that determine the least number of colors necessary so that
Alice wins the game. Finally, in Section 8, we present
our final remarks.
2. Preliminaries
Let be a nonempty subset
of . The subgraph of whose vertex set is , and whose edge set is the set of edges of that have both incident vertices in
is called the subgraph of
induced by , and it is denoted by ; we say that is an induced subgraph
of .
We recall that a vertex -coloring of a graph is called a Conflict-Free Closed
Neighborhood -coloring (CFCN -coloring) if for every vertex
, there exists a vertex
in the closed neighborhood such that for all . Similarly a
vertex -coloring is called a
Conflict-Free Open Neighborhood -coloring (CFON -coloring) if for every vertex
, there exists a vertex
in the open neighborhood such that for all .
We say that (resp. ) is fully colored if each
vertex of (resp. ) has a color assigned to it. A graph
together with a CFCN -coloring (resp. CFON -coloring) is said to be CFCN -colored (resp. CFON -colored). A coloring of a vertex
is said to be a legal
coloring of if, after it, in
every fully colored neighborhood in which belongs, there exists a color that
appears exactly once.
Formally, the Closed (resp. Open) Neighborhood
Conflict-Free Chromatic Number of , denoted by (resp. ), is the minimum number
of colors necessary for to be CFCN -colored (resp. CFON -colored). Now, we are ready to present
the rules of the game.
The CFCN -coloring
game (resp. CFON -coloring game) is a combinatorial
game in which two players, Alice and Bob, take turns (alternately)
coloring the vertices of a graph as follows. In each turn, a player
assigns one of the colors to one
arbitrary vertex , in such a way
that, after it, in every fully colored closed neighborhood in which
belongs, there exists a color
that appears exactly once (legal coloring). Thus, for every
, if is fully colored, then there exists
such that for all . Either
Alice or Bob starts the game, they cannot skip turns, they play
optimally (as explained in the Introduction section), and they are
constrained to use only legal colorings (moves) in each turn. Alice wins
if it is guaranteed that she can obtain a CFCN -coloring (resp. CFON -coloring) of , otherwise Bob wins if he prevents it
from happening.
We denote by
(resp. ), the
Closed (resp. Open) Neighborhood Conflict-Free
game Chromatic Number of ,
that is, the minimum number of
colors necessary for Alice to have a winning strategy for the CFCN
(resp. CFON) -coloring game on
, independent of who starts the
game.
Next, we analyze the game on stars, complete graphs, paths, cycles,
and windmill graphs and their generalization.
3. Stars
A star graph is
a tree on vertices such that one
vertex has degree (central vertex) and the
other vertices have degree
.
We consider CFCN -coloring game
and prove that ; and we also study
the CFON -coloring game and prove
that .
Theorem 3.1. Alice wins the
CFCN -coloring game on a Star
with vertices and colors, independently of who
starts playing.
Proof. If Alice starts the game, then she colors the central
vertex with a color and wins. Indeed, since for each , by the
legal coloring rule, no other vertex can be colored with .
Similarly, if Bob starts the game then, since he plays optimally, he
does not color the central vertex in order to delay Alice’s victory.
However, in the second turn, Alice colors the central vertex and
wins.
Theorem 3.2. Alice wins the
CFON -coloring game played on a
star with vertices, when she starts the
game, if and only if, .
Proof. Since and
for every , to obtain a CFON -coloring for , at least one color must appear
exactly once in . We also
remark that the colors chosen for (resp. ) do not affect the decision for the
color of the vertex (resp.
vertices in ).
In that case, to prevent a color from appearing only once in , Bob’s strategy is to duplicate
all colors in . To delay this duplication, Alice
chooses as few colors as possible using colors that have already been
duplicated.
In addition, Alice starts the game by coloring the central vertex to
ensure that duplication of the first two colors in takes five turns instead of four
(see Figure 4).
Figure 4 CFON -coloring game on : if Alice starts () assigning any color to , then the first two colors are duplicated in six turns (Alice’s turns , Bob’s turns ; , are red and , , are blue).
With the aforementioned strategies, it is immediate to demonstrate
that, from the second turn, every turns Alice and Bob have used
exactly colors and each of them
has been used at least twice.
Figure 5 CFON -coloring game on : if Alice starts () assigning any color to , then, by the legal coloring rule, the last vertex must be colored blue (Alice’s turns , Bob’s turns ; is red and , , are blue).
If , then it is
clear that two colors are necessary for Alice to win (See Figure 5). If , then there exists such that , and since
, we have that .
Suppose that . Thus, we have that
Hence, by the time Alice and Bob have colored vertices, they have already used all
the colors at least twice.
Furthermore, since , the graph is not fully
colored and Bob wins the game because there exists no available color to
use only once.
Reciprocally, if , since , then . Thus, . So, and, by the legal coloring rule, to duplicate colors, Bob needs at least vertices in . Since , Alice wins the
game.
Theorem 3.3. Alice wins the
CFON -coloring game played on a
star on vertices, when Bob starts the
game, if and only if, .
Proof. The proof is similar to that of Theorem 3.2 since to prevent a color
from appearing only once, Bob’s strategy is to duplicate all colors in and, to delay this duplication,
Alice chooses as few colors as possible using colors that have already
been duplicated. If Bob starts the game and colors the central vertex,
then he duplicates the first two colors in the next four turns and
reduces the number of turns by one to win the game (see Figure 6). If Bob starts the game
and colors a vertex in , then
it is the same as what we have in Theorem 3.2.
Figure 6 CFON -coloring game on a star graph : Bob starts coloring the central vertex, the first two colors are duplicated in the next four turns ((left) , are red and , are blue, (right) , are red and , are blue ).
4. Complete graphs
A complete graph with vertices is a graph in which every pair
of distinct vertices is joined by an edge. In the next results we prove
that , for , and
, for .
In the context of CFCN coloring of complete graphs, a question arises
regarding why Bob cannot simply replicate the color used by Alice in her
preceding move. For example, if Alice begins and the graph contains an
even number of vertices, this strategy results in an invalid coloring by
the legal coloring rule. Moreover, with the strategy presented in the
next result, Bob duplicates more colors in fewer turns.
Theorem 4.1. Alice wins the
CFCN -coloring game on a complete
graph , , when she starts, if and only if
.
Proof. Since , for every vertex , to obtain a CFCN -coloring for , we observe that: at least one color must appear only
once in ; and until coloring the last vertex in
no neighborhood is fully
colored.
To prevent one color from appearing exactly once, Bob’s strategy is
to duplicate all colors in , and to delay this duplication,
Alice chooses as few colors as possible using colors that have already
been duplicated. Thus, since Alice starts the game with a color (and chooses this color in her next
turn), in the second turn, Bob colors a vertex with a color , to maximize the number of
duplicated colors in the first four turns. Hence, he obtains two
duplicated colors in the first four turns, as shown in Figure 7.
Figure 7 Alice and Bob’s first four turns on the CFCN k-coloring game on , assuming
that Alice started ((left) , are red and , are blue, (right) , are red and , are blue ).
So, for every turns Alice and
Bob have used exactly colors
and each of them has been used at least twice.
Suppose that
and . Thus, there exists
such that . Therefore,
and since , we have
that, by the time Alice and Bob have colored vertices, they have already used all
the colors at least twice, and
the graph is not fully colored. Hence, Bob wins the game because there
exists no color available to use only once.
Reciprocally, if , since , we have that ,
and so . Thus,
and Bob needs at least vertices to duplicate colors. Hence, Alice wins since .
Theorem 4.2. Alice wins
the CFCN -coloring game on a
complete graph , , when Bob starts, if and only if
.
Proof. The proof is similar to Theorem 4.1 since to prevent one
color from appearing only once, Bob’s strategy is to duplicate all colors in and to delay this duplication,
Alice chooses as few colors as possible using colors that have already
been duplicated. In that case, if Bob starts the game, Alice achieves
that the first two colors are duplicated in the first five turns,
delaying color duplication by one turn (see Figure 8).
Now, we analyze the Conflict-Free Open Neighborhood -coloring game. We refer to
Figure 9 and observe that
the two unique ways of CFON -coloring a complete graph are the following: all the colors are chosen exactly twice when
coloring all the vertices, or at least two
colors are chosen exactly once.
Figure 8 Alice and Bob’s first five turns on the CFCN k-coloring game on , assuming
that Bob started (, are red and , , are blue).Figure 9 Two ways to obtain a CFON -coloring of : on the left, and right (where b is blue, r is red, g is green and c cyan).
Theorem 4.3. Alice wins
the CFON -coloring game on a
complete graph , when she
starts, if and only if one of the following statements holds:
and ;
and ;
and ;
and .
Proof. Since for all we have that so, in the first turns, is not fully colored, for all .
If is odd, only can be used to obtain a CFON
-coloring of . If is even, both can be used: requires colors to obtain a CFON -coloring of , and only colors. In Figure 9, we show a CFON
-coloring game of with using , and applying .
So, if , Alice reduces
the number of colors needed to win with coloring . Since , in the first turns, Alice chooses the same color
with which she starts the game three times (no neighborhood is fully
colored), discarding the possibility of each color appearing only two
times to obtain a CFON -coloring
of .
So, in both cases, to prevent a color from appearing only once, Bob’s
strategy is to duplicate all
colors in and, to delay this
duplication, Alice chooses as few colors as possible using colors that
have already been duplicated.
We recall that, since Alice starts the game with a color (and chooses this color in her next
turn), in the second turn, Bob colors a vertex with a color , to maximize the number of
duplicated colors in the first four turns. Hence, he obtains two
duplicated colors in the first four turns, With these strategies, for
every turns they have used
exactly colors at least twice.
Without loss of generality, we assume that Alice starts the game with
color and chooses this color in
her first turns.
If and , then there exists such that , so . Therefore,
Thus, and, since , we have that: by the time Alice and Bob have
colored vertices, they have
already used all the colors at
least twice; Alice chose color
at least three times, and the
graph is not fully colored. Hence, Bob wins the game, since there are no
two colors that can appear only once in .
Reciprocally, if and
, we study four possible cases:
Case 1. Suppose that for some . In the -th turn they have used exactly colors at least twice. Since in the
-th turn Alice chooses the
color , in order to obtain a
CFON -coloring of , in the -th and -th turns, by the legal coloring
rule, they use two new colors that have not been chosen. Therefore,
Alice wins if
Case 2. Suppose that for some . In the -th turn they have used exactly colors at least twice. In the -th turn Alice chooses the color
. In the -th turn, Bob chooses a new color
(if there not exist such
color, then Bob wins). In the turn -th, Alice chooses the color again. In the -th turn, by the legal coloring
rule, Bob is forced to use a new color (if such color does not exist,
then Bob wins). Thus, Alice wins if
Case 3. If for
some then, in the
-th turn, Bob and Alice have
used colors such that colors are used more than twice, and
a single color is used only once. If in the -th turn Bob does not use a new
color, then Alice does it in the final turn. If Bob uses a new color,
then Alice just needs to use color again. In any case, Alice wins if
Case 4. If for
some then, in the
-th turn, Alice and Bob have
used exactly colors at least
twice. By the legal coloring rule, in the -th turn Alice used a new color
(if there is such color),
and Bob is forced to use a color never used before (if it exists).
Hence, Alice wins if
Theorem 4.4. Alice wins
the CFON -coloring game on a
complete graph , when Bob
starts, if and only if one of the following statements holds:
(a) and ;
(b) and ;
(c) and ;
(d) and .
Proof. The proof is similar to Theorem 4.3 but, in this
case, the first two colors are duplicated in the first five turns.
5. Paths
A path is a graph
whose vertices can be arranged in
a linear sequence in such a way that two vertices are adjacent if and
only if they are consecutive in the sequence. We call the vertices as internal
vertices of . In the next
results, we prove that and
Theorem 5.1. Alice wins the CFCN
-coloring game on a path , , on vertices with colors, independently of who
starts playing.
Proof. Let be a
path with and let , and be three different colors. If then, by the legal coloring rule, the
only two strategies for Bob to win is by obtaining, on Alice’s turn, the
following colorings for subgraphs of . We refer to Figure 10 for an illustration of Bob’s
strategies 1 and 2. coloring a
subgraph , uniquely formed by internal vertices of
, such that vertices , are colored with a color ; vertices are colored with a color
; and the vertex is uncolored; or coloring the
subgraph
(resp. , ), such
that the vertex (resp. vertex
) is colored with a color
, and the vertices and (resp. vertices and ) are colored with a color , and vertex (resp. ) is uncolored.
Figure 10 Winning strategies for Bob in the CFCN -coloring game on (where b is blue and r is red).
We prove that, Alice’s strategy is to color any vertex adjacent to
the vertex colored by Bob in the previous turn, with a color different
from the one that Bob used. In case all the vertices adjacent to the
vertex colored by Bob have already been colored, it is enough for Alice
to choose any uncolored vertex
adjacent to a colored vertex , and
to color with a color that is
different to the one used in .
If , Alice wins, since the
strategies and need at least four vertices.
For , without loss of
generality, we analyze the game when Bob starts coloring or . If Bob decides to start the game by
coloring with a color then, on the second turn, Alice
colors with a color . Hence, no subgraph can be colored as in . On the other hand, if Bob starts
the game by coloring the vertex
with a color then, on the next
turn, Alice either colors the vertex or colors the vertex with a color . Again, no subgraph can be colored as in . In both cases, Alice wins.
For , Bob’s unique
strategy is to consider subgraphs . Indeed, strategy can not be used because or do not have five internal vertices.
Without loss of generality, suppose that Bob tries to win by obtaining a
subgraph
(it is analogous for ). If Bob starts coloring any vertex , with (resp. ) then, in the next turn, Alice colors
an adjacent vertex (resp. vertex ) with a different color. Thus, no
subgraph
can be colored as in , and
Alice wins.
Let . First, suppose
that Bob tries to win obtaining a subgraph , , , , , that has the coloring . Assume that it is Bob’s turn and
he looks for a subgraph , that
has only colored with a color
and colored with . We observe that if any internal
vertex , with , on the subgraph
is already colored then, by
Alice’s strategy, no ,
, , , subgraph can be colored as in
(there exist two adjacent
vertices of different colors in ), and Alice wins. Thus, in his turn,
Bob tries to color or , with the same color of its
adjacent vertex. In the next turn, Alice colors the vertex and wins. If Bob tries to win by
obtaining a subgraph with the
coloring , the proof that
Alice wins is similar to the one used on the paths of order or .
It may seem that since Alice wins when Bob starts the game, if she
starts and follows the same strategy, then she wins. However, this is
not the case. Assume that Bob follows strategy and tries to win on the subgraph
. If Alice
starts coloring vertex with a
color , then Bob colors with the same color . Following her strategy, Alice colors
with a different color. Now,
Bob colors with color , and he wins.
In the same way, if Bob finds a subgraph such that and
(resp. and ) are colored with the same color
and the remaining vertices in
are uncolored (possible if
Alice starts the game), then he colors (resp. ) with a different color . If in the next turn, Alice colors
the adjacent vertex to
(resp. ) that is not in this
subgraph , then Bob colors the
vertex (resp. ) with the color , and he wins.
In order to avoid that, Alice starts the game coloring or of , , , (preventing Bob from winning in
subgraphs or ). From the third turn onward, she
colors the adjacent vertices of those Bob colored (as in the case Bob
started the game). Therefore, Alice wins the game with colors.
If , then Alice colors
either vertex on subgraph
; or vertex (or ) on subgraph with a color , winning the game.
Now, we analyze the CFON -coloring game on . We show in Figure 11 the unique strategy for Bob
to win the CFON -coloring game in
. coloring a
subgraph , such that vertex is colored with a color and vertex is colored with a color , .
Figure 11 The unique way for Bob to win the CFON -coloring game in (where b is blue and r is red).
Theorem 5.2. Bob wins the CFON
-coloring game on a path , when Alice starts, if and only if
and .
Proof. Let be a path
with , let , and be three different colors. If , the only way for Bob to win is
considering, on Alice’s turn, a subgraph , such that the vertex is colored with a color , and the vertex with a color . In that case, by the legal coloring
rule, vertex cannot be
colored either with , because of
; nor with , because of .
If it
is immediate that Alice wins the game. If then Alice starts coloring the vertex
, and wins. If then Alice starts coloring (resp. ) and, in the third turn, she colors
(resp. ), and wins.
If , then Alice starts
coloring the vertex . By the
legal coloring rule, Bob cannot color vertices and with different colors. Thus, in the
next turn, Bob colors , (resp. ). Alice colors (resp. ) with the same color that Bob
used. Alice wins because it is not possible to apply in one of the three
subgraphs .
If , independently of
which vertex (resp. ) Alice chooses to color in her
first turn, Bob can always find a subgraph , and color (resp. ) with a different color.
Now assume . If then it is immediate that
Alice wins the game. If ,
then Alice colors vertex of
the subgraphs , with a color , winning the game.
Theorem 5.3. Bob wins the CFON
-coloring game on a path , when he starts the game, if and only
if and .
Proof. If
then it is immediate that Alice wins the game. If , then Alice colors vertex , and wins. For , if Bob starts coloring a
vertex , then Alice colors
either vertex , if ; or vertex , if . In both cases, she prevents Bob
to win the game.
If and then Bob starts coloring vertex with a color . We note that there are two subgraphs
such that is either the last or the first
vertex. Now, independently of which vertex Alice colors, Bob wins the
game.
Now, assume that . If
, then it is immediate
that Alice wins the game. If , then Alice colors the vertex
of all subgraphs with a color , ensuring her victory in the
game.
6. Cycles
A cycle, with and is a graph whose vertices can be arranged in a cyclic
sequence in a way that two vertices are adjacent if and only if they are
consecutive in the sequence. Next, we prove that and .
The approach for cycles follows a similar pattern as with paths.
However, Bob’s victory is restricted on applying the strategy . As previously, Alice adopts a
strategy where she colors any vertex adjacent to Bob’s previously
colored vertex with a distinct color. In the event that all adjacent
vertices to Bob’s colored vertex have already been colored, Alice can
ensure her advantage by selecting any uncolored vertex, denoted as , that is adjacent to a previously
colored vertex , and coloring
with a different color than .
Theorem 6.1. Alice wins the CFCN
-coloring game on a cycle with colors, independently of who starts playing.
Proof. Let . It is
easy to see that Alice wins the game for . Let and consider that Alice starts the
game coloring with color . Independently of the vertex colored
by Bob in the second turn, Alice colors an uncolored vertex or with color .
Let . Assuming Bob is the
first player, at some point in the game, he attempts to find a subgraph
in which is
colored with color , is colored with (), and the remaining vertices of are uncolored. Similarly to paths,
Alice’s strategy is to color (on the subgraph ) either vertex or the vertices (resp. ) with a different color from that
used for (resp. ).
If Alice starts the game, her strategy has a slight variation.
Consider the vertex colored by
Bob in his last turn as the reference vertex. If there exist two
adjacent colored vertices with the same color in the clockwise direction
of , then Alice colors the
vertex . However, if these
two vertices are in the counterclockwise direction, Alice colors the
vertex . Otherwise, if there
exist no adjacent colored vertices with the same color in either the
clockwise or counterclockwise direction, Alice simply colors any of the
adjacent vertices.
This variant is used because, if Alice doesn’t have a preference for
coloring the adjacent vertex based on the direction of the adjacent
colored vertices, it could potentially allow Bob to win the game.
Indeed, suppose that Alice starts the game coloring a vertex with a color . Bob colors a vertex with color . Now, Alice colors with a different color . If there exist at least three
uncolored vertices adjacent to , then Bob tries on the subgraph , and colors with a color . With the variant strategy, Alice
colors the adjacent vertex
with color , and wins the
game.
For , the idea is the same
as in the Theorem 5.1. Therefore, Alice always wins
the game.
Since the results for the game on are addressed by Theorems 4.3 and 4.4, we now consider
the CFON -coloring game on for and .
Theorem 6.2. Bob wins the
CFON -coloring game on a cycle
, , when Alice starts the game, if
and only if .
Proof. Again, the strategy applied to cycles , with , is similar to that of paths. If
, then Bob can only win by
considering a subgraph ,
, , , , where the vertex is colored with a color and the vertex is colored with a different color
. The proof follows a similar
approach to Theorem 5.2. Regardless of the vertex
Alice chooses to color in the first turn, Bob can always find a subgraph
where is the
vertex colored by Alice, and Bob can color with another color, winning the
game.
Conversely, if , Alice can
always color the vertex in
all subgraphs with a color
, such that . Therefore,
she wins the game.
Theorem 6.3. Bob wins the
CFON -coloring game on a cycle
, , when he starts the game, if and
only if and .
Proof. If then,
whenever Bob colors a vertex ,
Alice colors the vertex with the same color used by Bob. Let be a subgraph of . If , then Alice can always color the
uncolored vertices of all
subgraphs with a color , such that . In both
cases, Alice wins the game.
Conversely, assume that
and . If and Bob starts coloring the vertex
, Alice can not color the vertex
(resp. ) with the same color, otherwise, the open
neighborhood of (resp. ) would be monochromatic. Hence, Bob wins the
game. In the cases , regardless of which vertex Alice chooses to color in
the second turn, Bob can always find, in the third turn, a subgraph
that includes either or as the vertex colored by
Alice.
7. Generalized windmill graph
The windmill graph with , , is composed by the disjoint
union of complete graphs of order joined with a single vertex called the universal vertex.
We refer to Figure 12 for an example of the windmill
graph , which is also known
as friendship or Dutch windmill graph.
Figure 12 Windmill (friendship graph)
Similarly, a generalized windmill graph, with , , is composed by the disjoint
union of complete graphs of order , with , for , joined with a single
universal vertex . See an example
of in Figure 13.
In this section, we study the CFCN -coloring game on generalized windmill
graphs. Let be a -vertex coloring of , where represents
a set of different colors. Let
be the subset of
vertices assigned to color ,
(color class).
We observe that in a CFCN -coloring of , one of the following statements
holds:
the color of the universal vertex appears only once;
the color of the universal vertex is duplicated but, for every
, at least one color
appears exactly once in and there exists such that .
Figure 13 Generalized windmill .
Again, Bob’s strategy is to duplicate each of the colors that are used and, to delay this
duplication, Alice chooses as few colors as possible using colors that
have already been duplicated.
Lemma 7.1. If Alice tries to use as
few colors as possible in the CFCN -coloring game on , then Bob can always duplicate the
color of the universal vertex in
the first turns.
Proof. We prove this result considering , since is a induced subgraph of for any arbitrary windmill graph
, and . We refer to Figures 14 and 15.
If Alice starts the game and colors vertex with , then Bob colors any vertex on with . No matter which vertex Alice colors
with (resp. ), in the fourth turn, Bob colors any
vertex with (resp. ). If Alice starts the game and colors
a vertex with then, in the next turn, Bob colors
with . The case is similar if Bob starts
the game. In any case, Bob duplicates the first two colors in the first
four turns.
Figure 14 Alice starts on the universal vertex, and Bob duplicates the color of the universal vertex of W(2, 2) in the first four turns (Alice colors with red and Bob with blue).Figure 15 Alice starts at a vertex different from the universal vertex, and Bob duplicates the color of the universal vertex of W(2, 2) in the first four turns (Alice colors with red and Bob with blue).
By Lemma 7.1, we have the following
result:
Lemma 7.2. Assume that Alice tries to
use as few colors as possible and Bob duplicates the color of the
universal vertex in the CFCN -coloring game on . If there exist at least two
uncolored vertices in , then
Bob always duplicates a color that appeared only once.
Proof. Without loss of generality, assume that there are
only two uncolored vertices and
, and that appears only once. By Lemma 7.1, since the color of the universal
vertex is duplicated in the first
four turns, then and
.
If ( is not fully colored), then one
of them can be colored with .
However, if they are in different , then it is sufficient to color
with the uncolored vertex in
with .
To ensure that both players play optimally, we also need to verify
the following result:
Lemma 7.3. Assume that Bob duplicates
the color of the universal vertex in the CFCN -coloring game on . If there exist at least two
uncolored vertices in , then
Alice always chooses either the same color or any of the colors that
have already been chosen at least twice.
Proof. Without loss of generality, we assume that there are
only two uncolored vertices. Furthermore, suppose that it is Alice’s
turn, she has chosen the same color in all previous turns, and, due to
the legal coloring rule, she is now forced to select a new color. We
claim that Alice chooses a duplicated color. If the two uncolored
vertices are on the same ,
then one of them can be colored with ( is not fully colored), a
contradiction. Thus, one uncolored vertex is in and the other one is in , , . If color cannot be chosen, by the legal
coloring rule, either appears
only once and the remaining colors appear at least twice in , or every color appears at least
twice in . In any case,
since Bob chooses a new color every time he achieves a color
duplication, we have that the colors duplicated in some are not duplicated in another
, for , . So, there always exists a
duplicated color in (resp.
) that can be chosen by
Alice in (resp. ).
The next two results show that
Theorem 7.4. Alice wins the CFCN
-coloring game on a generalized
windmill graph , when she
starts, if and only if
In particular, since , she wins the CFCN -coloring game on a windmill graph , when she starts, if and only if
.
Proof. By Lemmas 7.2 and 7.3, before coloring the last vertex,
for every turns Alice and Bob
have used exactly colors, and
each of them has been used at least twice (the proof is by induction on
).
Since , there
exists such that
. If , then
and we have that
by the time Alice and Bob have colored vertices, they have already used all
the colors at least twice.
Furthermore, since ,
the graph is not fully colored. Hence, Bob wins the game because there
exists no color available to use only once.
Reciprocally, if , since , then . Thus, . So, and, to duplicate
colors, Bob needs at least
vertices. Since , Alice wins the game.
Now we show that, when Bob starts the CFCN -coloring game on a generalized windmill
graph , Alice requires one
fewer color to win.
Theorem 7.5.
Alice wins the CFCN -coloring
game on a generalized windmill graph , when Bob starts, if and only if
In particular, since , she wins the CFCN -coloring game on a windmill graph , when Bob starts, if and only if
.
Proof. The proof is similar to Theorem 7.4.
Again, to prevent one color from appearing only once, Bob’s strategy is
to duplicate all colors in , and to delay this duplication,
Alice chooses as few colors as possible using colors that have already
been duplicated. If Bob starts the game, then the first two colors are
duplicated in the first five turns, delaying color duplication by one
turn.
8. Conclusion
In this work, we study the Conflict-Free -coloring games on classic graph classes
such as stars, complete graphs, paths, cycles, and windmill graphs and
their generalization. In each of them, we show strategies that determine
the least number of colors necessary for Alice to win the game.
We recall that the Closed (resp. Open)
Neighborhood Conflict-Free game Chromatic Number of , denoted by (resp. ), is the minimum number
of colors necessary for Alice to
have a winning strategy for the CFCN (resp. CFON) -coloring game on , independently of who starts the
game.
Table 1 Conflict-free k-coloring game
Graph
Theorems
[0.5em]
[-0.7em]
3.1,3.2,3.3
[0.4em]
4.1,4.2,4.3,4.4
2
4.1,4.2,4.3,4.4
, ,
4.1,4.2,4.3,4.4
3
4.1,4.2,4.3,4.4
5.1,5.2,5.3
5.1,5.2,5.3
6.1,6.2,6.3
–
–
7.4,7.5
In Table 1, we show our results on the
Conflict-free -coloring game
comparing , , and . We remark that it may
seem that if Alice wins when Bob starts the game, then she also wins
when she starts the game. However, this is not always true. In fact,
since Alice’s general strategies are based on preventing Bob from
achieving his general strategies, when Alice starts, her turn can
eventually contribute to improve Bob’s strategy to win the game. For
example, in the CFCN -coloring
game on the complete graph ,
Alice wins when Bob starts the game, and loses when she starts the game
(see Theorem 4.1 and Theorem 4.2). Sometimes it is
possible to prevent that by improving Alice’s strategies, as it occurs
in the CFCN -coloring game on
paths and cycles with , (see Theorem 5.1 and
Theorem 6.1).
Finally, the general strategies lead us to pose the following
question:
Question 8.1(Monotonicity).Assume that Alice wins the CFCN
-coloring game (resp. CFON -coloring game) on . Does she win the CFCN (resp. CFON)
-coloring game on when the same player starts the
game?
Author
Contributions
All authors contributed equally to the research, analysis, and
writing of this paper.
Acknowledgments
This work was partially supported by the Coordenação de
Aperfeiçoamento de Pessoal de Nível Superior – Brasil (CAPES) – Finance
Code 001; the Conselho Nacional de Desenvolvimento Científico e
Tecnológico (CNPq) 311260/2021-7, 313797/2020-0; and the Fundação Carlos
Chagas Filho de Amparo à Pesquisa do Estado do Rio de Janeiro (FAPERJ)
Processo SEI-260003/014835/2023, E-26/210.649/2023.
Conflicts of
Interest
All authors declare that they have no conflicts of interest.
Declaration of competing
interest
There is no conflict of interest related to this work.
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