Chip games and multipartite graph paintability
Abstract.
We study the paintability, an on-line version of choosability, of complete multipartite graphs. We do this by considering an equivalent chip game introduced by Duraj, Gutowski, and Kozik [6]. We consider complete multipartite graphs with parts of size at most 3. Using a computational approach, we establish upper bounds on the paintability of such graphs for small values of
The choosability of complete multipartite graphs is closely related to value , the minimum number of edges in a -uniform hypergraph with no panchromatic -coloring. We consider an online variant of this parameter introduced by Khuzieva et al. [11] using a symmetric chip game. With this symmetric chip game, we find an improved upper bound for when and is large. Our method also implies a lower bound on the paintability of complete multipartite graphs with parts of equal size.
1. Background
1.1. Introduction to paintability
A proper coloring of a graph is a coloring of the vertex set of such that no two adjacent vertices have the same color. If there exists a proper coloring of with colors, then we say that is -colorable. The chromatic number of (denoted by ) is the minimum number such that is -colorable.
Now, consider a function (called a list-assignment) that gives each vertex its own set of possible colors. An -coloring of is a proper coloring such that for each . We say that a graph is -colorable if can be properly colored with the list-assignment If is -colorable for every list-assignment satisfying for every vertex , then we say that is -choosable. The choosability of , denoted by , is the minimum number such that is -choosable.
Although the idea of choosability was established in the 1970s independently by Vizing [20] and Erdős, Rubin, and Taylor [7], it was only in 2009 that Zhu [21] and Schauz [19] independently introduced the on-line setting of list coloring. In this setting, the on-line list coloring game is played on undirected graphs, where two players, typically referred to as Lister and Painter, compete under specific rules involving the coloring of graph vertices with a set of available colors. The game consists of the following steps:
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Preparation: An undirected simple graph and threshold integer is given.
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Lister Turn: On Turn , Lister chooses a vertex set consisting of currently unpainted vertices and presents the vertices in to Painter.
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Painter Turn: On Turn , Painter chooses an independent set and paints all of the vertices in with the color .
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Turn Alternation: The game proceeds in rounds. A round consists of Lister’s turn followed by Painter’s turn.
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Win Conditions: At the end of a round, Painter wins if all of the vertices have been painted, and Lister wins if there exists an unpainted vertex that has been presented by the Lister at least times.
If the Painter has a winning strategy on with a threshold of then is -paintable. The paintability of (denoted by ) is the minimum integer such that is -paintable.
One may observe that for any given graph , we have
To see the first inequality, note that if is -choosable, then can be properly colored with the list-assignment assigning to each vertex, meaning it can simply be properly colored with colors.
For the second inequality, suppose that is not -choosable, so that . Then, there exists a -assignment for which has no -coloring. We label the colors of as . Then, on each turn , Lister reveals the color at each for which . If Painter wins the game, then at the end of the game, has an -coloring, a contradiction. Therefore, Painter has no winning strategy, implying .
In 2015, Duraj, Gutowski and Kozik [6] modified a chip game of Aslam and Dhagat [3] to be equivalent to the on-line list coloring game played on complete multipartite graphs. Before defining this chip game, we introduce the following concept: A complete k-partite graph, denoted as is a graph whose vertices can be partitioned into different independent sets , called parts, with , such that for any pair of vertices that belongs to two different parts , an edge connects and . When is not specified, such graphs are called complete multipartite graphs. If the parts of all have cardinality then we write write
Intuitively, in order to properly color a complete -partite graph with as few colors as possible, each part needs to be colored with a unique color that is not used in the other parts. Thus, for every complete -partite graph with nonempty parts, .
1.2. Paintability: Known results
In the study of choosability and paintability, complete multipartite graphs have received special attention due to their connection with Ohba’s conjecture [17]. Ohba’s original conjecture from 2002 asserts that if is a graph satisfying , then . Later, in 2012, Huang, Wong, and Zhu [10] posed the on-line Ohba’s conjecture, which asserts that if , then . The stronger assumption that is necessary, as Kim, Kwon, Liu, and Zhu [13] proved that
(1) |
and is a graph on vertices. As a proof of either version of Ohba’s conjecture for complete multipartite graphs implies the conjecture for all graphs, complete multipartite graphs have become a special focus for research on choosability and paintability.
For certain classes of complete multipartite graphs, exact values for choosability and paintability are known. In 1993, Alon [2] proved that for each integer , . Later Kim, Kwon, Liu and Zhu [13] showed that . The choosability for was later given by Kierstead [12], who showed that . Regarding the paintability of , Kozik, Micek and Zhu [16] found an upper bound for these graphs, implying the following:
(2) |
As the choosability of a graph is always at most its paintability, it is natural then to investigate the gap between the two parameters. When Zhu [21] introduced online list coloring, he showed that and are not 3-paintable, but they are known to be 3-choosable. He then asked if the gap between the choosability and paintability of a single graph could be made arbitrarily large. Given the gap between the lower and upper bound of , Kozik, Micek, and Zhu [16] considered the graphs as natural candidates for study, and they asked the following question:
Question 1.1.
What is the relationship between and as ? In particular, is unbounded as ?
For the question of whether the gap between a graph’s choosability and paintability can be arbitrarily large, the graph ended up being the key to the answer of this question. Duraj, Gutowski and Kozik [6] pointed out that a result of Radhakrishnan and Srinivasan [18] for proper hypergraph -coloring implies the following upper bound:
On the other hand, letting be the smallest number such that is not -paintable, Aslam and Dhagat [3] proved that and also provided a constructive strategy which demonstrated that , where is the golden ratio. Later, Duraj, Gutowski and Kozik [6] produced a strategy that improved the upper bound to As such, which implies that
This proves that as , showing that the gap between the choosability and the paintability of a graph can be arbitrarily large.
1.3. Chip games
A chip game is equivalent to the On-line List Coloring Game played on a complete multipartite graph . In this game, two players, typically referred to as Pusher and Remover, compete under specific rules. The game is defined as follows.
Definition 1.2.
A chip game consists of the following steps.
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Preparation: A table with columns and rows labeled is provided as a game board. For , identical chips are placed in row of the th column.
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Pusher Turn: Pusher chooses a nonempty set of chips on the board, and then pushes each chip in the set exactly row upwards, so that a chip in occupying row moves to row .
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Remover Turn: Remover chooses exactly one column and removes all chips belonging to in the column .
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Turn Alternation: The {Pusher, Remover} turn pair is referred to as a Round. The turn then alternates between Pusher and Remover for an arbitrary number of Rounds.
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Win Condition: Pusher wins if at least chip occupies row at the end of a round, and Lister wins if all chips are removed from the board before Pusher’s win condition is reached.
We note that on each turn of a chip game, Pusher is required to move a nonempty set of chips. Furthermore, the game ends if either a single chip moves times or if all chips are removed. Therefore, the chip game ends after fewer than turns. We abbreviate the chip game as the chip game.
Duraj, Gutowski, and Kozik [6] observed the following theorem for , but their ideas naturally generalize to all positive . We include a proof for completeness.
Theorem 1.3.
if and only if Pusher has a winning strategy in the chip game.
Proof.
Write . Write for the parts of . For each part , we write for the chips in column . Similarly, we write for the vertices in part of .
First, suppose that . Then, Lister has a winning strategy in the online list coloring game on with colors. Pusher proceeds as follows. Pusher first initializes an instance of the online list coloring game on . On each Round of the chip game, Pusher first uses to calculate a winning move of Lister on Round of the online list coloring game on . This winning move of Lister is in the form of a set . Then, for each , Pusher pushes the chip . Next, if Remover removes Column , then in the online list coloring game on , Pusher imagines that Painter colors every vertex in . It is straightforward to check that after each round of the chip game, a chip remains on the board if and only if is uncolored, and occupies row if and only if Lister has presented a color at exactly times. As the strategy allows Lister to present a color times at some vertex so that the vertex is not colored, it thereby follows that Pusher succeeds in pushing a chip times so that is not removed. Therefore, Pusher has a winning strategy in the chip game.
For the other direction, the result follows from the same correspondence described above. ∎
1.4. Our results
In Section 2, we compute the paintability of some complete multipartite graphs, including for , as well as some unbalanced graphs such as , with the help of a computer. For and , we show that the paintabilities are , which agrees with their choosabilities. In Section 3, we introduce the online hypergraph pancoloring problem, which was observed by Akhmejanova, Bogdanov, and Chelnokov to be representable using a chip game. We also adapt a chip game strategy of Duraj, Gutowski, and Kozik [6] to obtain an upper bound for the minimum number of edges in a hypergraph that cannot be panchromatically -colored online, improving a previous result of Khuzieva et al. [11]. Finally, in Section 4, we pose some questions.
2. Computational Approach
In this section, we aim to use a computational approach to accurately determine the paintabilities for several complete multipartite graphs for which there is a gap between the known lower and upper bounds of their paintabilities. As indicated in Equation (2), the exact paintabilities of many complete multipartite graphs remain undetermined, as do the paintabilities of many graphs composed of partite sets consisting of and vertices. We aim to determine the paintabilities of certain complete multipartite graphs of this form by computationally evaluating chip games with or chips per column.
To investigate the paintabilities of complete multipartite graphs, we use the chip game of Duraj, Gutowski, and Kozik [6], along with Theorem 1.3. In order to determine whether for some positive integer , we aim to determine whether Pusher has a winning strategy in the chip game. Therefore, in this section, we outline a computational procedure that determines whether a given position in the chip game is winning or losing for Pusher, so that we can apply this algorithm to the initial position of the chip game.
2.1. Formal framework
We describe a formal framework in which our computational procedure operates. We begin with some definitions.
Definition 2.1.
A column state with chips is a sequence of pairs
where and for each . Each pair represents a chip . If , then represents the row of ; if , then has been removed from the board. We also let if it is Remover’s turn and has just been pushed (and thus is eligible for removal); otherwise, .
Example 2.2.
The column state represents a column with chips . Chips in are in rows respectively, and two chips removed from the board. Each removed chip is represented by an ordered pair with first entry . It is Remover’s turn, and chip has just been pushed and is eligible for removal. The column state is shown in Figure 1.
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Definition 2.3.
A board is a set of column states with chips:
In a board , each element corresponds to a column in a chip game. Therefore, a board with elements uniquely corresponds to an arrangement of chips in a chip game with columns.
Definition 2.4.
A game state is a triple where is the board, is the winning threshold, and is the player to move.
The value represents the row that a chip needs to reach in order for Pusher to win the chip game. We elaborate on the precise meaning of in Definition 2.6. We note that game state refers to a snapshot of the chip game, with information including the positions of all chips, the player to make the move, and the number of rows. We note further that a chip game has an initial game state where and for each .
Definition 2.5.
denotes the set of all game states with columns and chips per column. denotes the set of game states where it is Pusher’s move, and denotes the set of game states where it is Remover’s move.
Definition 2.6.
denotes the set of game states where Pusher’s winning condition is met, that is, there is a chip at or above row . The set denotes the set of game states where Pusher’s losing condition is met, that is, there are no chips left on the board.
Note that in the definitions above, we look at the game from Pusher’s perspective, so that the term winning refers to Pusher winning, and the term losing refers to Pusher losing. Note also that both and are subsets of , which means that only states with Pusher to move are considered as winning or losing.
Definition 2.7.
Given , , and , a Pusher move on a board state is a binary string of length whose entries are indexed by the chips, such that the th bit is if and only if Pusher pushes the th chip. A Remover move is an integer representing the column chosen by Remover.
For a Pusher/Remover move , we use to denote the resulting game state after applying the move. We note that according to Definition 2.7, Pusher is allowed to push chips that have already been removed from the board. This allowance does not affect the game, as a chip never returns to the board after being removed.
We use the following framework, described by Knuth and Moore [14], to assign a numerical value to each game state . First, for each , we let , and for each , we let . Then, we extend to all of by defining as follows for each :
where runs over all legal moves of the player with the move in the position . Knuth and Moore [14] show that for finite games, a function of this kind is well defined. We say that a state is winning if , and we say that is losing if .
Definition 2.8.
Define the partial order on column states in as follow: If
and
then if and only if for all from to , .
Definition 2.9.
Given , , and , define the partial order on boards and as follows: if and only if there exists a permutation of such that for all , .
Definition 2.10.
Given , , and , define the partial order on game states and : if and only if .
The following proposition follows easily from an inductive argument using the recursive definition of .
Proposition 2.11.
Given , , and , let . If , then . In other words, if , then:
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If is winning state, then is winning state.
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If is losing state, then is losing state.
Definition 2.12.
Given , , and , a winning closure is a set of game states such that for any game state , there exists a Pusher move such that for any Remover move , for some .
Similarly, a losing closure is a set of game states such that for any game state and Pusher move , there exists a Remover move such that for some .
We observe that by the definition of , the set of game states for which form a winning closure, and the set of game states for which form a losing closure. This gives us the following proposition.
Proposition 2.13.
A game state is a winning state if and only if for some winning closure . Similarly, is a losing state if and only if for some losing closure .
2.2. Algorithmic techniques
In this section, we describe an algorithm that solves the following problem: given , let be the starting game state where is a board consisting of column states, each with pairs of . The board represents the starting configuration of the chip game. Our goal is to check whether is a winning state (i.e. ). By Theorem 1.3, the paintability is the smallest for which the initial state of the chip game satisfies . By computing for appropriate values of , we can find the exact value of the paintability of for some fixed and .
The recursive definition of the function allows us to compute the value of by defining a tree of board states in which each leaf contains a state in which the game has ended, and then working backwards to compute the value of each intermediate game state. We use the term minimax algorithm to refer to an algorithm that computes using the recursive definition of . However, a naive minimax algorithm needs to consider every possible game state that can be reached from the initial position and therefore is practically infeasible. Therefore, we develop several tools that help us construct a more efficient minimax algorithm that evaluates .
2.2.1. Game state comparison
Given two game states , Proposition 2.11 implies that if , then . Therefore, if we know that , then we can conclude that ; similarly, if we know that , then we can conclude that . Below, we describe an efficient procedure for checking whether for two game states .
Given two game states with respective boards and , our goal is to check whether in polynomial time. To begin, write
First, we construct a helper graph . We let be a simple undirected unweighted helper graph with vertices
The vertices are named so that each vertex corresponds to a column state in either or . The edges are defined as
Note that constructing takes time.
We observe that is a bipartite graph with partite sets and . We also observe that by definition, if and only if has a perfect matching. Therefore, to determine whether , we apply the Hopcroft-Karp algorithm [9] to , which finds a maximum matching in in time. In particular, the algorithm determines whether has a perfect matching. Therefore, given , we can check whether in time.
2.2.2. Pruning
In this subsection, we explore the following question: Given a game state , which Pusher/Remover moves are “redundant”? If we can show that some moves are worse than other moves, we can assume that Pusher/Remover will not make those moves, thereby reducing the number of nodes the tree of board states involved in computing the value for the initial board state .
Consider a game with state and Pusher being the next to move. We define better (worse) than as follows:
Definition 2.14.
Given , , and , let . Let be two distinct Pusher moves. We say is worse than (or is better than ) if .
In other words, if is worse than , Pusher will always prefer choosing over since cannot possibly achieve a better result than . Note that the term better/worse is dependent on the current game state . If is worse than for one game state , the same might not hold for another game state . When considering a game state , if we know that a Pusher move is worse than another Pusher move , then we may assume that Pusher does not play .
The following lemma gives a sufficient condition for a Pusher move to be worse than another move . In particular, the lemma implies that if a game state contains two identical columns and , then a move that pushes a chip in but no chip in is suboptimal. This lemma is particularly useful for pruning Pusher moves in early states of the chip game, when many columns are likely to be identical.
Lemma 2.15.
Suppose that a board state has two identical columns . Let and be two Pusher moves such that
(Note that and differ in the second column.) If , then is worse than .
Proof.
We prove the lemma by contradiction. Suppose is not worse than , so that and . Then,
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For all Remover moves , is a winning state;
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There exists a Remover move such that is a losing state.
Fix a Remover move for which is a losing state. Since columns and are identical in , we can switch the labels of the two columns if Remover chooses to remove Column . Therefore, we assume without loss of generality that . After and , we have the game state
Next, we consider the state for the same . The resulting game state is identical to except for the second column:
Since , we have . By Proposition 2.11, since is a losing state, is also a losing state, contradiction. Therefore, is worse than . ∎
We use a similar approach to prune Remover moves.
Definition 2.16.
Given , , and , let . Let be two different moves. We say is worse than (or is better than ) if .
According to Proposition 2.11, if , then is worse than . Therefore, if is worse than , then we may assume without loss of generality that Remover does not play .
The algorithmic methods described above allow us to carry out the following procedure to determine whether the chip game is winning or losing for Pusher, as follows. We aim to compute for the initial state of the chip game using the recursive definition of . When computing recursively, we create and update a set of winning and losing states. If we find that some state satisfies for some winning state , then we can immediately conclude that without further computation. Similarly, if we find that some state satisfies for some losing state , then we can immediately conclude that without further computation. Also, given a state , we assume without loss of generality that Pusher does not play a move that is worse than another move . Similarly, given a state , we may assume without loss of generality that Remover does not play a move that is worse than another move . In particular, when considering game states for which multiple columns are identical, we use Lemma 2.15 to reduce the number of Pusher moves that we need to consider. Using these techniques, we find either a winning or losing closure containing the initial game state and thereby compute the value of .
2.3. Verification Algorithm
By using the algorithms outlined above, we can construct a more efficient minimax algorithm to determine whether the initial state of the chip game is winning or losing for Pusher. When our minimax algorithm computes , it in fact computes a value for many game states . In particular, the algorithm outputs a winning close and a losing closure, and is contained in one of these closures. By Theorem 2.13, if is in a winning (losing) closure, then it is a winning (losing) state. Therefore, in order to verify the correctness of our minimax algorithm, we can use an independent verification algorithm to verify that the winning (losing) closure containing is indeed a winning (losing) closure.
Winning closure verification: The following algorithm verifies whether a given set is a winning closure. In particular, if is a winning closure containing the initial game state , then the following algorithm can verify that Pusher wins the chip game with optimal play. The algorithm is as follows.
We input a set of game states. For each , we execute the following procedure to determine whether is good or bad:
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First, we check if some chip of is at or above row ; if so, then we say that is good.
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Next, we search for a Pusher move such that for all Remover responses to , for some . If such a Pusher move exists, then we say is good. Otherwise, we say is bad.
If every state is good, then we return True. If some state is bad, then we return False.
Losing closure verification: The following algorithm verifies whether a given set is a losing closure. In particular, if is a losing closure containing the initial game state , then the following algorithm can verify that Remover wins the chip game with optimal play. The algorithm is as follows.
We input a set of game states. For each , we execute the following procedure to determine whether is good or bad:
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First, we check if some chip of is at or above row ; if so, then we say that is bad.
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Next, we check whether all chips in are removed from the board. If all chips are removed from the board, then we say that is good.
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For each Pusher move , we check whether Remover has a response move such that for some state . If such a Remover move exists for each Pusher move , then we say is good. Otherwise, we say is bad.
If every state is good, then we return True. If some state is bad, then we return False.
We note that the verification algorithms for checking whether a set is a winning or losing closure run independently of the minimax algorithm used to produce . The verification algorithms also have the advantage of being much simpler than the algorithm that computes the value for the initial state . For the reader who is interested in verifying the correctness of our computational results, we recommend checking the verification algorithms due to their simplicity.
2.4. Our Results
By using our minimax algorithm to compute the value for the initial state of various chip games, and by verifying this value using our verification algorithms, we obtain the following results. The code for our algorithms is available at https://github.com/Amitten77/IML-Paintability.
Theorem 2.17.
The following hold:
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Proof.
First, we consider the graph . Our algorithms show that the initial state of the chip game is winning for Pusher, but the initial state of the chip game is losing for Pusher. Therefore, by Theorem 1.3, .
The proofs for the other graphs listed in the theorem are similar. ∎
We summarize the results of Theorem 2.17 in Table 1 and compare them to known lower and upper bounds of the paintabilities of the graphs considered in the theorem. The upper bounds in the table follow from Equation (2), as do the lower bounds for the paintabilities of graphs of the form . The other lower bounds follow from Equation (1).
Graph | Known lower bound | Our computed value | Known upper bound |
5 | 5 | 6 | |
7 | 7 | 7 | |
7 | 7 | 9 | |
7 | 7 | 9 | |
7 | 8 | 9 | |
8 | 8 | 9 | |
8 | 8 | 10 | |
8 | 8 | 10 | |
8 | 9 | 10 |
3. Online panchromatic hypergraph coloring
3.1. Background
We now pivot to hypergraph coloring, which was first shown to be closely related to the choosability of multipartite graphs by Erdős, Rubin, and Taylor [7]. A hypergraph is a collection of vertices and (hyper)edges where each hyperedge is a subset of . A hypergraph is -uniform if every hyperedge has cardinality In particular, a 2-uniform hypergraph is simply a graph. A panchromatic -coloring of a hypergraph is an -vertex coloring such that every hyperedge of contains a vertex of each color . Additionally, is the minimum number of hyperedges in a -uniform hypergraph such that has no panchromatic -coloring. Note that every hyperedge of must have size at least in order to admit a panchromatic -coloring.
The following theorem of Kostochka [15] shows that panchromatic hypergraph coloring is closely related to list coloring of multipartite graphs.
Theorem 3.1.
Let be the minimum number of vertices in an -partite graph that is not -choosable. Then, for any and
Theorem 1.1 in Cherkashin [5] showed via an extension of Erdős’ [8] proof for the following upper bound on
Theorem 3.2.
For any and there exists some such that
Corollary 3.3.
If , then . That is,
Given the connection between list coloring and hypergraph coloring, it is natural to find a connection between paintability and some form of online hypergraph coloring. Aslam and Dhagat [4] introduced online 2-coloring of -uniform hypergraphs and Duraj et al. [6] demonstrated its connection to the paintability of . Later, Khuzieva et al. [11] extended online 2-coloring to online panchromatic -coloring, as follows.
An online panchromatic -coloring of a -uniform hypergraph with hyperedges is defined in terms of a game with a Presenter and a Colorer. Throughout the game, the players builds a vertex-colored hypergraph one vertex at a time. The Presenter and Colorer take turns. On the Presenter’s turn, the Presenter introduces a new vertex and indicates to which hyperedges of belongs. Presenter may not add to a hyperedge of already containing vertices. On the Colorer’s turn, Colorer gives one of colors. The game ends when contains hyperedges, each with exactly vertices.
At the end of the game, the Presenter wins if there exists a hyperedge with fewer than colors. The Colorer wins if the hypergraph has a panchromatic coloring. We write for the minimum value such that the Presenter wins in an online panchromatic -coloring of a -uniform hypergraph with hyperedges.
3.2. A symmetric chip game
Aslam and Dhagat [3] defined a chip game related to the online proper -coloring of a -hypergraph, in which Colorer’s goal is simply to avoid creating a monochromatic edge. Similar to the chip game defined above, there are a Pusher and a Chooser who alternate turns. When , the chip game of Aslam and Dhagat is equivalent to the game of Duraj, Gutowski, and Kozik [6] with two columns.
In order to compute small values of we introduce a symmetric variant of the chip game of Duraj et al. [6]. Akhmejanova, Bogdanov, and Chelnokov [1] also show that the values can be represented using a chip game.
Definition 3.4.
A symmetric chip game is a chip game with the following additional constraint for Pusher.
At the beginning of the game, we label the chips in each column from to On each turn, the Pusher chooses a subset and pushes exactly those chips with a label in
We have the following connection between online panchromatic coloring of uniform hypergraphs and the chip game.
Theorem 3.5.
Pusher has a winning strategy in the symmetric chip game if and only if .
Proof.
Suppose first that Pusher has no winning strategy in the chip game. We show that Colorer has a winning strategy in the online -uniform hypergraph coloring game played with edges and colors, so that . In the hypergraph coloring game, we call our hypergraph , and we write . We also consider a symmetric chip game. In each column , label the chips . Colorer fixes a winning strategy for Remover in the symmetric chip game and proceeds as follows.
On each turn, the Presenter presents a vertex and hyperedges for to which belongs. Colorer interpret’s Presenter’s move as a move in the symmetric chip game in which Pusher pushes the corresponding chips in each column for each . If Remover’s strategy removes the th column, then Colorer colors with the color Since the Remover has a winning strategy, all of the chips will be removed before reaching the th row without being removed. In other words, the chips with label are removed from each column after being pushed at most times. Correspondingly, each hyperedge is colored with each color after being presented at most times. Thus, the Colorer has a winning strategy.
On the other hand, suppose that Pusher has a winning strategy in the symmetric chip game. We show that Presenter has a winning strategy in the hypergraph pancoloring game on a -uniform hypergraph with edges and colors. Again, in each column, label the chips Suppose that the hypergraph coloring game is played with a -uniform hypergraph with Presenter fixes a winning strategy of Pusher in the symmetric and proceeds as follows.
If the winning strategy for the Pusher pushes a set of chips, then the Presenter presents a vertex belonging to the edge set . If the Colorer colors with the color , then the Presenter imagines that Remover removes chips in the th column. Since the Pusher has a winning strategy, there will be a chip in some column, say column , which reaches the th row. Correspondingly, some edge is presented times and none of its vertices are colored Thus is not panchromatically colored, so the Presenter wins. ∎
Aslam and Dhagat used their chip game to show that , and an application of their same method to the symmetric chip game with columns shows that for all . For , this lower bound is within a constant factor of being best possible. Indeed, Duraj et al. [6] show that Pusher has a winning strategy in the chip game. By making one copy of each chip for each column, the same strategy shows that Pusher wins the symmetric chip game. Therefore, Theorem 3.5 implies that . For , the following bound of Khuzieva et al. is best known:
Theorem 3.6 ([11]).
If , then .
Corollary 3.7.
If then and if then
3.3. An improved asymptotic bound for
We now use the relationship between chip games and panchromatic hypergraph coloring to obtain a lower bound for which best known for large and fixed . Our result also implies an upper bound on for large and fixed as a corollary, and this corollary improves a previous bound of Khuzieva et al. [11]. In order to prove our lower bound, we use the chip game. Our method uses ideas from Khuzieva et al. [11] but makes several improvements.
We consider the chip game with fixed columns. We relabel the rows as , this time with row as the initial row and with row as the target row. When a chip in row is pushed, it moves to row . We define a brick to be a set of chips in row of the same column, where is a function that we define below. We define a brick at row to consist of a single chip, so that . For , we let for . We call a set of chips at row a fraction of a brick.
We define recursively the number of chips in a brick at row with the recurrence
We make the following observation about the function .
Claim 3.8.
For ,
Proof.
The proof goes by induction. The base case is clearly true. The induction step is as follows. For ,
∎
Now, we prove a lower bound on the paintability of the complete multipartite graph , which ultimately implies an upper bound on .
Theorem 3.9.
For all integers
Proof.
By Theorem 1.3, it is sufficient to show that Pusher wins the chip game with columns, in which each column starts with tokens. We show that Pusher wins by using the following strategy. On each turn, for each column , Pusher selects the brick in whose row is minimum (that is, is farthest from the starting row) and pushes all chips in . When Pusher pushes , the pushed chips form a full brick plus a of a brick in row , since .
If at any point there exist copies of a -brick occupying the same space, we merge them back into one full brick. This action is possible, since . Any extra chips produced in the process as a result of the inequality are ignored, which changes neither the number of bricks nor the integrity of the proof.
We claim that after a Pusher and Remover turn, the number of bricks does not decrease. Indeed, on Pusher’s turn, Pusher advances exactly bricks, and exactly one of these bricks is deleted. After Remover’s turn is over, as the chips of the surviving bricks have advanced one row, these surviving bricks become bricks. We make the following claim about the positions of the bricks throughout the game.
Claim 3.10.
At the end of each round, in each column , the highest row occupied by a full brick has at most bricks, unless . Furthermore, each row strictly between row and has at most brick.
Proof of claim.
We induct on the number of rounds that have already been played. When no round has been played, the claim clearly holds.
Now, for our induction case, assume that at the end of a round, we have a state in which the claim holds. Then, suppose that in column , Pusher moves a brick from row to row . If this brick is removed on Remover’s turn, then the claim clearly holds for column . Otherwise, we know that before Pusher’s turn, there must not be any bricks in column above row , as otherwise Pusher would not choose to push the brick in row . Therefore, before Pusher’s turn, row has at most bricks. Since the brick pushed from row splits into a full brick and a of a brick on row , row has at most bricks after Pusher’s turn, and no row above has a full brick. In order to ensure that every other row between row and row has at most brick, we only need to consider row , since each row below it is left untouched. Since row starts with at most bricks, and brick is moved, this means row ends with at most brick after Pusher’s turn. Thus, the claim holds in every case. ∎
If Pusher is unable to follow the strategy outlined above, then this means Pusher is unable to find a brick to push some column . Thus, assume that one column runs out of full bricks and that Pusher has not won. Since Pusher pushes a brick from row of each column on the first move, row of each column other than has at most bricks, and row of column has at most bricks. By Claim 3.10, above row , each column other than has at most bricks, and has at most bricks above row . Therefore, the total number of bricks on the board is at most
contradicting the observation that the number of bricks on the board after each round is at least . Therefore, while Pusher has not yet won, Pusher has a legal move following the strategy described above, which implies that the game ends with Pusher winning. ∎
In the proof of Theorem 3.9, Claim 3.10 gives us an upper bound on the maximum number of bricks that can be on the board at any given point. We note that Khuzieva et al. [11] have a similar claim, but they only show that each row other than row has at most three bricks. Our improved Claim 3.10 ultimately gives an improved result.
We also get a bound on the online panchromatic number, which improves Proposition 3 of [11] by a factor of roughly when and is large.
Corollary 3.11.
For ,
4. Conclusion
Finding the exact paintability of graph is a difficult problem, because it involves a game between two players. To determine the exact paintability of a graph, we not only need to find an optimal strategy for the Painter, and also find a optimal strategy for the Lister. For this reason, only the paintabilities of some graphs with simple structures, such as certain complete multipartite graphs, are known. Can we determine the paintability of other complete multipartite graphs with small parts and other structures? How large is the gap between choosability and paintability for general graphs? These are questions to be solved.
We were able to obtain exact values for , , and , but we are still interested in finding the exact value of .
Question 4.1.
What is ?
Kozik, Micek, and Zhu [16] asked for the size of the gap , and we have shown that for , this gap is zero. However, the following questions remain open.
Question 4.2.
Is it true that for each positive integer ?
Another natural problem is whether the method of Duraj [6] for the two-column chip game can be extended to games with more columns. We pose the following specific question:
Question 4.3.
For fixed , is ?
Question 4.3 is related to the following question about panchromatic hypergraph coloring.
Question 4.4.
For each , what is the asymptotic growth rate of as increases?
Finally, we developed computational methods that determine the paintabilities specifically of complete multipartite graphs. This leads to the following natural question.
Question 4.5.
For which other graph classes can paintabilities be computationally determined?
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