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Chip games and multipartite graph paintability

Peter Bradshaw Department of Mathematics, University of Illinois Urbana-Champaign, Urbana, IL, USA [email protected] Tianyue Cao Department of Mathematics, University of Illinois Urbana-Champaign, Urbana, IL, USA [email protected] Atlas Chen Department of Mathematics, University of Illinois Urbana-Champaign, Urbana, IL, USA [email protected] Braden Dean Department of Mathematics, University of Illinois Urbana-Champaign, Urbana, IL, USA [email protected] Siyu Gan Department of Mathematics, University of Illinois Urbana-Champaign, Urbana, IL, USA [email protected] Ramón I. García Department of Mathematics, University of Illinois Urbana-Champaign, Urbana, IL, USA [email protected] Amit Krishnaiyer Department of Mathematics, University of Illinois Urbana-Champaign, Urbana, IL, USA [email protected] Grace McCourt Department of Mathematics, Iowa State University, Ames, IA, USA [email protected]  and  Arvind Murty Department of Mathematics, University of Illinois Urbana-Champaign, Urbana, IL, USA [email protected]
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 nn parts of size at most 3. Using a computational approach, we establish upper bounds on the paintability of such graphs for small values of n.n.

The choosability of complete multipartite graphs is closely related to value p(n,m)p(n,m), the minimum number of edges in a nn-uniform hypergraph with no panchromatic mm-coloring. We consider an online variant of this parameter pOL(n,m),p_{OL}(n,m), introduced by Khuzieva et al. [11] using a symmetric chip game. With this symmetric chip game, we find an improved upper bound for pOL(n,m)p_{OL}(n,m) when m3m\geq 3 and nn is large. Our method also implies a lower bound on the paintability of complete multipartite graphs with m3m\geq 3 parts of equal size.

This paper originates from an Illinois Math Lab undergraduate project at University of Illinois Urbana-Champaign. Peter Bradshaw received support from NSF RTG grant DMS-1937241.

1. Background

1.1. Introduction to paintability

A proper coloring of a graph GG is a coloring f:V(G)f:V(G)\rightarrow\mathbb{N} of the vertex set of GG such that no two adjacent vertices have the same color. If there exists a proper coloring of GG with rr colors, then we say that GG is rr-colorable. The chromatic number of GG (denoted by χ(G)\chi(G)) is the minimum number rr such that GG is rr-colorable.

Now, consider a function L:V(G)2L:V(G)\rightarrow 2^{\mathbb{N}} (called a list-assignment) that gives each vertex vv its own set L(v)L(v)\subseteq\mathbb{N} of possible colors. An LL-coloring of GG is a proper coloring f:V(G)f:V(G)\rightarrow\mathbb{N} such that f(v)L(v)f(v)\in L(v) for each vV(G)v\in V(G). We say that a graph GG is LL-colorable if GG can be properly colored with the list-assignment L:V(G).L:V(G)\rightarrow\mathbb{N}. If GG is LL-colorable for every list-assignment L:V(G)2L:V(G)\rightarrow 2^{\mathbb{N}} satisfying |L(v)|r|L(v)|\geq r for every vertex vV(G)v\in V(G), then we say that GG is rr-choosable. The choosability of GG, denoted by ch(G)\operatorname{ch}(G), is the minimum number rr such that GG is rr-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:

  • Preparation: An undirected simple graph GG and threshold integer r1r\geq 1 is given.

  • Lister Turn: On Turn ii, Lister chooses a vertex set SV(G)S\subseteq V(G) consisting of currently unpainted vertices and presents the vertices in SS to Painter.

  • Painter Turn: On Turn ii, Painter chooses an independent set ISI\subseteq S and paints all of the vertices in II with the color ii.

  • Turn Alternation: The game proceeds in rounds. A round consists of Lister’s turn followed by Painter’s turn.

  • 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 rr times.

If the Painter has a winning strategy on GG with a threshold of r,r, then GG is rr-paintable. The paintability of GG (denoted by χP(G)\chi_{P}(G)) is the minimum integer rr such that GG is rr-paintable.

One may observe that for any given graph GG, we have

χ(G)ch(G)χP(G).\chi(G)\leq\operatorname{ch}(G)\leq\chi_{P}(G).

To see the first inequality, note that if GG is rr-choosable, then GG can be properly colored with the list-assignment LL assigning {1,,r}\{1,\ldots,r\} to each vertex, meaning it can simply be properly colored with rr colors.

For the second inequality, suppose that GG is not kk-choosable, so that ch(G)>k\operatorname{ch}(G)>k. Then, there exists a kk-assignment L:V(G)2L:V(G)\rightarrow 2^{\mathbb{N}} for which GG has no LL-coloring. We label the colors of vV(G)L(v)\bigcup_{v\in V(G)}L(v) as 1,,1,\dots,\ell. Then, on each turn ii, Lister reveals the color ii at each vV(G)v\in V(G) for which iL(v)i\in L(v). If Painter wins the game, then at the end of the game, GG has an LL-coloring, a contradiction. Therefore, Painter has no winning strategy, implying χP(G)>k\chi_{P}(G)>k.

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 Kn1,,nk,K_{n_{1},\ldots,n_{k}}, is a graph whose vertices can be partitioned into kk different independent sets AiA_{i}, called parts, with |Ai|=ni|A_{i}|=n_{i}, such that for any pair of vertices (u,v)(u,v) that belongs to two different parts AiA_{i}, an edge connects uu and vv. When kk is not specified, such graphs GG are called complete multipartite graphs. If the kk parts of GG all have cardinality m,m, then we write write G=Kmk.G=K_{m\star k}.

Intuitively, in order to properly color a complete kk-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 kk-partite graph with kk nonempty parts, χ(G)=k\chi(G)=k.

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 GG is a graph satisfying |V(G)|2χ(G)+1|V(G)|\leq 2\chi(G)+1, then χ(G)=ch(G)\chi(G)=\operatorname{ch}(G). Later, in 2012, Huang, Wong, and Zhu [10] posed the on-line Ohba’s conjecture, which asserts that if |V(G)|2χ(G)|V(G)|\leq 2\chi(G), then χ(G)=χP(G)\chi(G)=\chi_{P}(G). The stronger assumption that |V(G)|2χ(G)|V(G)|\leq 2\chi(G) is necessary, as Kim, Kwon, Liu, and Zhu [13] proved that

(1) χP(K2(n1),31)=n+1>n=χ(K2(n1),31),\chi_{P}(K_{2\star(n-1),3\star 1})=n+1>n=\chi(K_{2\star(n-1),3\star 1}),

and K2(n1),31K_{2\star(n-1),3\star 1} is a graph on 2n+12n+1 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 n1n\geq 1, ch(K2n)=nch(K_{2\star n})=n. Later Kim, Kwon, Liu and Zhu [13] showed that ch(K2n)=χP(K2n)=n\operatorname{ch}(K_{2\star n})=\chi_{P}(K_{2\star n})=n. The choosability for K3nK_{3\star n} was later given by Kierstead [12], who showed that ch(K3n)=4n13ch(K_{3\star n})=\left\lceil\frac{4n-1}{3}\right\rceil. Regarding the paintability of K3nK_{3\star n}, Kozik, Micek and Zhu [16] found an upper bound for these graphs, implying the following:

(2) 4n13ch(K3n)χP(K3n)3n2.\left\lceil\frac{4n-1}{3}\right\rceil\leq ch(K_{3\star n})\leq\chi_{P}(K_{3\star n})\leq\frac{3n}{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 K6,9K_{6,9} and K6,10K_{6,10} 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 χP(K3n)\chi_{P}(K_{3\star n}), Kozik, Micek, and Zhu [16] considered the graphs K3nK_{3\star n} as natural candidates for study, and they asked the following question:

Question 1.1.

What is the relationship between ch(K3n)\operatorname{ch}(K_{3\star n}) and χP(χ3n)\chi_{P}(\chi_{3\star n}) as nn\rightarrow\infty? In particular, is χP(K3n)ch(K3n)\chi_{P}(K_{3\star n})-\operatorname{ch}(K_{3\star n}) unbounded as nn\rightarrow\infty?

For the question of whether the gap between a graph’s choosability and paintability can be arbitrarily large, the graph Kn,nK_{n,n} 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 22-coloring implies the following upper bound:

ch(Kn,n)=log2nΩ(log2log2n) as n.ch(K_{n,n})=\log_{2}n-\Omega(\log_{2}\log_{2}n)\text{ as }n\rightarrow\infty.

On the other hand, letting NN be the smallest number such that KN,NK_{N,N} is not kk-paintable, Aslam and Dhagat [3] proved that 2k1N2^{k-1}\leq N and also provided a constructive strategy which demonstrated that Nkϕ2kN\leq k\phi^{2k}, where ϕ=5+12\phi=\frac{\sqrt{5}+1}{2} is the golden ratio. Later, Duraj, Gutowski and Kozik [6] produced a strategy that improved the upper bound to N2k+3.N\leq 2^{k+3}. As such, N=Θ(2k),N=\Theta(2^{k}), which implies that

χP(Kn,n)=log2n+O(1) as n.\chi_{P}(K_{n,n})=\log_{2}n+O(1)\text{ as }n\rightarrow\infty.

This proves that χP(Kn,n)ch(Kn,n)\chi_{P}(K_{n,n})-\operatorname{ch}(K_{n,n})\rightarrow\infty as nn\rightarrow\infty, showing that the gap between the choosability and the paintability of a graph can be arbitrarily large.

1.3. Chip games

A (k,n1,,nm)(k,n_{1},\ldots,n_{m}) chip game is equivalent to the On-line List Coloring Game played on a complete multipartite graph Kn1,,nmK_{n_{1},\dots,n_{m}}. 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 (k,n1,,nm)(k,n_{1},\ldots,n_{m}) chip game consists of the following steps.

  • Preparation: A table with mm columns and rows labeled 0,,k0,\dots,k is provided as a game board. For i{1,,m}i\in\{1,\dots,m\}, nin_{i} identical chips are placed in row 0 of the iith column.

  • Pusher Turn: Pusher chooses a nonempty set SS of chips on the board, and then pushes each chip in the set SS exactly 11 row upwards, so that a chip in SS occupying row ii moves to row i+1i+1.

  • Remover Turn: Remover chooses exactly one column CC and removes all chips belonging to SS in the column CC.

  • 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.

  • Win Condition: Pusher wins if at least 11 chip occupies row kk 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 (k,n1,,nm)(k,n_{1},\dots,n_{m}) chip game, Pusher is required to move a nonempty set of chips. Furthermore, the game ends if either a single chip moves kk times or if all chips are removed. Therefore, the (k,n1,,nm)(k,n_{1},\dots,n_{m}) chip game ends after fewer than k(n1++nm)k(n_{1}+\dots+n_{m}) turns. We abbreviate the (k,n,,nm times)(k,\underbrace{n,\dots,n}_{m\textrm{ times}}) chip game as the (k,nm)(k,n\star m) chip game.

Duraj, Gutowski, and Kozik [6] observed the following theorem for m=2m=2, but their ideas naturally generalize to all positive mm. We include a proof for completeness.

Theorem 1.3.

χP(Kn1,,nm)>k\chi_{P}(K_{n_{1},\dots,n_{m}})>k if and only if Pusher has a winning strategy in the (k,n1,,nm)(k,n_{1},\dots,n_{m}) chip game.

Proof.

Write G=Kn1,,nmG=K_{n_{1},\dots,n_{m}}. Write A1,,AmA_{1},\dots,A_{m} for the mm parts of GG. For each part i{1,,m}i\in\{1,\dots,m\}, we write c1i,,cniic^{i}_{1},\dots,c^{i}_{n_{i}} for the chips in column ii. Similarly, we write v1i,,vniiv^{i}_{1},\dots,v^{i}_{n_{i}} for the nin_{i} vertices in part AiA_{i} of GG.

First, suppose that χP(G)>k\chi_{P}(G)>k. Then, Lister has a winning strategy Σ\Sigma in the online list coloring game on GG with kk colors. Pusher proceeds as follows. Pusher first initializes an instance of the online list coloring game on GG. On each Round ii of the chip game, Pusher first uses Σ\Sigma to calculate a winning move of Lister on Round ii of the online list coloring game on GG. This winning move of Lister is in the form of a set SV(G)S\subseteq V(G). Then, for each vjiSv^{i}_{j}\in S, Pusher pushes the chip cjic^{i}_{j}. Next, if Remover removes Column ii, then in the online list coloring game on GG, Pusher imagines that Painter colors every vertex in SAiS\cap A_{i}. It is straightforward to check that after each round of the chip game, a chip cjic^{i}_{j} remains on the board if and only if vjiv^{i}_{j} is uncolored, and cjic^{i}_{j} occupies row rr if and only if Lister has presented a color at vjiv^{i}_{j} exactly rr times. As the strategy Σ\Sigma allows Lister to present a color kk times at some vertex vjiv^{i}_{j} so that the vertex vjiv^{i}_{j} is not colored, it thereby follows that Pusher succeeds in pushing a chip cjic^{i}_{j} kk times so that cjic^{i}_{j} is not removed. Therefore, Pusher has a winning strategy in the (k,n1,,nm)(k,n_{1},\dots,n_{m}) 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 K3nK_{3\star n} for n{4,5,6}n\in\{4,5,6\}, as well as some unbalanced graphs such as K24,33K_{2\star 4,3\star 3}, with the help of a computer. For K3nK_{3\star n} and n{4,5,6}n\in\{4,5,6\}, we show that the paintabilities are 4n13\lceil\frac{4n-1}{3}\rceil, 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 rr-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 K3nK_{3\star n} remain undetermined, as do the paintabilities of many graphs composed of partite sets consisting of 22 and 33 vertices. We aim to determine the paintabilities of certain complete multipartite graphs of this form by computationally evaluating chip games with 22 or 33 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 χP(Kn1,,nm)>k\chi_{P}(K_{n_{1},\dots,n_{m}})>k for some positive integer kk, we aim to determine whether Pusher has a winning strategy in the (k,n1,,nm)(k,n_{1},\dots,n_{m}) 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 (k,n1,,nm)(k,n_{1},\dots,n_{m}) 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 CC with KK chips is a sequence of pairs

C=((r1,m1),(r2,m2),,(rK,mK)),C=((r_{1},m_{1}),(r_{2},m_{2}),\cdots,(r_{K},m_{K})),

where r1r2rK1r_{1}\geq r_{2}\geq\cdots\geq r_{K}\geq-1 and mi{0,1}m_{i}\in\{0,1\} for each i{1,,K}i\in\{1,\dots,K\}. Each pair (ri,mi)(r_{i},m_{i}) represents a chip AiA_{i}. If ri0r_{i}\geq 0, then rir_{i} represents the row of AiA_{i}; if ri=1r_{i}=-1, then AiA_{i} has been removed from the board. We also let mi=1m_{i}=1 if it is Remover’s turn and AiA_{i} has just been pushed (and thus is eligible for removal); otherwise, mi=0m_{i}=0.

Example 2.2.

The column state C=((5,0),(3,1),(0,0),(1,0),(1,0))C=((5,0),(3,1),(0,0),(-1,0),(-1,0)) represents a column with 55 chips A1,,A5A_{1},\dots,A_{5}. Chips A1,A2,A3A_{1},A_{2},A_{3} in are in rows 5,3,05,3,0 respectively, and two chips A4,A5A_{4},A_{5} removed from the board. Each removed chip is represented by an ordered pair with first entry 1-1. It is Remover’s turn, and chip A3A_{3} has just been pushed and is eligible for removal. The column state is shown in Figure 1.

5 A1A_{1}
4
3 A2A_{2}
2
1
0 A3A_{3}
Figure 1. The column in the figure has chips in rows 55, 33, and 0. There are two additional chips that were originally in the column but were removed. The current state of this column is represented by the sequence of pairs ((5,0),(3,1),(0,0),(1,0),(1,0))((5,0),(3,1),(0,0),(-1,0),(-1,0)).
Definition 2.3.

A board BB is a set of NN column states with KK chips:

B={C1,C2,,CN}.B=\{C_{1},C_{2},\cdots,C_{N}\}.

In a board BB, each element CiC_{i} corresponds to a column in a chip game. Therefore, a board with NN elements CiC_{i} uniquely corresponds to an arrangement of chips in a chip game with NN columns.

Definition 2.4.

A game state is a triple G=(B,Γ,P)G=(B,\Gamma,P) where BB is the board, Γ\Gamma\in\mathbb{N} is the winning threshold, and P{Pusher,Remover}P\in\{\text{Pusher},\text{Remover}\} is the player to move.

The value Γ\Gamma 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 Γ\Gamma 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 (Γ,KN)(\Gamma,K\star N) chip game has an initial game state (B,Γ,Pusher)(B,\Gamma,\text{Pusher}) where B={C1,C2,,CN}B=\{C_{1},C_{2},\cdots,C_{N}\} and Ci=((0,0),(0,0),,(0,0)K times)C_{i}=(\underbrace{(0,0),(0,0),\cdots,(0,0)}_{K\textrm{ times}}) for each i{1,,N}i\in\{1,\dots,N\}.

Definition 2.5.

𝒢(N,K,Γ)\mathcal{G}(N,K,\Gamma) denotes the set of all game states with NN columns and KK chips per column. 𝒢p(N,K,Γ)𝒢(N,K,Γ)\mathcal{G}_{p}(N,K,\Gamma)\subseteq\mathcal{G}(N,K,\Gamma) denotes the set of game states where it is Pusher’s move, and 𝒢r(N,K,Γ)𝒢(N,K,Γ)\mathcal{G}_{r}(N,K,\Gamma)\subseteq\mathcal{G}(N,K,\Gamma) denotes the set of game states where it is Remover’s move.

Definition 2.6.

𝒲(N,K,Γ)𝒢p(N,K,Γ)\mathcal{W}(N,K,\Gamma)\subseteq\mathcal{G}_{p}(N,K,\Gamma) denotes the set of game states where Pusher’s winning condition is met, that is, there is a chip at or above row Γ\Gamma. The set (N,K,Γ)𝒢p(N,K,Γ)\mathcal{L}(N,K,\Gamma)\subseteq\mathcal{G}_{p}(N,K,\Gamma) 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 𝒲(N,K,Γ)\mathcal{W}(N,K,\Gamma) and (N,K,Γ)\mathcal{L}(N,K,\Gamma) are subsets of 𝒢p(N,K,Γ)\mathcal{G}_{p}(N,K,\Gamma), which means that only states with Pusher to move are considered as winning or losing.

Definition 2.7.

Given NN, KK, and Γ\Gamma, a Pusher move σp{0,1}NK\sigma_{p}\in\{0,1\}^{NK} on a board state G𝒢(N,K,Γ)G\in\mathcal{G}(N,K,\Gamma) is a binary string of length NKNK whose entries are indexed by the NKNK chips, such that the iith bit is 11 if and only if Pusher pushes the iith chip. A Remover move 1σrN1\leq\sigma_{r}\leq N is an integer representing the column chosen by Remover.

For a Pusher/Remover move σ\sigma, we use σ(G)\sigma(G) 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 F(G)F(G) to each game state G𝒢(N,K,Γ)G\in\mathcal{G}(N,K,\Gamma). First, for each G𝒲(N,K,Γ)G\in\mathcal{W}(N,K,\Gamma), we let F(G)=1F(G)=1, and for each G(N,K,Γ)G\in\mathcal{L}(N,K,\Gamma), we let F(G)=0F(G)=0. Then, we extend FF to all of 𝒢(N,K,Γ)\mathcal{G}(N,K,\Gamma) by defining F(G)F(G) as follows for each G𝒢(N,K,Γ)(𝒲(N,K,Γ)(N,K,Γ))G\in\mathcal{G}(N,K,\Gamma)\setminus(\mathcal{W}(N,K,\Gamma)\cup\mathcal{L}(N,K,\Gamma)):

F(G)={maxσF(σ(G)) if it is Pusher’s move in GminσF(σ(G)) if it is Remover’s move in G,F(G)=\begin{cases}\max_{\sigma}F(\sigma(G))&\textrm{ if it is Pusher's move in $G$}\\ \min_{\sigma}F(\sigma(G))&\textrm{ if it is Remover's move in $G$},\end{cases}

where σ\sigma runs over all legal moves of the player with the move in the position GG. Knuth and Moore [14] show that for finite games, a function FF of this kind is well defined. We say that a state G𝒢(N,K,Γ)G\in\mathcal{G}(N,K,\Gamma) is winning if F(G)=1F(G)=1, and we say that GG is losing if F(G)=0F(G)=0.

Definition 2.8.

Define the partial order \geq on column states in 𝒢p(N,K,Γ)\mathcal{G}_{p}(N,K,\Gamma) as follow: If

C=((r1,m1),(r2,m2),,(rK,mK))C=((r_{1},m_{1}),(r_{2},m_{2}),\cdots,(r_{K},m_{K}))

and

C=((r1,m1),(r2,m2),,(rK,mK)),C^{\prime}=((r_{1}^{\prime},m_{1}^{\prime}),(r_{2}^{\prime},m_{2}^{\prime}),\cdots,(r_{K}^{\prime},m_{K}^{\prime})),

then CCC\geq C^{\prime} if and only if for all ii from 11 to KK, ririr_{i}\geq r_{i}^{\prime}.

Definition 2.9.

Given NN, KK, and Γ\Gamma, define the partial order \geq on boards B={C1,C2,,CN}B=\{C_{1},C_{2},\cdots,C_{N}\} and B={C1,C2,,CN}B^{\prime}=\{C_{1}^{\prime},C_{2}^{\prime},\cdots,C_{N}^{\prime}\} as follows: BBB\geq B^{\prime} if and only if there exists a permutation π\pi of {1,2,,N}\{1,2,\cdots,N\} such that for all 1iN1\leq i\leq N, CiCπ(i)C_{i}\geq C_{\pi(i)}.

Definition 2.10.

Given NN, KK, and Γ\Gamma, define the partial order \geq on game states G=(B,Γ,P)𝒢p(N,K,Γ)G=(B,\Gamma,P)\in\mathcal{G}_{p}(N,K,\Gamma) and G=(B,Γ,P)𝒢p(N,K,Γ)G^{\prime}=(B^{\prime},\Gamma,P^{\prime})\in\mathcal{G}_{p}(N,K,\Gamma): GGG\geq G^{\prime} if and only if BBB\geq B^{\prime}.

The following proposition follows easily from an inductive argument using the recursive definition of FF.

Proposition 2.11.

Given NN, KK, and Γ\Gamma, let G,G𝒢p(N,K,Γ)G,G^{\prime}\in\mathcal{G}_{p}(N,K,\Gamma). If GGG\geq G^{\prime}, then F(G)F(G)F(G)\geq F(G^{\prime}). In other words, if GGG\geq G^{\prime}, then:

  • If GG^{\prime} is winning state, then GG is winning state.

  • If GG is losing state, then GG^{\prime} is losing state.

Definition 2.12.

Given NN, KK, and Γ\Gamma, a winning closure Cp𝒢p(N,K,Γ)C_{p}\subseteq\mathcal{G}_{p}(N,K,\Gamma) is a set of game states such that for any game state GCp𝒲(N,K,Γ)G\in C_{p}\setminus\mathcal{W}(N,K,\Gamma), there exists a Pusher move σp\sigma_{p} such that for any Remover move σr\sigma_{r}, σr(σp(G))G\sigma_{r}(\sigma_{p}(G))\geq G^{\prime} for some GCp𝒲(N,K,Γ)G^{\prime}\in C_{p}\cup\mathcal{W}(N,K,\Gamma).

Similarly, a losing closure Cr𝒢p(N,K,Γ)C_{r}\subseteq\mathcal{G}_{p}(N,K,\Gamma) is a set of game states such that for any game state GCr(N,K,Γ)G\in C_{r}\setminus\mathcal{L}(N,K,\Gamma) and Pusher move σp\sigma_{p}, there exists a Remover move σr\sigma_{r} such that σr(σp(G))G\sigma_{r}(\sigma_{p}(G))\leq G^{\prime} for some GCr(N,K,Γ)G^{\prime}\in C_{r}\cup\mathcal{L}(N,K,\Gamma).

We observe that by the definition of FF, the set of game states G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma) for which F(G)=1F(G)=1 form a winning closure, and the set of game states for which F(G)=0F(G)=0 form a losing closure. This gives us the following proposition.

Proposition 2.13.

A game state G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma) is a winning state if and only if GCpG\in C_{p} for some winning closure Cp𝒢p(N,K,Γ)C_{p}\subseteq\mathcal{G}_{p}(N,K,\Gamma). Similarly, GG is a losing state if and only if GCrG\in C_{r} for some losing closure Cr𝒢p(N,K,Γ)C_{r}\subseteq\mathcal{G}_{p}(N,K,\Gamma).

2.2. Algorithmic techniques

In this section, we describe an algorithm that solves the following problem: given N,K,ΓN,K,\Gamma, let G0=(B,Γ,Pusher)G_{0}=(B,\Gamma,\text{Pusher}) be the starting game state where BB is a board consisting of NN column states, each with KK pairs of (0,0)(0,0). The board BB represents the starting configuration of the (Γ,KN)(\Gamma,K\star N) chip game. Our goal is to check whether G0G_{0} is a winning state (i.e. F(G0)=1F(G_{0})=1). By Theorem 1.3, the paintability χP(KNK)\chi_{P}(K_{N\star K}) is the smallest Γ\Gamma for which the initial state G0G_{0} of the (Γ,KN)(\Gamma,K\star N) chip game satisfies F(G0)=0F(G_{0})=0. By computing F(G0)F(G_{0}) for appropriate values of Γ\Gamma, we can find the exact value of the paintability of KNKK_{N\star K} for some fixed NN and KK.

The recursive definition of the function FF allows us to compute the value of F(G0)F(G_{0}) 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 F(G0)F(G_{0}) using the recursive definition of FF. 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 F(G0)F(G_{0}).

2.2.1. Game state comparison

Given two game states G,G𝒢p(N,K,Γ)G,G^{\prime}\in\mathcal{G}_{p}(N,K,\Gamma), Proposition 2.11 implies that if GGG\geq G^{\prime}, then F(G)F(G)F(G)\geq F(G^{\prime}). Therefore, if we know that F(G)=1F(G^{\prime})=1, then we can conclude that F(G)=1F(G)=1; similarly, if we know that F(G)=0F(G)=0, then we can conclude that F(G)=0F(G^{\prime})=0. Below, we describe an efficient procedure for checking whether GGG\geq G^{\prime} for two game states G,G𝒢p(N,K,Γ)G,G^{\prime}\in\mathcal{G}_{p}(N,K,\Gamma).

Given two game states G,G𝒢p(N,K,Γ)G,G^{\prime}\in\mathcal{G}_{p}(N,K,\Gamma) with respective boards BB and BB^{\prime}, our goal is to check whether BBB\geq B^{\prime} in polynomial time. To begin, write

B={C1,C2,,CN},B=\{C_{1},C_{2},\cdots,C_{N}\},
B={C1,C2,,CN}.B^{\prime}=\{C_{1}^{\prime},C_{2}^{\prime},\cdots,C_{N}^{\prime}\}.

First, we construct a helper graph H(B,B)H(B,B^{\prime}). We let H(B,B)H(B,B^{\prime}) be a simple undirected unweighted helper graph with vertices

V(H)={V1,V2,,VN,V1,V2,,VN}V(H)=\{V_{1},V_{2},\cdots,V_{N},V_{1}^{\prime},V_{2}^{\prime},\cdots,V_{N}^{\prime}\}

The vertices are named so that each vertex corresponds to a column state in either BB or BB^{\prime}. The edges are defined as

(Vi,Vj)E(H) if and only if CiCj.(V_{i},V_{j}^{\prime})\in E(H)\text{ if and only if }C_{i}\geq C_{j}^{\prime}.

Note that constructing H(B,B)H(B,B^{\prime}) takes O(N2K)O(N^{2}K) time.

We observe that HH is a bipartite graph with partite sets {V1,V2,,Vn}\{V_{1},V_{2},\cdots,V_{n}\} and {V1,V2,,Vn}\{V_{1}^{\prime},V_{2}^{\prime},\cdots,V_{n}^{\prime}\}. We also observe that by definition, BBB\geq B^{\prime} if and only if H(B,B)H(B,B^{\prime}) has a perfect matching. Therefore, to determine whether BBB\geq B^{\prime}, we apply the Hopcroft-Karp algorithm [9] to H(B,B)H(B,B^{\prime}), which finds a maximum matching in H(B,B)H(B,B^{\prime}) in O(|E||V|)=O(N2.5)O(|E|\sqrt{|V|})=O(N^{2.5}) time. In particular, the algorithm determines whether H(B,B)H(B,B^{\prime}) has a perfect matching. Therefore, given G,G𝒢p(N,K,Γ)G,G^{\prime}\in\mathcal{G}_{p}(N,K,\Gamma), we can check whether GGG\geq G^{\prime} in O(N2.5)O(N^{2.5}) time.

2.2.2. Pruning

In this subsection, we explore the following question: Given a game state GG, 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 F(G0)F(G_{0}) for the initial board state G0𝒢p(N,K,Γ)G_{0}\in\mathcal{G}_{p}(N,K,\Gamma).

Consider a game with state GG and Pusher being the next to move. We define better (worse) than as follows:

Definition 2.14.

Given NN, KK, and Γ\Gamma, let G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma). Let σp,σp{0,1}NK\sigma_{p},\sigma_{p}^{\prime}\in\{0,1\}^{NK} be two distinct Pusher moves. We say σp\sigma_{p} is worse than σp\sigma_{p}^{\prime} (or σp\sigma_{p}^{\prime} is better than σp\sigma_{p}) if F(σp(G))F(σp(G))F(\sigma_{p}(G))\leq F(\sigma^{\prime}_{p}(G)).

In other words, if σp\sigma_{p} is worse than σp\sigma_{p}^{\prime}, Pusher will always prefer choosing σp\sigma_{p}^{\prime} over σp\sigma_{p} since σp\sigma_{p} cannot possibly achieve a better result than σp\sigma_{p}^{\prime}. Note that the term better/worse is dependent on the current game state GG. If σp\sigma_{p} is worse than σp\sigma_{p}^{\prime} for one game state GG, the same might not hold for another game state GG^{\prime}. When considering a game state G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma), if we know that a Pusher move σp\sigma_{p} is worse than another Pusher move σp\sigma_{p}^{\prime}, then we may assume that Pusher does not play σp\sigma_{p}.

The following lemma gives a sufficient condition for a Pusher move σp\sigma_{p} to be worse than another move σp\sigma_{p}^{\prime}. In particular, the lemma implies that if a game state G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma) contains two identical columns C1C_{1} and C2C_{2}, then a move σp\sigma_{p} that pushes a chip in C1C_{1} but no chip in C2C_{2} 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 G=({C1,C2,C3,,CN},Γ,Pusher)G=(\{C_{1},C_{2},C_{3},\cdots,C_{N}\},\Gamma,\text{Pusher}) has two identical columns C1=C2C_{1}=C_{2}. Let σp\sigma_{p} and σp\sigma_{p}^{\prime} be two Pusher moves such that

σp(G)={{C1,C2,C3,,CN},Γ,Remover}\sigma_{p}(G)=\{\{C_{1}^{\prime},C_{2}^{\prime},C_{3}^{\prime},\cdots,C_{N}^{\prime}\},\Gamma,\text{Remover}\}
σp(G)={{C1,C1,C3,,CN},Γ,Remover}\sigma_{p}^{\prime}(G)=\{\{C_{1}^{\prime},C_{1}^{\prime},C_{3}^{\prime},\cdots,C_{N}^{\prime}\},\Gamma,\text{Remover}\}

(Note that σp(G)\sigma_{p}(G) and σp(G)\sigma^{\prime}_{p}(G) differ in the second column.) If C1C2C_{1}^{\prime}\geq C_{2}^{\prime}, then σp\sigma_{p} is worse than σp\sigma_{p}^{\prime}.

Proof.

We prove the lemma by contradiction. Suppose σp\sigma_{p} is not worse than σp\sigma_{p}^{\prime}, so that F(σp(G))=1F(\sigma_{p}(G))=1 and F(σp(G))=0F(\sigma^{\prime}_{p}(G))=0. Then,

  1. (1)

    For all Remover moves σr\sigma_{r}, σr(σp(G))\sigma_{r}(\sigma_{p}(G)) is a winning state;

  2. (2)

    There exists a Remover move σr\sigma_{r} such that σr(σp(G))\sigma_{r}(\sigma_{p}^{\prime}(G)) is a losing state.

Fix a Remover move σr\sigma_{r} for which σr(σp(G))\sigma_{r}(\sigma_{p}^{\prime}(G)) is a losing state. Since columns 11 and 22 are identical in σp(G)\sigma_{p}^{\prime}(G), we can switch the labels of the two columns if Remover chooses to remove Column 22. Therefore, we assume without loss of generality that σr2\sigma_{r}\neq 2. After σp\sigma_{p}^{\prime} and σr\sigma_{r}, we have the game state

σr(σp(G))={C1′′,C1,C3′′,,CN′′}.\sigma_{r}(\sigma_{p}^{\prime}(G))=\{C_{1}^{\prime\prime},C_{1}^{\prime},C_{3}^{\prime\prime},\cdots,C_{N}^{\prime\prime}\}.

Next, we consider the state σr(σp(G))\sigma_{r}(\sigma_{p}(G)) for the same σr\sigma_{r}. The resulting game state is identical to σr(σp(G))\sigma_{r}(\sigma_{p}^{\prime}(G)) except for the second column:

σr(σp(G))={C1′′,C2,C3′′,,CN′′}\sigma_{r}(\sigma_{p}(G))=\{C_{1}^{\prime\prime},C_{2}^{\prime},C_{3}^{\prime\prime},\cdots,C_{N}^{\prime\prime}\}

Since C1C2C_{1}^{\prime}\geq C_{2}^{\prime}, we have σr(σp(G))σr(σp(G))\sigma_{r}(\sigma_{p}^{\prime}(G))\geq\sigma_{r}(\sigma_{p}(G)). By Proposition 2.11, since σr(σp(G))\sigma_{r}(\sigma_{p}^{\prime}(G)) is a losing state, σr(σp(G))\sigma_{r}(\sigma_{p}(G)) is also a losing state, contradiction. Therefore, σp\sigma_{p} is worse than σp\sigma_{p}^{\prime}. ∎

We use a similar approach to prune Remover moves.

Definition 2.16.

Given NN, KK, and Γ\Gamma, let G𝒢r(N,K,Γ)G\in\mathcal{G}_{r}(N,K,\Gamma). Let σr,σr{1,2,,N}\sigma_{r},\sigma_{r}^{\prime}\in\{1,2,\cdots,N\} be two different moves. We say σr\sigma_{r} is worse than σr\sigma_{r}^{\prime} (or σr\sigma_{r}^{\prime} is better than σr\sigma_{r}) if F(σr(G))F(σr(G))F(\sigma_{r}(G))\geq F(\sigma_{r}^{\prime}(G)).

According to Proposition 2.11, if σr(G)σr(G)\sigma_{r}(G)\geq\sigma_{r}^{\prime}(G), then σr\sigma_{r} is worse than σr\sigma_{r}^{\prime}. Therefore, if σr\sigma_{r} is worse than σr\sigma_{r}^{\prime}, then we may assume without loss of generality that Remover does not play σr\sigma_{r}.

The algorithmic methods described above allow us to carry out the following procedure to determine whether the (Γ,KN)(\Gamma,K\star N) chip game is winning or losing for Pusher, as follows. We aim to compute F(B)F(B) for the initial state BB of the (Γ,KN)(\Gamma,K\star N) chip game using the recursive definition of FF. When computing F(B)F(B) recursively, we create and update a set of winning and losing states. If we find that some state G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma) satisfies GGG\geq G^{\prime} for some winning state GG^{\prime}, then we can immediately conclude that F(G)=1F(G)=1 without further computation. Similarly, if we find that some state G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma) satisfies GGG\leq G^{\prime} for some losing state GG^{\prime}, then we can immediately conclude that F(G)=0F(G^{\prime})=0 without further computation. Also, given a state G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma), we assume without loss of generality that Pusher does not play a move σp\sigma_{p} that is worse than another move σp\sigma_{p}^{\prime}. Similarly, given a state G𝒢r(N,K,Γ)G\in\mathcal{G}_{r}(N,K,\Gamma), we may assume without loss of generality that Remover does not play a move σr\sigma_{r} that is worse than another move σr\sigma_{r}^{\prime}. In particular, when considering game states G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma) 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 G0G_{0} and thereby compute the value of F(G0)F(G_{0}).

2.3. Verification Algorithm

By using the algorithms outlined above, we can construct a more efficient minimax algorithm to determine whether the initial state G0G_{0} of the (Γ,KN)(\Gamma,K\star N) chip game is winning or losing for Pusher. When our minimax algorithm computes F(G0)F(G_{0}), it in fact computes a value F(G)F(G) for many game states G𝒢p(N,K,Γ)G\in\mathcal{G}_{p}(N,K,\Gamma). In particular, the algorithm outputs a winning close and a losing closure, and G0G_{0} is contained in one of these closures. By Theorem 2.13, if G0G_{0} 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 G0G_{0} is indeed a winning (losing) closure.

Winning closure verification: The following algorithm verifies whether a given set 𝒮𝒢p(N,K,Γ)\mathcal{S}\subseteq\mathcal{G}_{p}(N,K,\Gamma) is a winning closure. In particular, if 𝒮\mathcal{S} is a winning closure containing the initial game state G0G_{0}, then the following algorithm can verify that Pusher wins the (Γ,KN)(\Gamma,K\star N) chip game with optimal play. The algorithm is as follows.

We input a set 𝒮𝒢p(N,K,Γ)\mathcal{S}\subseteq\mathcal{G}_{p}(N,K,\Gamma) of game states. For each G𝒮G\in\mathcal{S}, we execute the following procedure to determine whether GG is good or bad:

  1. (1)

    First, we check if some chip of GG is at or above row Γ\Gamma; if so, then we say that GG is good.

  2. (2)

    Next, we search for a Pusher move σp\sigma_{p} such that for all Remover responses σr\sigma_{r} to σp\sigma_{p}, σr(σp(G))G\sigma_{r}(\sigma_{p}(G))\geq G^{\prime} for some G𝒮G^{\prime}\in\mathcal{S}. If such a Pusher move σp\sigma_{p} exists, then we say GG is good. Otherwise, we say GG is bad.

If every state S𝒮S\in\mathcal{S} is good, then we return True. If some state S𝒮S\in\mathcal{S} is bad, then we return False.

Losing closure verification: The following algorithm verifies whether a given set 𝒮𝒢p(N,K,Γ)\mathcal{S}\subseteq\mathcal{G}_{p}(N,K,\Gamma) is a losing closure. In particular, if 𝒮\mathcal{S} is a losing closure containing the initial game state G0G_{0}, then the following algorithm can verify that Remover wins the (Γ,KN)(\Gamma,K\star N) chip game with optimal play. The algorithm is as follows.

We input a set 𝒮𝒢p(N,K,Γ)\mathcal{S}\subseteq\mathcal{G}_{p}(N,K,\Gamma) of game states. For each G𝒮G\in\mathcal{S}, we execute the following procedure to determine whether SS is good or bad:

  1. (1)

    First, we check if some chip of GG is at or above row Γ\Gamma; if so, then we say that GG is bad.

  2. (2)

    Next, we check whether all chips in GG are removed from the board. If all chips are removed from the board, then we say that GG is good.

  3. (3)

    For each Pusher move σp\sigma_{p}, we check whether Remover has a response move σr\sigma_{r} such that σr(σp(G))S\sigma_{r}(\sigma_{p}(G))\leq S^{\prime} for some state S𝒮S^{\prime}\in\mathcal{S}. If such a Remover move σr\sigma_{r} exists for each Pusher move σp\sigma_{p}, then we say GG is good. Otherwise, we say GG is bad.

If every state S𝒮S\in\mathcal{S} is good, then we return True. If some state SCS\in C is bad, then we return False.

We note that the verification algorithms for checking whether a set 𝒮𝒢p(N,K,Γ)\mathcal{S}\subseteq\mathcal{G}_{p}(N,K,\Gamma) is a winning or losing closure run independently of the minimax algorithm used to produce 𝒮\mathcal{S}. The verification algorithms also have the advantage of being much simpler than the algorithm that computes the value F(G0)F(G_{0}) for the initial state G0𝒢(N,K,Γ)G_{0}\in\mathcal{G}(N,K,\Gamma). 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 F(G0)F(G_{0}) for the initial state G0G_{0} of various chip games, and by verifying this value F(G0)F(G_{0}) 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:

  • χP(K34)=5\chi_{P}(K_{3\star 4})=5.

  • χP(K35)=χP(K23,33)=χP(K22,34)=7\chi_{P}(K_{3\star 5})=\chi_{P}(K_{2\star 3,3\star 3})=\chi_{P}(K_{2\star 2,3\star 4})=7.

  • χP(K21,35)=χP(K36)=χP(K24,33)=χP(K23,34)=8\chi_{P}(K_{2\star 1,3\star 5})=\chi_{P}(K_{3\star 6})=\chi_{P}(K_{2\star 4,3\star 3})=\chi_{P}(K_{2\star 3,3\star 4})=8.

  • χP(K22,35)=9\chi_{P}(K_{2\star 2,3\star 5})=9.

Proof.

First, we consider the graph K34K_{3\star 4}. Our algorithms show that the initial state of the (34,4)(3\star 4,4) chip game is winning for Pusher, but the initial state of the (34,5)(3\star 4,5) chip game is losing for Pusher. Therefore, by Theorem 1.3, χP(K34)=5\chi_{P}(K_{3\star 4})=5.

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 K3nK_{3\star n}. The other lower bounds follow from Equation (1).

Graph Known lower bound Our computed value Known upper bound
K34K_{3\star 4} 5 5 6
K35K_{3\star 5} 7 7 7
K23,33K_{2\star 3,3\star 3} 7 7 9
K22,34K_{2\star 2,3\star 4} 7 7 9
K21,35K_{2\star 1,3\star 5} 7 8 9
K36K_{3\star 6} 8 8 9
K24,33K_{2\star 4,3\star 3} 8 8 10
K23,34K_{2\star 3,3\star 4} 8 8 10
K22,35K_{2\star 2,3\star 5} 8 9 10
Table 1. The table shows the paintabilities of various complete multipartite graphs, compared with their previously known lower and upper bounds.

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 H=(V,E)H=(V,E) is a collection of vertices VV and (hyper)edges E,E, where each hyperedge is a subset of VV. A hypergraph is kk-uniform if every hyperedge has cardinality k.k. In particular, a 2-uniform hypergraph is simply a graph. A panchromatic rr-coloring of a hypergraph H=(V,E)H=(V,E) is an rr-vertex coloring f:V{1,,r},f:V\rightarrow\{1,\ldots,r\}, such that every hyperedge of HH contains a vertex of each color 1,,r1,\dots,r. Additionally, p(k,r)p(k,r) is the minimum number of hyperedges in a kk-uniform hypergraph HH such that HH has no panchromatic rr-coloring. Note that every hyperedge of HH must have size at least rr in order to admit a panchromatic rr-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 N(k,r)N(k,r) be the minimum number of vertices in an rr-partite graph that is not kk-choosable. Then, for any r2r\geq 2 and k2,k\geq 2,

p(k,r)N(k,r)rp(k,r).p(k,r)\leq N(k,r)\leq rp(k,r).

Theorem 1.1 in Cherkashin [5] showed via an extension of Erdős’ [8] proof for r=2r=2 the following upper bound on p(k,r).p(k,r).

Theorem 3.2.

For any r2r\geq 2 and k2,k\geq 2, there exists some c>0c>0 such that

p(k,r)ck2lnrr(rr1)k.p(k,r)\leq c\frac{k^{2}\ln r}{r}\left(\frac{r}{r-1}\right)^{k}.

From Theorems 3.1 and 3.2, we get a lower bound on the choosability of Knr.K_{n\star r}.

Corollary 3.3.

If nck2lnrr(rr1)kn\geq c\frac{k^{2}\ln r}{r}\left(\frac{r}{r-1}\right)^{k}, then ch(Knr)>k\operatorname{ch}(K_{n\star r})>k. That is, N(k,r)ck2lnr(rr1)k.N(k,r)\leq ck^{2}\ln r\left(\frac{r}{r-1}\right)^{k}.

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 kk-uniform hypergraphs and Duraj et al. [6] demonstrated its connection to the paintability of Kn,nK_{n,n}. Later, Khuzieva et al. [11] extended online 2-coloring to online panchromatic rr-coloring, as follows.

An online panchromatic rr-coloring of a kk-uniform hypergraph with nn hyperedges is defined in terms of a game with a Presenter and a Colorer. Throughout the game, the players builds a vertex-colored hypergraph \mathcal{H} one vertex at a time. The Presenter and Colorer take turns. On the Presenter’s turn, the Presenter introduces a new vertex vv and indicates to which hyperedges of \mathcal{H} vv belongs. Presenter may not add vv to a hyperedge of \mathcal{H} already containing kk vertices. On the Colorer’s turn, Colorer gives vv one of rr colors. The game ends when \mathcal{H} contains nn hyperedges, each with exactly kk vertices.

At the end of the game, the Presenter wins if there exists a hyperedge with fewer than rr colors. The Colorer wins if the hypergraph \mathcal{H} has a panchromatic coloring. We write pOL(k,r)p_{OL}(k,r) for the minimum value nn such that the Presenter wins in an online panchromatic rr-coloring of a kk-uniform hypergraph with nn hyperedges.

3.2. A symmetric chip game

Aslam and Dhagat [3] defined a chip game related to the online proper rr-coloring of a kk-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 r=2r=2, 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 pOL(k,r),p_{OL}(k,r), we introduce a symmetric variant of the chip game of Duraj et al. [6]. Akhmejanova, Bogdanov, and Chelnokov [1] also show that the values pOL(k,r)p_{OL}(k,r) can be represented using a chip game.

Definition 3.4.

A symmetric (k,nr)(k,n\star r) chip game is a (k,nr)(k,n\star r) chip game with the following additional constraint for Pusher.

At the beginning of the game, we label the chips in each column from 11 to n.n. On each turn, the Pusher chooses a subset T{1,,n}T\subseteq\{1,\dots,n\} and pushes exactly those chips with a label in T.T.

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 (k,nr)(k,n\star r) chip game if and only if pOL(k,r)np_{OL}(k,r)\leq n.

Proof.

Suppose first that Pusher has no winning strategy in the (k,nr)(k,n\star r) chip game. We show that Colorer has a winning strategy in the online kk-uniform hypergraph coloring game played with rr edges and kk colors, so that pOL(k,r)>np_{OL}(k,r)>n. In the hypergraph coloring game, we call our hypergraph H=(V,E)H=(V,E), and we write E={e1,,en}E=\{e_{1},\ldots,e_{n}\}. We also consider a symmetric (k,nr)(k,n\star r) chip game. In each column ii, label the chips ci1,,cin.c_{i_{1}},\ldots,c_{i_{n}}.. Colorer fixes a winning strategy Σ\Sigma for Remover in the symmetric (k,nr)(k,n\star r) chip game and proceeds as follows.

On each turn, the Presenter presents a vertex vv and hyperedges eje_{j} for jJj\in J to which vv belongs. Colorer interpret’s Presenter’s move as a move in the symmetric chip game in which Pusher pushes the corresponding chips cjc_{j} in each column ii for each jJj\in J. If Remover’s strategy Σ\Sigma removes the iith column, then Colorer colors vv with the color i.i. Since the Remover has a winning strategy, all of the chips will be removed before reaching the kkth row without being removed. In other words, the chips with label cjc_{j} are removed from each column i{1,,r}i\in\{1,\dots,r\} after being pushed at most kk times. Correspondingly, each hyperedge eje_{j} is colored with each color i{1,,r}i\in\{1,\dots,r\} after being presented at most kk times. Thus, the Colorer has a winning strategy.

On the other hand, suppose that Pusher has a winning strategy in the symmetric (k,nr)(k,n\star r) chip game. We show that Presenter has a winning strategy in the hypergraph pancoloring game on a kk-uniform hypergraph with nn edges and rr colors. Again, in each column, label the chips c1,,cn.c_{1},\ldots,c_{n}. Suppose that the hypergraph coloring game is played with a kk-uniform hypergraph H=(V,E)H=(V,E) with E={c1,,cn}.E=\{c_{1},\ldots,c_{n}\}. Presenter fixes a winning strategy of Pusher in the symmetric (k,nr)(k,n\star r) and proceeds as follows.

If the winning strategy for the Pusher pushes a set V={cj:jJ}V=\{c_{j}:j\in J\} of chips, then the Presenter presents a vertex vv belonging to the edge set {ej:jJ}\{e_{j}:j\in J\}. If the Colorer colors vv with the color ii, then the Presenter imagines that Remover removes chips in the iith column. Since the Pusher has a winning strategy, there will be a chip in some column, say column ii, which reaches the kkth row. Correspondingly, some edge eie_{i} is presented kk times and none of its kk vertices are colored i.i. Thus eje_{j} is not panchromatically colored, so the Presenter wins. ∎

Aslam and Dhagat used their chip game to show that pOL(n,2)2n1p_{OL}(n,2)\geq 2^{n-1}, and an application of their same method to the symmetric chip game with rr columns shows that pOL(n,r)(rr1)n1p_{OL}(n,r)\geq\left(\frac{r}{r-1}\right)^{n-1} for all r2r\geq 2. For r=2r=2, 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 (k,8×2k,8×2k)(k,8\times 2^{k},8\times 2^{k}) chip game. By making one copy of each chip for each column, the same strategy shows that Pusher wins the symmetric (k,16×2k,16×2k)(k,16\times 2^{k},16\times 2^{k}) chip game. Therefore, Theorem 3.5 implies that pOL(n,2)16×2np_{OL}(n,2)\leq 16\times 2^{n}. For r3r\geq 3, the following bound of Khuzieva et al. is best known:

Theorem 3.6 ([11]).

If n>rn>r, then pOL(n,r)3r(r1)2n(rr1)n+1p_{OL}(n,r)\leq 3r(r-1)^{2}n\left(\frac{r}{r-1}\right)^{n+1}.

Corollary 3.7.

If χP(Knr)k,\chi_{P}(K_{n\star r})\leq k, then pOL(k,r)>n,p_{OL}(k,r)>n, and if χP(Knr)>k,\chi_{P}(K_{n\star r})>k, then pOL(k,r)rn.p_{OL}(k,r)\leq rn.

Proof.

If χP(Knr)k\chi_{P}(K_{n\star r})\leq k, then by Theorem 1.3, Remover has a winning strategy in the (k,nr)(k,n\star r) chip game. In particular, Remover has a winning strategy in the symmetric (k,nr)(k,n\star r) chip game, so by Theorem 3.5, pOL(k,r)>np_{OL}(k,r)>n.

On the other hand, if χP(Knr)>k\chi_{P}(K_{n\star r})>k, then by Theorem 1.3, Pusher has a winning strategy in the (k,nr)(k,n\star r) chip game. By making one copy of each chip per column, Pusher therefore has a winning strategy in the symmetric (k,rnr)(k,rn\star r) chip game, so by Theorem 3.5, pOL(k,r)rnp_{OL}(k,r)\leq rn. ∎

3.3. An improved asymptotic bound for pOL(n,m)p_{OL}(n,m)

We now use the relationship between chip games and panchromatic hypergraph coloring to obtain a lower bound for χP(Knm)\chi_{P}(K_{n\star m}) which best known for large nn and fixed m3m\geq 3. Our result also implies an upper bound on pOL(n,m)p_{OL}(n,m) for large nn and fixed m3m\geq 3 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 m2m\geq 2 fixed columns. We relabel the rows as 0,,k0,\dots,k, this time with row kk as the initial row and with row 0 as the target row. When a chip in row ii is pushed, it moves to row i1i-1. We define a brick to be a set of f(r)f(r) chips in row rr of the same column, where ff is a function that we define below. We define a brick at row 0 to consist of a single chip, so that f(0)=1f(0)=1. For 0rk0\leq r\leq k, we let g(r)=f(r)m1g(r)=\left\lceil\frac{f(r)}{m-1}\right\rceil for r0r\geq 0. We call a set of g(r)g(r) chips at row rr a 1m1\frac{1}{m-1} fraction of a brick.

We define recursively the number of chips in a brick at row rr with the recurrence

f(r)=f(r1)+g(r1).f(r)=f(r-1)+g(r-1).

We make the following observation about the function ff.

Claim 3.8.

For k0k\geq 0,

f(k)j=0k(mm1)j=(mm1)k+11mm11<m(mm1)k.f(k)\leq\sum_{j=0}^{k}\left(\frac{m}{m-1}\right)^{j}=\frac{\left(\frac{m}{m-1}\right)^{k+1}-1}{\frac{m}{m-1}-1}<m\left(\frac{m}{m-1}\right)^{k}.
Proof.

The proof goes by induction. The base case k=0k=0 is clearly true. The induction step is as follows. For k1k\geq 1,

f(k)\displaystyle f(k) =\displaystyle= f(k1)+g(k1)=f(k1)+f(k1)m1\displaystyle f(k-1)+g(k-1)=f(k-1)+\left\lceil\frac{f(k-1)}{m-1}\right\rceil
\displaystyle\leq f(k1)+f(k1)m1+1=mm1f(k1)+1\displaystyle f(k-1)+\frac{f(k-1)}{m-1}+1=\frac{m}{m-1}f(k-1)+1
\displaystyle\leq j=0k1(mm1)j+1+1=j=0k(mm1)j.\displaystyle\sum_{j=0}^{k-1}\left(\frac{m}{m-1}\right)^{j+1}+1=\sum_{j=0}^{k}\left(\frac{m}{m-1}\right)^{j}.

Now, we prove a lower bound on the paintability of the complete multipartite graph K(m(k+1)f(k))mK_{\left(m(k+1)f(k)\right)\star m}, which ultimately implies an upper bound on pOL(n,m)p_{OL}(n,m).

Theorem 3.9.

For all integers m,k2m,k\geq 2

χP(K(m(k+1)f(k))m)>k.\chi_{P}(K_{\left(m(k+1)f(k)\right)\star m})>k.
Proof.

By Theorem 1.3, it is sufficient to show that Pusher wins the chip game with mm columns, in which each column starts with m(k+1)f(k)m(k+1)f(k) tokens. We show that Pusher wins by using the following strategy. On each turn, for each column CC, Pusher selects the brick BB in CC whose row rr is minimum (that is, BB is farthest from the starting row) and pushes all chips in BB. When Pusher pushes BB, the pushed chips form a full brick plus a 1m1\frac{1}{m-1} of a brick in row r1r-1, since f(k)=f(k1)+g(k1)f(k)=f(k-1)+g(k-1).

If at any point there exist m1m-1 copies of a 1m1\frac{1}{m-1}-brick occupying the same space, we merge them back into one full brick. This action is possible, since (m1)f(k)m1f(k)(m-1)\lceil\frac{f(k)}{m-1}\rceil\geq f(k). 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 mm bricks, and exactly one of these bricks is deleted. After Remover’s turn is over, as the chips of the surviving m1m-1 bricks have advanced one row, these surviving m1m-1 bricks become (m1)mm1=m(m-1)\cdot\frac{m}{m-1}=m 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 CC, the highest row rCr_{C} occupied by a full brick has at most 22 bricks, unless rC=kr_{C}=k. Furthermore, each row strictly between row kk and rCr_{C} has at most 11 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 CC, Pusher moves a brick from row ii to row i1i-1. If this brick is removed on Remover’s turn, then the claim clearly holds for column CC. Otherwise, we know that before Pusher’s turn, there must not be any bricks in column CC above row ii, as otherwise Pusher would not choose to push the brick in row ii. Therefore, before Pusher’s turn, row i1i-1 has at most m2m1\frac{m-2}{m-1} bricks. Since the brick pushed from row ii splits into a full brick and a 1m1\frac{1}{m-1} of a brick on row i1i-1, row i1i-1 has at most 22 bricks after Pusher’s turn, and no row above i1i-1 has a full brick. In order to ensure that every other row between row kk and row i1i-1 has at most 11 brick, we only need to consider row ii, since each row below it is left untouched. Since row ii starts with at most 22 bricks, and 11 brick is moved, this means row ii ends with at most 11 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 CC. Thus, assume that one column CC runs out of full bricks and that Pusher has not won. Since Pusher pushes a brick from row kk of each column on the first move, row kk of each column other than CC has at most m(k+1)1m(k+1)-1 bricks, and row kk of column CC has at most m2m1\frac{m-2}{m-1} bricks. By Claim 3.10, above row kk, each column other than CC has at most kk bricks, and CC has at most m2m1(k1)\frac{m-2}{m-1}(k-1) bricks above row kk. Therefore, the total number of bricks on the board is at most

(m1)(m(k+1)1)+(m1)k+k(m2m1)<(m1)(m(k+1)1)+mkm2(k+1),(m-1)(m(k+1)-1)+(m-1)k+k\left(\frac{m-2}{m-1}\right)<(m-1)(m(k+1)-1)+mk\leq m^{2}(k+1),

contradicting the observation that the number of bricks on the board after each round is at least m2(k+1)m^{2}(k+1). 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 kk 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 33 when m3m\geq 3 and kk is large.

Corollary 3.11.

For m2m\geq 2,

pOL(k,m)m3(k+1)(mm1)k.p_{OL}(k,m)\leq m^{3}(k+1)\left(\frac{m}{m-1}\right)^{k}.
Proof.

By Theorem 3.9, χP(Knr)>k\chi_{P}(K_{n\star r})>k when n=m(k+1)f(k)n=m(k+1)f(k). As f(k)<m(mm1)kf(k)<m\left(\frac{m}{m-1}\right)^{k} by Claim 3.8, χP(Knr)>k\chi_{P}(K_{n\star r})>k when n=(k+1)m2(mm1)kn=(k+1)m^{2}\left(\frac{m}{m-1}\right)^{k}. Then, by Corollary 3.7, pOL(k,m)m3(k+1)(mm1)k.p_{OL}(k,m)\leq m^{3}(k+1)\left(\frac{m}{m-1}\right)^{k}.

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 χP(K34)\chi_{P}(K_{3\star 4}), χP(K35)\chi_{P}(K_{3\star 5}), and χP(K36)\chi_{P}(K_{3\star 6}), but we are still interested in finding the exact value of χP(K37)\chi_{P}(K_{3\star 7}).

Question 4.1.

What is χP(K37)\chi_{P}(K_{3\star 7})?

Kozik, Micek, and Zhu [16] asked for the size of the gap χP(K3n)ch(K3n)\chi_{P}(K_{3\star n})-ch(K_{3\star n}), and we have shown that for n6n\leq 6, this gap is zero. However, the following questions remain open.

Question 4.2.

Is it true that ch(K3n)=χP(K3n)\operatorname{ch}(K_{3\star n})=\chi_{P}(K_{3\star n}) for each positive integer nn?

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 r3r\geq 3, is χP(Krn)=log(rr1)n+O(1)\chi_{P}(K_{r\star n})=\log_{\left(\frac{r}{r-1}\right)}n+O(1)?

Question 4.3 is related to the following question about panchromatic hypergraph coloring.

Question 4.4.

For each r2r\geq 2, what is the asymptotic growth rate of p(n,r)pOL(n,r)\frac{p(n,r)}{p_{OL}(n,r)} as nn 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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