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Cover, Preface, Table of Contents | [ps] | [pdf] | ||
Chapter 1. The Angel Problem | [ps] | [pdf] | ||
Chapter 2. Weak Positional Games | [ps] | [pdf] | ||
Chapter 3. Digraph Roots | [ps] | [pdf] | ||
References | [ps] | [pdf] | ||
Zusammenfassung (German abstract) | [ps] | [pdf] |
This thesis is about combinatorial games--mostly. It is also about graphs, directed graphs and hypergraphs, to a large extent; and it deals with the complexity of certain computational problems from these two areas. We study three different problems that share several of the above aspects, yet, they form three individual subjects and so we treat them independently in three self-contained chapters:
The angel-devil game. In the first chapter, we present
improved strategies for an infinite game played on an infinite chess
board, which has been introduced by Berlekamp, Conway, and Guy
(1982). The angel, a chess person who jumps from square to
square, tries to escape his opponent, the devil, who intends
to strand the angel by placing obstacles on the board.
The
open question about this game is, whether some angel who is allowed
to make sufficiently large but bounded steps in each move, will be
able to escape forever. Conway (1996) has shown that certain quite
natural escape attempts are bound to fail.
We attack this
problem from the devil's perspective, trying to improve upon a
result from Berlekamp, Conway, and Guy (1982), which established
that the ordinary chess king, who can be considered as an angel of
minimal power, cannot escape. A reformulation of the game which
focuses on the angel's speed as the crucial quantity, allows us to
show that certain faster ``chess kings'' can still be trapped. A
second part of this chapter deals with angels on a three-dimensional
board. We show that the new dimension grants the angel enough
freedom to escape forever.
Weak positional games on hypergraphs. The games in the
second chapter are very general versions of the well-known game of
Tic-Tac-Toe. Two players alternately claim vertices of a
hypergraph, the first player trying to get all vertices within some
edge, his opponent striving to prevent this from happening.
Such weak positional games are known to be PSPACE-complete,
but the respective hardness result by Schaefer (1978) utilizes edges
of size up to 11. We analyze the restricted class of hypergraphs
whose edges contain no more than three vertices each, trying to find
optimal strategies for both players. We almost succeed. Under the
additional restriction of almost-disjointness, that is, any two
edges may share at most one vertex, we obtain a classification of
such hypergraphs into those that yield a first player win and those
who don't, which immediately leads to efficiently computable optimal
strategies for either player. Eventually, a new framework is
introduced for describing values that individual parts of a
hypergraph contribute to a game that is played on the whole
hypergraph.
The complexity of digraph root computation.
The final chapter is not about games. A kth root of a
square Boolean matrix A is some other matrix R with
Rk = A. Interpreting A as a the
adjacency matrix of a directed graph (digraph), we get an induced
notion of powers for digraphs: the digraph Dk has
an arc from a to b iff there is a walk of length
exactly k from a to b in the digraph
D.
The computational complexity of deciding whether
a given Boolean matrix or, equivalently, a given digraph has a
kth root, has been an open problem for twenty years. We
answer this question by proving the problem NP-hard for every single
integer k >= 2. Our NP-completeness proof takes the
graph-theoretic view, using basic concepts like paths, cycles, and
vertex neighborhoods.
Besides the phenomena that make root
finding hard, we discover a relation between digraph roots and graph
isomorphism which materializes in form of an
isomorphism-completeness result: For a special class of digraphs
defined through arc subdivisions, root finding is of the same
complexity as deciding whether two digraphs are isomorphic. This
may come as a surprise since all problems known to be of this
complexity are more or less obviously isomorphism problems.