Abstract
Starting with the empty graph on p vertices, two players alternately add edges until the graph has some property P. The last player to move loses the P-avoidance game (there is also a P-achievement game, where the last player to move wins). If P is a property enjoyed by the complete graph on p vertices then one player must win after a finite number of moves. Assuming both players play optimally, the winner will depend only on p. All the games solved in the literature have followed a certain pattern. Namely, for sufficiently large p, the winner has been determined by the residue of p mod 4. We say such a game has a period of 4 (or in some cases a proper divisor of 4). In this paper we exhibit avoidance games with arbitrarily large period. We also prove that the equivalent games of 4-cycle achievement and 3-path avoidance have period 7.
Original language | English |
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Pages (from-to) | 113-123 |
Number of pages | 11 |
Journal | Australasian Journal of Combinatorics |
Volume | 16 |
Publication status | Published - 1 Dec 1997 |
Externally published | Yes |