DMGT

ISSN 1234-3099 (print version)

ISSN 2083-5892 (electronic version)

https://doi.org/10.7151/dmgt

Discussiones Mathematicae Graph Theory

Journal Impact Factor (JIF 2022): 0.7

5-year Journal Impact Factor (2022): 0.7

CiteScore (2022): 1.9

SNIP (2022): 0.902

Discussiones Mathematicae Graph Theory

Article in volume


Authors:

S.D. Andres

Stephan Dominique Andres

Faculty of Mathematics and Computer Science, FernUniversität in Hagen,
IZ, Universitätsstr.\ 1, 58084 Hagen, Germany

email: dominique.andres@fernuni-hagen.de

C. Charpentier

Clément Charpentier

ingies, Intangibles Engineering & Strategy,
5, rue des Gradins, 93100 Montreuil, France

email: clement.h.charpentier@gmail.com

W.L. Fong

Wai Lam Fong

Department of Mathematics and Information Technology,
The Education University of Hong Kong,
10, Lo Ping Road, Tai Po, New Territories, Hong Kong SAR, China

email: s1118833@s.eduhk.hk

Title:

Game-perfect semiorientations of forests

PDF

Source:

Discussiones Mathematicae Graph Theory 42(2) (2022) 501-534

Received: 2019-02-05 , Revised: 2019-10-24 , Accepted: 2019-12-11 , Available online: 2020-02-10 , https://doi.org/10.7151/dmgt.2302

Abstract:

We consider digraph colouring games where two players, Alice and Bob, alternately colour vertices of a given digraph $D$ with a colour from a given colour set in a feasible way. The game ends when such move is not possible any more. Alice wins if every vertex is coloured at the end, otherwise Bob wins. The smallest size of a colour set such that Alice has a winning strategy is the game chromatic number of $D$. The digraph $D$ is game-perfect if, for every induced subdigraph $H$ of $D$, the game chromatic number of $H$ equals the size of the largest symmetric clique of $H$. In the strong game, colouring a vertex is feasible if its colour is different from the colours of its in-neighbours. In the weak game, colouring a vertex is feasible unless it creates a monochromatic directed cycle. There are six variants for each game, which specify the player who begins and whether skipping is allowed for some player. For all six variants of both games, we characterise the class of game-perfect semiorientations of forests by a set of forbidden induced subdigraphs and by an explicit structural description.

Keywords:

game chromatic number, game-perfect digraph, forest, dichromatic number, game-perfect graph, forbidden induced subdigraph

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