Generalized Positional van der Waerden Games Christopher Kusch - - PowerPoint PPT Presentation

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Generalized Positional van der Waerden Games Christopher Kusch - - PowerPoint PPT Presentation

I NTRODUCTION VD W G AMES P ROOFS R EMARKS Generalized Positional van der Waerden Games Christopher Kusch Juanjo Ru e Christoph Spiegel Tibor Szab o Interactions with Combinatorics Birmingham, 29th - 30th June 2017 I NTRODUCTION VD W G


slide-1
SLIDE 1

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Generalized Positional van der Waerden Games

Christopher Kusch Juanjo Ru´ e Christoph Spiegel Tibor Szab´

  • Interactions with Combinatorics

Birmingham, 29th - 30th June 2017

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SLIDE 2

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Definition (Maker-Breaker Games)

  • 1. Let F be hypergraph. In the Maker-Breaker game played on F there

are two players, Maker and Breaker, alternately picking elements

  • f V(F).
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SLIDE 3

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Definition (Maker-Breaker Games)

  • 1. Let F be hypergraph. In the Maker-Breaker game played on F there

are two players, Maker and Breaker, alternately picking elements

  • f V(F). Maker wins if he completes a winning set F ∈ F.
slide-4
SLIDE 4

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Definition (Maker-Breaker Games)

  • 1. Let F be hypergraph. In the Maker-Breaker game played on F there

are two players, Maker and Breaker, alternately picking elements

  • f V(F). Maker wins if he completes a winning set F ∈ F.

Breaker wins if he can keep Maker from achieving this goal.

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SLIDE 5

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Definition (Maker-Breaker Games)

  • 1. Let F be hypergraph. In the Maker-Breaker game played on F there

are two players, Maker and Breaker, alternately picking elements

  • f V(F). Maker wins if he completes a winning set F ∈ F.

Breaker wins if he can keep Maker from achieving this goal.

  • 2. In the biased Maker-Breaker game, Breaker is allowed to occupy

q ≥ 1 moves each turn.

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SLIDE 6

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Definition (Maker-Breaker Games)

  • 1. Let F be hypergraph. In the Maker-Breaker game played on F there

are two players, Maker and Breaker, alternately picking elements

  • f V(F). Maker wins if he completes a winning set F ∈ F.

Breaker wins if he can keep Maker from achieving this goal.

  • 2. In the biased Maker-Breaker game, Breaker is allowed to occupy

q ≥ 1 moves each turn. The bias threshold is the value q0 such that Breaker has a winning strategy for q ≥ q0 and does not for q < q0.

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SLIDE 7

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Definition (Maker-Breaker Games)

  • 1. Let F be hypergraph. In the Maker-Breaker game played on F there

are two players, Maker and Breaker, alternately picking elements

  • f V(F). Maker wins if he completes a winning set F ∈ F.

Breaker wins if he can keep Maker from achieving this goal.

  • 2. In the biased Maker-Breaker game, Breaker is allowed to occupy

q ≥ 1 moves each turn. The bias threshold is the value q0 such that Breaker has a winning strategy for q ≥ q0 and does not for q < q0.

Theorem (Erd˝

  • s-Selfridge ’73, Beck ’82)

If

F∈F(1 + q)−|F| < 1/(1 + q) then the game is a Breaker’s win and the

winning strategy is given by an efficient deterministic algorithm.

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SLIDE 8

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Definition (Maker-Breaker Games)

  • 1. Let F be hypergraph. In the Maker-Breaker game played on F there

are two players, Maker and Breaker, alternately picking elements

  • f V(F). Maker wins if he completes a winning set F ∈ F.

Breaker wins if he can keep Maker from achieving this goal.

  • 2. In the biased Maker-Breaker game, Breaker is allowed to occupy

q ≥ 1 moves each turn. The bias threshold is the value q0 such that Breaker has a winning strategy for q ≥ q0 and does not for q < q0.

Theorem (Erd˝

  • s-Selfridge ’73, Beck ’82)

If

F∈F(1 + q)−|F| < 1/(1 + q) then the game is a Breaker’s win and the

winning strategy is given by an efficient deterministic algorithm. There is also a much weaker, rarely used Maker’s criterion due to Beck.

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SLIDE 9

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Example (Connectivity Game)

The board of the connectivity game is E(Kn) and the winning sets consist

  • f all connected spanning subgraphs of Kn.
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SLIDE 10

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Example (Connectivity Game)

The board of the connectivity game is E(Kn) and the winning sets consist

  • f all connected spanning subgraphs of Kn. There is a simple explicit

winning strategy for Maker for all n.

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SLIDE 11

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Example (Connectivity Game)

The board of the connectivity game is E(Kn) and the winning sets consist

  • f all connected spanning subgraphs of Kn. There is a simple explicit

winning strategy for Maker for all n. The bias threshold satisfies q0 = Θ

  • n/ ln n
  • .
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SLIDE 12

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Example (Connectivity Game)

The board of the connectivity game is E(Kn) and the winning sets consist

  • f all connected spanning subgraphs of Kn. There is a simple explicit

winning strategy for Maker for all n. The bias threshold satisfies q0 = Θ

  • n/ ln n
  • .

Example (Triangle Game)

The board of the triangle game is E(Kn) and the winning sets are all triangles.

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SLIDE 13

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Example (Connectivity Game)

The board of the connectivity game is E(Kn) and the winning sets consist

  • f all connected spanning subgraphs of Kn. There is a simple explicit

winning strategy for Maker for all n. The bias threshold satisfies q0 = Θ

  • n/ ln n
  • .

Example (Triangle Game)

The board of the triangle game is E(Kn) and the winning sets are all

  • triangles. Simple explicit strategies show that the bias threshold

satisfies q0 = Θ

  • n1/2

.

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SLIDE 14

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker-Breaker Positional Games

Example (Connectivity Game)

The board of the connectivity game is E(Kn) and the winning sets consist

  • f all connected spanning subgraphs of Kn. There is a simple explicit

winning strategy for Maker for all n. The bias threshold satisfies q0 = Θ

  • n/ ln n
  • .

Example (Triangle Game)

The board of the triangle game is E(Kn) and the winning sets are all

  • triangles. Simple explicit strategies show that the bias threshold

satisfies q0 = Θ

  • n1/2

.

Example (van der Waerden Game – Beck ’81)

Van der Waerden games are the positional games played on the board [n] = {1, . . . , n} with all k-AP as winning sets.

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SLIDE 15

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Beck ’81)

For a given k ≥ 3 let W⋆(k) denote the smallest integer n for which Maker has a winning strategy in the respective van der Waerden game.

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SLIDE 16

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Beck ’81)

For a given k ≥ 3 let W⋆(k) denote the smallest integer n for which Maker has a winning strategy in the respective van der Waerden game.

Remark

Let W(k) denote the van der Waerden Number. By van der Waerden’s Theorem Breaker must occupy a k-AP for himself if he wants to win. A standard strategy stealing argument therefore gives us W⋆(k) ≤ W(k).

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SLIDE 17

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Beck ’81)

For a given k ≥ 3 let W⋆(k) denote the smallest integer n for which Maker has a winning strategy in the respective van der Waerden game.

Remark

Let W(k) denote the van der Waerden Number. By van der Waerden’s Theorem Breaker must occupy a k-AP for himself if he wants to win. A standard strategy stealing argument therefore gives us W⋆(k) ≤ W(k).

Theorem (Beck ’81)

We have W⋆(k) = 2k(1+o(1)).

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SLIDE 18

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Beck ’81)

For a given k ≥ 3 let W⋆(k) denote the smallest integer n for which Maker has a winning strategy in the respective van der Waerden game.

Remark

Let W(k) denote the van der Waerden Number. By van der Waerden’s Theorem Breaker must occupy a k-AP for himself if he wants to win. A standard strategy stealing argument therefore gives us W⋆(k) ≤ W(k).

Theorem (Beck ’81)

We have W⋆(k) = 2k(1+o(1)). What about the biased version?

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SLIDE 19

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Proposition

The threshold bias of the 3-AP game played on [n] satisfies

  • n

12 − 1 6 ≤ q0(n) ≤ √ 3n.

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SLIDE 20

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Proposition

The threshold bias of the 3-AP game played on [n] satisfies

  • n

12 − 1 6 ≤ q0(n) ≤ √ 3n.

Proof.

Breaker.

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SLIDE 21

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Proposition

The threshold bias of the 3-AP game played on [n] satisfies

  • n

12 − 1 6 ≤ q0(n) ≤ √ 3n.

Proof.

  • Breaker. At round i Breaker covers all 3(i − 1) possibilities that Maker

could combine his previous move with any of his other moves in order to form a 3-AP.

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SLIDE 22

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Proposition

The threshold bias of the 3-AP game played on [n] satisfies

  • n

12 − 1 6 ≤ q0(n) ≤ √ 3n.

Proof.

  • Breaker. At round i Breaker covers all 3(i − 1) possibilities that Maker

could combine his previous move with any of his other moves in order to form a 3-AP. Since i ≤ n/(q + 1) Breaker can do so if q(q + 1) ≥ 3n, which is the case if q ≥ √ 3n.

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SLIDE 23

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Proposition

The threshold bias of the 3-AP game played on [n] satisfies

  • n

12 − 1 6 ≤ q0(n) ≤ √ 3n.

Proof.

  • Breaker. At round i Breaker covers all 3(i − 1) possibilities that Maker

could combine his previous move with any of his other moves in order to form a 3-AP. Since i ≤ n/(q + 1) Breaker can do so if q(q + 1) ≥ 3n, which is the case if q ≥ √ 3n. Maker.

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SLIDE 24

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Proposition

The threshold bias of the 3-AP game played on [n] satisfies

  • n

12 − 1 6 ≤ q0(n) ≤ √ 3n.

Proof.

  • Breaker. At round i Breaker covers all 3(i − 1) possibilities that Maker

could combine his previous move with any of his other moves in order to form a 3-AP. Since i ≤ n/(q + 1) Breaker can do so if q(q + 1) ≥ 3n, which is the case if q ≥ √ 3n.

  • Maker. Use Beck’s Maker criterion.
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SLIDE 25

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Proposition

The threshold bias of the 3-AP game played on [n] satisfies

  • n

12 − 1 6 ≤ q0(n) ≤ √ 3n.

Proof.

  • Breaker. At round i Breaker covers all 3(i − 1) possibilities that Maker

could combine his previous move with any of his other moves in order to form a 3-AP. Since i ≤ n/(q + 1) Breaker can do so if q(q + 1) ≥ 3n, which is the case if q ≥ √ 3n.

  • Maker. Use Beck’s Maker criterion.

What about more general additive structures?

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SLIDE 26

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Abundant Matrices)

Given some matrix A ∈ Zr×m we call it

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SLIDE 27

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Abundant Matrices)

Given some matrix A ∈ Zr×m we call it (i) positive if there are solutions whose entries are positive,

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SLIDE 28

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Abundant Matrices)

Given some matrix A ∈ Zr×m we call it (i) positive if there are solutions whose entries are positive, (ii) abundant if every submatrix obtained from A by deleting two columns has the same rank as A.

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SLIDE 29

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Abundant Matrices)

Given some matrix A ∈ Zr×m we call it (i) positive if there are solutions whose entries are positive, (ii) abundant if every submatrix obtained from A by deleting two columns has the same rank as A.

Definition (Maximum 1-density)

For ∅ ⊆ Q ⊆ [m], let AQ denote the matrix keeping only columns indexed by Q and let rQ = rk(A) − rk(AQ).

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Van der Waerden Games

Definition (Abundant Matrices)

Given some matrix A ∈ Zr×m we call it (i) positive if there are solutions whose entries are positive, (ii) abundant if every submatrix obtained from A by deleting two columns has the same rank as A.

Definition (Maximum 1-density)

For ∅ ⊆ Q ⊆ [m], let AQ denote the matrix keeping only columns indexed by Q and let rQ = rk(A) − rk(AQ). The maximum 1-density of an abundant matrix A ∈ Zr×m is defined as m1(A) = max

Q⊆[m] 2≤|Q|

|Q| − 1 |Q| − rQ − 1. (1)

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Example (Schur triple)

The matrix associated with Schur triple is given by ASchur =

  • 1

1 −1

  • ∈ Z1×3.

(2)

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Example (Schur triple)

The matrix associated with Schur triple is given by ASchur =

  • 1

1 −1

  • ∈ Z1×3.

(2) ASchur is abundant and we have m1(ASchur) = 2.

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SLIDE 33

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Example (Schur triple)

The matrix associated with Schur triple is given by ASchur =

  • 1

1 −1

  • ∈ Z1×3.

(2) ASchur is abundant and we have m1(ASchur) = 2.

Example (Arithmetic Progressions)

The matrix associated with a k-term arithmetic progression is given by Ak-AP =     1 −2 1 1 −2 1 ... 1 −2 1     ∈ Z(k−2)×k. (3)

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Example (Schur triple)

The matrix associated with Schur triple is given by ASchur =

  • 1

1 −1

  • ∈ Z1×3.

(2) ASchur is abundant and we have m1(ASchur) = 2.

Example (Arithmetic Progressions)

The matrix associated with a k-term arithmetic progression is given by Ak-AP =     1 −2 1 1 −2 1 ... 1 −2 1     ∈ Z(k−2)×k. (3) Ak-AP is abundant and we have m1(Ak-AP) = k − 1.

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Example (Schur triple)

The matrix associated with Schur triple is given by ASchur =

  • 1

1 −1

  • ∈ Z1×3.

(2) ASchur is abundant and we have m1(ASchur) = 2.

Example (Arithmetic Progressions)

The matrix associated with a k-term arithmetic progression is given by Ak-AP =     1 −2 1 1 −2 1 ... 1 −2 1     ∈ Z(k−2)×k. (3) Ak-AP is abundant and we have m1(Ak-AP) = k − 1.

Remark (Density and Partition Regularity)

  • 1

1 −2

  • is density regular and
  • 1

1 −1

  • is partition regular.
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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Example (Schur triple)

The matrix associated with Schur triple is given by ASchur =

  • 1

1 −1

  • ∈ Z1×3.

(2) ASchur is abundant and we have m1(ASchur) = 2.

Example (Arithmetic Progressions)

The matrix associated with a k-term arithmetic progression is given by Ak-AP =     1 −2 1 1 −2 1 ... 1 −2 1     ∈ Z(k−2)×k. (3) Ak-AP is abundant and we have m1(Ak-AP) = k − 1.

Remark (Density and Partition Regularity)

  • 1

1 −2

  • is density regular and
  • 1

1 −1

  • is partition regular.

However,

  • 1

1 −3

  • is abundant but neither density nor partition regular.
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INTRODUCTION

VDW GAMES

PROOFS REMARKS

van der Waerden Games

Definition

Given any matrix A ∈ Zr×m let the corresponding generalized van der Waerden Game be the Maker-Breaker positional game with [n] as the board and {x ∈ [n]m : A · xT = 0T, xi = xj} as the winning sets.

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SLIDE 38

INTRODUCTION

VDW GAMES

PROOFS REMARKS

van der Waerden Games

Definition

Given any matrix A ∈ Zr×m let the corresponding generalized van der Waerden Game be the Maker-Breaker positional game with [n] as the board and {x ∈ [n]m : A · xT = 0T, xi = xj} as the winning sets.

Theorem (Kusch, Ru´ e, S. and Szab´

  • ’17)

For all positive and abundant matrices A ∈ Zr×m the bias threshold of the above game satisfies q0(n) = Θ

  • n1/m1(A)

.

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SLIDE 39

INTRODUCTION

VDW GAMES

PROOFS REMARKS

van der Waerden Games

Definition

Given any matrix A ∈ Zr×m let the corresponding generalized van der Waerden Game be the Maker-Breaker positional game with [n] as the board and {x ∈ [n]m : A · xT = 0T, xi = xj} as the winning sets.

Theorem (Kusch, Ru´ e, S. and Szab´

  • ’17)

For all positive and abundant matrices A ∈ Zr×m the bias threshold of the above game satisfies q0(n) = Θ

  • n1/m1(A)

. The bias threshold of non-positive or non-abundant matrices satisfies q0(n) = Θ

  • 1
  • .
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INTRODUCTION

VDW GAMES

PROOFS REMARKS

van der Waerden Games

Definition

Given any matrix A ∈ Zr×m let the corresponding generalized van der Waerden Game be the Maker-Breaker positional game with [n] as the board and {x ∈ [n]m : A · xT = 0T, xi = xj} as the winning sets.

Theorem (Kusch, Ru´ e, S. and Szab´

  • ’17)

For all positive and abundant matrices A ∈ Zr×m the bias threshold of the above game satisfies q0(n) = Θ

  • n1/m1(A)

. The bias threshold of non-positive or non-abundant matrices satisfies q0(n) = Θ

  • 1
  • .

Corollary

For van der Waerden games the threshold is Θ

  • n1/(k−1)

for k ≥ 3.

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

van der Waerden Games

Definition

Given any matrix A ∈ Zr×m let the corresponding generalized van der Waerden Game be the Maker-Breaker positional game with [n] as the board and {x ∈ [n]m : A · xT = 0T, xi = xj} as the winning sets.

Theorem (Kusch, Ru´ e, S. and Szab´

  • ’17)

For all positive and abundant matrices A ∈ Zr×m the bias threshold of the above game satisfies q0(n) = Θ

  • n1/m1(A)

. The bias threshold of non-positive or non-abundant matrices satisfies q0(n) = Θ

  • 1
  • .

Corollary

For van der Waerden games the threshold is Θ

  • n1/(k−1)

for k ≥ 3. There are also a results allowing some repeated entries and results dealing with the inhomogeneous case.

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INTRODUCTION

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PROOFS REMARKS

Proof Outline Bednarska and Łuczak ’00 studied the bias threshold of the Maker- Breaker game consisting of all copies of a given small graph G in Kn.

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INTRODUCTION

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PROOFS REMARKS

Proof Outline Bednarska and Łuczak ’00 studied the bias threshold of the Maker- Breaker game consisting of all copies of a given small graph G in Kn.

  • 1. Maker’s strategy is obtained by playing randomly and applying a

Lemma on random graphs due to Janson, Łuczak and Ruci´ nski.

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Proof Outline Bednarska and Łuczak ’00 studied the bias threshold of the Maker- Breaker game consisting of all copies of a given small graph G in Kn.

  • 1. Maker’s strategy is obtained by playing randomly and applying a

Lemma on random graphs due to Janson, Łuczak and Ruci´ nski.

  • 2. Breaker’s strategy is obtained by splitting up the bias and

simultaneously following multiple strategies given by the Erd˝

  • s-Selfridge criterion to avoid ’clustering’.
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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Proof Outline Bednarska and Łuczak ’00 studied the bias threshold of the Maker- Breaker game consisting of all copies of a given small graph G in Kn.

  • 1. Maker’s strategy is obtained by playing randomly and applying a

Lemma on random graphs due to Janson, Łuczak and Ruci´ nski.

  • 2. Breaker’s strategy is obtained by splitting up the bias and

simultaneously following multiple strategies given by the Erd˝

  • s-Selfridge criterion to avoid ’clustering’.

In our paper we extend the ideas behind their proof to obtain general Maker and Breaker Win Criteria and apply them to the van der Waerden games.

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Proof Outline Bednarska and Łuczak ’00 studied the bias threshold of the Maker- Breaker game consisting of all copies of a given small graph G in Kn.

  • 1. Maker’s strategy is obtained by playing randomly and applying a

Lemma on random graphs due to Janson, Łuczak and Ruci´ nski.

  • 2. Breaker’s strategy is obtained by splitting up the bias and

simultaneously following multiple strategies given by the Erd˝

  • s-Selfridge criterion to avoid ’clustering’.

In our paper we extend the ideas behind their proof to obtain general Maker and Breaker Win Criteria and apply them to the van der Waerden

  • games. These General criteria also allow one to generalize the result of

Bednarska and Łuczak to hypergraphs of higher uniformity. Here I will use the stronger ingredient of a probabilistic Ramsey statement for Maker’s part and give an outline of the proof for Breaker’s strategy.

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PROOFS REMARKS

Maker’s Strategy: playing randomly

Theorem (Schacht; Conlon and Gowers ’10)

For all positive and density regular A ∈ Zr×m and ε > 0 there exist c, C: lim

n→∞ P

  • [n]p →ε A
  • =

if p(n) ≤ c n−1/m1(A), 1 if p(n) ≥ C n−1/m1(A).

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INTRODUCTION

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PROOFS REMARKS

Maker’s Strategy: playing randomly

Theorem (Schacht; Conlon and Gowers ’10)

For all positive and density regular A ∈ Zr×m and ε > 0 there exist c, C: lim

n→∞ P

  • [n]p →ε A
  • =

if p(n) ≤ c n−1/m1(A), 1 if p(n) ≥ C n−1/m1(A).

Definition

Given A ∈ Zr×m let ex(n, A) be the cardinality of the largest solution-free subset of [n] and define π(A) = limn→∞ ex(n, A)/n.

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INTRODUCTION

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PROOFS REMARKS

Maker’s Strategy: playing randomly

Theorem (Schacht; Conlon and Gowers ’10)

For all positive and density regular A ∈ Zr×m and ε > 0 there exist c, C: lim

n→∞ P

  • [n]p →ε A
  • =

if p(n) ≤ c n−1/m1(A), 1 if p(n) ≥ C n−1/m1(A).

Definition

Given A ∈ Zr×m let ex(n, A) be the cardinality of the largest solution-free subset of [n] and define π(A) = limn→∞ ex(n, A)/n. Every positive and abundant matrix satisfies π(A) < 1.

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PROOFS REMARKS

Maker’s Strategy: playing randomly

Theorem (Schacht; Conlon and Gowers ’10)

For all positive and density regular A ∈ Zr×m and ε > 0 there exist c, C: lim

n→∞ P

  • [n]p →ε A
  • =

if p(n) ≤ c n−1/m1(A), 1 if p(n) ≥ C n−1/m1(A).

Definition

Given A ∈ Zr×m let ex(n, A) be the cardinality of the largest solution-free subset of [n] and define π(A) = limn→∞ ex(n, A)/n. Every positive and abundant matrix satisfies π(A) < 1.

Theorem (Hancock, Staden and Treglown ’17+; S. ’17+)

For every positive and abundant matrix A ∈ Zr×m and ε > π(A) there exist constants c(A, ε), C(A, ε) > 0 such that lim

n→∞ P

  • [n]p →ε A
  • =

if p(n) ≤ c n−1/m1(A), 1 if p(n) ≥ C n−1/m1(A).

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INTRODUCTION

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PROOFS REMARKS

Maker’s Strategy: playing randomly

Proof.

Let an arbitrary strategy for Breaker be fixed.

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker’s Strategy: playing randomly

Proof.

Let an arbitrary strategy for Breaker be fixed.

  • 1. Each round, Maker makes his move uniformly at random from

among all elements of [n] that he hasn’t previously picked.

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SLIDE 53

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker’s Strategy: playing randomly

Proof.

Let an arbitrary strategy for Breaker be fixed.

  • 1. Each round, Maker makes his move uniformly at random from

among all elements of [n] that he hasn’t previously picked. If this element was already occupied by Breaker, he forfeits this move and we call it a failure.

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SLIDE 54

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker’s Strategy: playing randomly

Proof.

Let an arbitrary strategy for Breaker be fixed.

  • 1. Each round, Maker makes his move uniformly at random from

among all elements of [n] that he hasn’t previously picked. If this element was already occupied by Breaker, he forfeits this move and we call it a failure.

  • 2. Pick an arbitrary ε > π(A) and let C = C(A, ε) be as given by the

previous theorem. Set δ = (1 − ε)/2 and let q < δ/(2C) n1/m1(A).

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SLIDE 55

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker’s Strategy: playing randomly

Proof.

Let an arbitrary strategy for Breaker be fixed.

  • 1. Each round, Maker makes his move uniformly at random from

among all elements of [n] that he hasn’t previously picked. If this element was already occupied by Breaker, he forfeits this move and we call it a failure.

  • 2. Pick an arbitrary ε > π(A) and let C = C(A, ε) be as given by the

previous theorem. Set δ = (1 − ε)/2 and let q < δ/(2C) n1/m1(A).

  • 3. Stop after M = δ ⌊n/(q + 1)⌋ rounds so that Maker’s picks

resemble a random graph [n]M where M ≥ 2C n1−1/m1(A).

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SLIDE 56

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker’s Strategy: playing randomly

Proof.

Let an arbitrary strategy for Breaker be fixed.

  • 1. Each round, Maker makes his move uniformly at random from

among all elements of [n] that he hasn’t previously picked. If this element was already occupied by Breaker, he forfeits this move and we call it a failure.

  • 2. Pick an arbitrary ε > π(A) and let C = C(A, ε) be as given by the

previous theorem. Set δ = (1 − ε)/2 and let q < δ/(2C) n1/m1(A).

  • 3. Stop after M = δ ⌊n/(q + 1)⌋ rounds so that Maker’s picks

resemble a random graph [n]M where M ≥ 2C n1−1/m1(A).

  • 4. We have P (Maker’s ith move is a failure) ≤ δ, so by Markov’s

inequality w.h.p. at least an ε fraction of his picks weren’t failures.

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SLIDE 57

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Maker’s Strategy: playing randomly

Proof.

Let an arbitrary strategy for Breaker be fixed.

  • 1. Each round, Maker makes his move uniformly at random from

among all elements of [n] that he hasn’t previously picked. If this element was already occupied by Breaker, he forfeits this move and we call it a failure.

  • 2. Pick an arbitrary ε > π(A) and let C = C(A, ε) be as given by the

previous theorem. Set δ = (1 − ε)/2 and let q < δ/(2C) n1/m1(A).

  • 3. Stop after M = δ ⌊n/(q + 1)⌋ rounds so that Maker’s picks

resemble a random graph [n]M where M ≥ 2C n1−1/m1(A).

  • 4. We have P (Maker’s ith move is a failure) ≤ δ, so by Markov’s

inequality w.h.p. at least an ε fraction of his picks weren’t failures.

  • 5. By the previous result, Maker’s random response succeeds a.a.s.

so that there must exist a deterministic winning strategy.

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SLIDE 58

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering We need to aim at blocking some dominating substructure.

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SLIDE 59

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering We need to aim at blocking some dominating substructure. Let Q1 ⊆ [m] be a set of column indices satisfying |Q1| ≥ 2 such that (|Q1| − 1)/(|Q1| − rQ1 − 1) = m1(A) (4) and |Q1| is as small as possible.

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SLIDE 60

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering We need to aim at blocking some dominating substructure. Let Q1 ⊆ [m] be a set of column indices satisfying |Q1| ≥ 2 such that (|Q1| − 1)/(|Q1| − rQ1 − 1) = m1(A) (4) and |Q1| is as small as possible. Consider the matrix A[Q1]: A ∼ =   ———— A[Q1]

  • rk(A) − rQ1
  • rQ1
  • r − rk(A)
  • (5)
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SLIDE 61

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering We need to aim at blocking some dominating substructure. Let Q1 ⊆ [m] be a set of column indices satisfying |Q1| ≥ 2 such that (|Q1| − 1)/(|Q1| − rQ1 − 1) = m1(A) (4) and |Q1| is as small as possible. Consider the matrix A[Q1]: A ∼ =   ———— A[Q1]

  • rk(A) − rQ1
  • rQ1
  • r − rk(A)
  • (5)

A[Q1] is positive and abundant.

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SLIDE 62

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering We need to aim at blocking some dominating substructure. Let Q1 ⊆ [m] be a set of column indices satisfying |Q1| ≥ 2 such that (|Q1| − 1)/(|Q1| − rQ1 − 1) = m1(A) (4) and |Q1| is as small as possible. Consider the matrix A[Q1]: A ∼ =   ———— A[Q1]

  • rk(A) − rQ1
  • rQ1
  • r − rk(A)
  • (5)

A[Q1] is positive and abundant. Furthermore, blocking solutions to A[Q1] also blocks solutions to A:

Lemma

Let T ⊂ N and Q1 ⊆ [m] as above. If there does not exist a solution to A[Q1] · xT = 0T in T then there also does not exist a solution to A · xT = 0T.

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering

Remark (Strategy Splitting)

If Breaker has a winning strategy in H1 and H2 with a bias of q1 and q2 respectively, then he has a winning strategy in H1 ∪ H2 with a bias of q1 + q2.

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SLIDE 64

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering

Remark (Strategy Splitting)

If Breaker has a winning strategy in H1 and H2 with a bias of q1 and q2 respectively, then he has a winning strategy in H1 ∪ H2 with a bias of q1 + q2.

Definition

Let Hn be the hypergraph of all proper solutions to A · x = 0 in [n].

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SLIDE 65

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering

Remark (Strategy Splitting)

If Breaker has a winning strategy in H1 and H2 with a bias of q1 and q2 respectively, then he has a winning strategy in H1 ∪ H2 with a bias of q1 + q2.

Definition

Let Hn be the hypergraph of all proper solutions to A · x = 0 in [n].

  • 1. A t-cluster is any family of distinct edges {H1, . . . , Ht} ⊂ Hn

satisfying | t

i=1 Hi| ≥ 1,

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SLIDE 66

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering

Remark (Strategy Splitting)

If Breaker has a winning strategy in H1 and H2 with a bias of q1 and q2 respectively, then he has a winning strategy in H1 ∪ H2 with a bias of q1 + q2.

Definition

Let Hn be the hypergraph of all proper solutions to A · x = 0 in [n].

  • 1. A t-cluster is any family of distinct edges {H1, . . . , Ht} ⊂ Hn

satisfying | t

i=1 Hi| ≥ 1,

  • 2. an almost complete solution is a tuple (H◦, h) consisting of a set

H◦ ⊆ V(Hn) as well as h / ∈ H◦ so that H = H◦ ∪ {h} ∈ Hn,

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SLIDE 67

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering

Remark (Strategy Splitting)

If Breaker has a winning strategy in H1 and H2 with a bias of q1 and q2 respectively, then he has a winning strategy in H1 ∪ H2 with a bias of q1 + q2.

Definition

Let Hn be the hypergraph of all proper solutions to A · x = 0 in [n].

  • 1. A t-cluster is any family of distinct edges {H1, . . . , Ht} ⊂ Hn

satisfying | t

i=1 Hi| ≥ 1,

  • 2. an almost complete solution is a tuple (H◦, h) consisting of a set

H◦ ⊆ V(Hn) as well as h / ∈ H◦ so that H = H◦ ∪ {h} ∈ Hn,

  • 3. a t-fan is a family of distinct almost complete solutions

{(H◦

1, h1), . . . , (H◦ t , ht)} in Hn satisfying | t i=1 H◦ i | ≥ 1.

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SLIDE 68

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering

Remark (Strategy Splitting)

If Breaker has a winning strategy in H1 and H2 with a bias of q1 and q2 respectively, then he has a winning strategy in H1 ∪ H2 with a bias of q1 + q2.

Definition

Let Hn be the hypergraph of all proper solutions to A · x = 0 in [n].

  • 1. A t-cluster is any family of distinct edges {H1, . . . , Ht} ⊂ Hn

satisfying | t

i=1 Hi| ≥ 1,

  • 2. an almost complete solution is a tuple (H◦, h) consisting of a set

H◦ ⊆ V(Hn) as well as h / ∈ H◦ so that H = H◦ ∪ {h} ∈ Hn,

  • 3. a t-fan is a family of distinct almost complete solutions

{(H◦

1, h1), . . . , (H◦ t , ht)} in Hn satisfying | t i=1 H◦ i | ≥ 1.

An almost complete solution (H◦, h) is dangerous if H◦ has been covered by Maker and h has not yet been picked by either player.

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SLIDE 69

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoiding clustering

Remark (Strategy Splitting)

If Breaker has a winning strategy in H1 and H2 with a bias of q1 and q2 respectively, then he has a winning strategy in H1 ∪ H2 with a bias of q1 + q2.

Definition

Let Hn be the hypergraph of all proper solutions to A · x = 0 in [n].

  • 1. A t-cluster is any family of distinct edges {H1, . . . , Ht} ⊂ Hn

satisfying | t

i=1 Hi| ≥ 1,

  • 2. an almost complete solution is a tuple (H◦, h) consisting of a set

H◦ ⊆ V(Hn) as well as h / ∈ H◦ so that H = H◦ ∪ {h} ∈ Hn,

  • 3. a t-fan is a family of distinct almost complete solutions

{(H◦

1, h1), . . . , (H◦ t , ht)} in Hn satisfying | t i=1 H◦ i | ≥ 1.

An almost complete solution (H◦, h) is dangerous if H◦ has been covered by Maker and h has not yet been picked by either player. A fan is dangerous if its respective almost complete solutions are.

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoid clustering

Proposition

For all positive and abundant matrices A ∈ Zr×m Breaker wins the associated van der Waerden game with a bias of q ≫ n1/m1(A).

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SLIDE 71

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoid clustering

Proposition

For all positive and abundant matrices A ∈ Zr×m Breaker wins the associated van der Waerden game with a bias of q ≫ n1/m1(A).

Proof.

  • 1. Using the Erd˝
  • s-Selfridge criterion, Breaker has a strategy that

avoids t-clusters using some fraction the bias q′ = q/(t + 1) − 1 where t = t(A) ∈ N is a large constant.

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SLIDE 72

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoid clustering

Proposition

For all positive and abundant matrices A ∈ Zr×m Breaker wins the associated van der Waerden game with a bias of q ≫ n1/m1(A).

Proof.

  • 1. Using the Erd˝
  • s-Selfridge criterion, Breaker has a strategy that

avoids t-clusters using some fraction the bias q′ = q/(t + 1) − 1 where t = t(A) ∈ N is a large constant.

  • 2. The same strategy must also avoid dangerous t (q′ + 1)-fans.
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SLIDE 73

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoid clustering

Proposition

For all positive and abundant matrices A ∈ Zr×m Breaker wins the associated van der Waerden game with a bias of q ≫ n1/m1(A).

Proof.

  • 1. Using the Erd˝
  • s-Selfridge criterion, Breaker has a strategy that

avoids t-clusters using some fraction the bias q′ = q/(t + 1) − 1 where t = t(A) ∈ N is a large constant.

  • 2. The same strategy must also avoid dangerous t (q′ + 1)-fans.
  • 3. Using the remaining q − q′ ≥ t (q′ + 1) moves it follows

inductively that each round Breaker can neutralise every dangerous almost complete solution and hence win.

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SLIDE 74

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoid clustering

Proposition

For all positive and abundant matrices A ∈ Zr×m Breaker wins the associated van der Waerden game with a bias of q ≫ n1/m1(A).

Proof.

  • 1. Using the Erd˝
  • s-Selfridge criterion, Breaker has a strategy that

avoids t-clusters using some fraction the bias q′ = q/(t + 1) − 1 where t = t(A) ∈ N is a large constant.

  • 2. The same strategy must also avoid dangerous t (q′ + 1)-fans.
  • 3. Using the remaining q − q′ ≥ t (q′ + 1) moves it follows

inductively that each round Breaker can neutralise every dangerous almost complete solution and hence win. To get to the correct threshold, one combines a strategy as above aimed at structures intersecting in at least 2 points with another application of Erd˝

  • s-Selfridge aimed at structures intersecting in exactly 1 point.
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SLIDE 75

INTRODUCTION

VDW GAMES

PROOFS REMARKS

Breaker’s Strategy: avoid clustering

Proposition

For all positive and abundant matrices A ∈ Zr×m Breaker wins the associated van der Waerden game with a bias of q ≫ n1/m1(A).

Proof.

  • 1. Using the Erd˝
  • s-Selfridge criterion, Breaker has a strategy that

avoids t-clusters using some fraction the bias q′ = q/(t + 1) − 1 where t = t(A) ∈ N is a large constant.

  • 2. The same strategy must also avoid dangerous t (q′ + 1)-fans.
  • 3. Using the remaining q − q′ ≥ t (q′ + 1) moves it follows

inductively that each round Breaker can neutralise every dangerous almost complete solution and hence win. To get to the correct threshold, one combines a strategy as above aimed at structures intersecting in at least 2 points with another application of Erd˝

  • s-Selfridge aimed at structures intersecting in exactly 1 point. One

then combines the two results through an auxiliary lemma.

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Open Question

  • Q1. Can one obtain good bounds for the constants?
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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Open Question

  • Q1. Can one obtain good bounds for the constants?

Conjecture

For all positive and abundant matrices A ∈ Zr×m there exists a constant c = c(A) such that for ε > 0 and n large enough Breaker has a winning strategy with a bias of q > (c + ε) n1/m1(A) and Maker has a winning strategy if q < (c − ε) n1/m1(A).

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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Open Question

  • Q1. Can one obtain good bounds for the constants?

Conjecture

For all positive and abundant matrices A ∈ Zr×m there exists a constant c = c(A) such that for ε > 0 and n large enough Breaker has a winning strategy with a bias of q > (c + ε) n1/m1(A) and Maker has a winning strategy if q < (c − ε) n1/m1(A).

  • Q2. Can one formulate an explicit winning strategy for Maker?
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INTRODUCTION

VDW GAMES

PROOFS REMARKS

Thank you for your attention!