Several
map-coloring games are studied in
combinatorial game theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players ...
. The general idea is that we are given a map with regions drawn in but with not all the regions colored. Two players, Left and Right, take turns coloring in one uncolored region per turn, subject to various constraints. The move constraints and the winning condition are features of the particular game.
Some players find it easier to color vertices of the
dual graph
In the mathematical discipline of graph theory, the dual graph of a plane graph is a graph that has a vertex for each face of . The dual graph has an edge for each pair of faces in that are separated from each other by an edge, and a self-loop ...
, as in the
Four color theorem
In mathematics, the four color theorem, or the four color map theorem, states that no more than four colors are required to color the regions of any map so that no two adjacent regions have the same color. ''Adjacent'' means that two regions sh ...
. In this method of play, the regions are represented by small circles, and the circles for neighboring regions are linked by line segments or curves. The advantages of this method are that only a small area need be marked on a turn, and that the representation usually takes up less space on the paper or screen. The first advantage is less important when playing with a computer interface instead of pencil and paper. It is also possible to play with
Go stones or
Checkers
Checkers (American English), also known as draughts (; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers ...
.
Move constraints
An inherent constraint in each game is the set of colors available to the players in coloring regions. If Left and Right have the same colors available to them, the game is
impartial
Impartiality (also called evenhandedness or fair-mindedness) is a principle of justice holding that decisions should be based on objective criteria, rather than on the basis of bias, prejudice, or preferring the benefit to one person over another ...
; otherwise the game is
partisan
Partisan may refer to:
Military
* Partisan (weapon), a pole weapon
* Partisan (military), paramilitary forces engaged behind the front line
Films
* ''Partisan'' (film), a 2015 Australian film
* ''Hell River'', a 1974 Yugoslavian film also know ...
. The set of colors could also depend on the state of the game; for instance it could be required that the color used be different from the color used on the previous move.
The map-based constraints on a move are usually based on the region to be colored and its neighbors, whereas in the
map-coloring problem, regions are considered to be neighbors when they meet along a boundary longer than a single point. The classical
map-coloring problem requires that no two neighboring regions be given the same color. The ''classical'' move constraint enforces this by prohibiting coloring a region with the same color as one of its neighbor. The ''anticlassical'' constraint prohibits coloring a region with a color that differs from the color of one of its neighbors.
Another kind of constraint is ''entailment'', in which each move after the first must color a neighbor of the region colored on the previous move. ''Anti-entailment'' is another possible constraint.
Other sorts of constraints are possible, such as requiring regions that are neighbors of neighbors to use different or identical colors. This concept can be considered as applying to regions at
graph distance
In the mathematical field of graph theory, the distance between two vertices in a graph is the number of edges in a shortest path (also called a graph geodesic) connecting them. This is also known as the geodesic distance or shortest-path dista ...
two, and can be generalized to greater distances.
Winning conditions
The winner is usually the last player to move. This is called the
''normal play'' convention. The
''misère play'' convention considers the last player to move to lose the game. There are other possible winning and losing conditions possible, such as counting territory, as in
Go.
Monochrome and variants
These games, which appeared in (Silverman, 1971), all use the classical move constraint. In the
impartial game In combinatorial game theory, an impartial game is a game in which the allowable moves depend only on the position and not on which of the two players is currently moving, and where the payoffs are symmetric. In other words, the only difference betw ...
Monochrome there is only one color available, so every move removes the colored region and its neighbors from play. In Bichrome both players have a choice of two colors, subject to the classical condition. Both players choose from the same two colors, so the game is
impartial
Impartiality (also called evenhandedness or fair-mindedness) is a principle of justice holding that decisions should be based on objective criteria, rather than on the basis of bias, prejudice, or preferring the benefit to one person over another ...
. Trichrome extends this to three colors to the players. The condition can be extended to any fixed number of colors, yielding further games. As Silverman mentions, although the
Four color theorem
In mathematics, the four color theorem, or the four color map theorem, states that no more than four colors are required to color the regions of any map so that no two adjacent regions have the same color. ''Adjacent'' means that two regions sh ...
shows that any planar map can be colored with four colors, it does not apply to maps in which some of the colors have been filled in, so adding more than four colors may have an effect on the games.
Col and Snort
In Col there are two colors subject to the classical constraint, but Left is only allowed to color regions Blue, while Right is only allowed to color them Red. Thus this is a
partisan game In combinatorial game theory, a game is partisan (sometimes partizan) if it is not impartial. That is, some moves are available to one player and not to the other.
Most games are partisan. For example, in chess, only one player can move the white p ...
, because different moves become available to Left and Right in the course of play.
Snort uses a similar partisan assignment of two colors, but with the anticlassical constraint: neighboring regions are not allowed to be given different colors. Coloring the regions is explained as assigning fields to bulls and cows, where neighboring fields may not contain cattle of the opposite sex, lest they be distracted from their grazing.
These games were presented and analyzed in
(Conway, 1976). The names are mnemonic for the difference in constraints (classical
map coloring
In cartography, map coloring is the act of choosing colors as a form of map symbol to be used on a map. In mathematics, map coloring is the act of assigning colors to features of a map such that no two adjacent features have the same color using t ...
versus animal noises), but Conway also attributes them to his colleagues Colin Vout and Simon Norton.
Other games
The
impartial game In combinatorial game theory, an impartial game is a game in which the allowable moves depend only on the position and not on which of the two players is currently moving, and where the payoffs are symmetric. In other words, the only difference betw ...
Contact (Silverman, 1971) uses a single color with the entailment constraint: all moves after the first color a neighbor of the most recently colored region. Silverman also provides an example of
Misère Misère ( French for "destitution"), misere, bettel, betl, or (German for "beggar"; equivalent terms in other languages include , , ) is a bid in various card games, and the player who bids misère undertakes to win no tricks or as few as possi ...
Contact.
The concept of a map-coloring game may be extended to cover games such as
Angels and Devils, where the rules for coloring are somewhat different in flavor.
References
* Revised and reprinted as
*
* Revised and reprinted as
*{{cite book
, last = Silverman
, first = David L.
, author-mask = —
, title =
Your Move: logic, math and word puzzles for enthusiasts
, publisher =
Dover Press
Dover Publications, also known as Dover Books, is an American book publisher founded in 1941 by Hayward and Blanche Cirker. It primarily reissues books that are out of print from their original publishers. These are often, but not always, books ...
, date = 1991
, isbn = 0-486-26731-8
Combinatorial game theory
Mathematical games