Bob cuts a pizza into slices of not necessarily equal size and shares it with Alice by alternately taking turns. One slice is taken in each turn. The first turn is Alice's. She may choose any of the slices. In all other turns only those slices can be chosen that have a neighbor slice already eaten. We prove a conjecture of Peter Winkler by showing that Alice has a strategy for obtaining 4/9 of the pizza. This is best possible, that is, there is a cutting and a strategy for Bob to get 5/9 of the pizza. We also give a characterization of Alice's best possible gain depending on the number of slices. For a given cutting of the pizza, we describe a linear time algorithm that computes Alice's strategy gaining at least 4/9 of the pizza and another algorithm that computes the optimal strategy for both players in any possible position of the game in quadratic time. We distinguish two types of turns, shifts and jumps. We prove that Alice can gain 4/9, 7/16 and 1/3 of the pizza if she is allowed to make at most two jumps, at most one jump and no jump, respectively, and the three constants are the best possible.
We study the following combinatorial game played by two players, Alice and Bob, which generalizes the Pizza game considered by Brown, Winkler and others. Given a connected graph G with nonnegative weights assigned to its vertices, the players alternately take one vertex of G in each turn. The first turn is Alice's. The vertices are to be taken according to one (or both) of the following two rules: (T) the subgraph of G induced by the taken vertices is connected during the whole game, (R) the subgraph of G induced by the remaining vertices is connected during the whole game. We show that if rules (T) and/or (R) are required then for every ε > 0 and for every k ≥ 1 there is a k-connected graph G for which Bob has a strategy to obtain (1 − ε) of the total weight of the vertices. This contrasts with the original Pizza game played on a cycle, where Alice is known to have a strategy to obtain 4/9 of the total weight.We show that the problem of deciding whether Alice has a winning strategy (i.e., a strategy to obtain more than half of the total weight) is PSPACE-complete if condition (R) or both conditions (T) and (R) are required. We also consider a game played on connected graphs (without weights) where the first player who violates condition (T) or (R) loses the game. We show that deciding who has the winning strategy is PSPACE-complete.
Bob cuts a pizza into slices of not necessarily equal size and shares it with Alice by alternately taking turns. One slice is taken in each turn. The first turn is Alice's. She may choose any of the slices. In all other turns only those slices can be chosen that have a neighbor slice already eaten. We prove a conjecture of Peter Winkler by showing that Alice has a strategy for obtaining 4/9 of the pizza. This is best possible, that is, there is a cutting and a strategy for Bob to get 5/9 of the pizza. We also give a characterization of Alice's best possible gain depending on the number of slices. For a given cutting of the pizza, we describe a linear time algorithm that computes Alice's strategy gaining at least 4/9 of the pizza and another algorithm that computes the optimal strategy for both players in any possible position of the game in quadratic time. We distinguish two types of turns, shifts and jumps. We prove that Alice can gain 4/9, 7/16 and 1/3 of the pizza if she is allowed to make at most two jumps, at most one jump and no jump, respectively, and the three constants are the best possible.
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