Abstract
In a biased weak (a; b) polyform achievement game, the maker and the breaker alternately mark a; b previously unmarked cells on an infinite board, respectively. The maker's goal is to mark a set of cells congruent to a polyform. The breaker tries to prevent the maker from achieving this goal. A winning maker strategy for the (a; b) game can be built from winning strategies for games involving fewer marks for the maker and the breaker. A new type of breaker strategy called the priority strategy is introduced. The winners are determined for all (a; b) pairs for polyiamonds and polyominoes up to size four.
Original language | English (US) |
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Pages (from-to) | 147-172 |
Number of pages | 26 |
Journal | Discrete Mathematics and Theoretical Computer Science |
Volume | 16 |
Issue number | 3 |
State | Published - 2014 |
Keywords
- Biased achievement games
- Priority strategy
ASJC Scopus subject areas
- Theoretical Computer Science
- General Computer Science
- Discrete Mathematics and Combinatorics