diff --git "a/data_all_eng_slimpj/shuffled/split2/finalzzmvsa" "b/data_all_eng_slimpj/shuffled/split2/finalzzmvsa" new file mode 100644--- /dev/null +++ "b/data_all_eng_slimpj/shuffled/split2/finalzzmvsa" @@ -0,0 +1,5 @@ +{"text":"\\section{Introduction}\n\nA \\emph{repetition} of \\emph{size} $t\\geq 1$ in a sequence \nS=s_{1}s_{2}\\ldots s_{n}$ is a subsequence of the form $s_{i+1}s_{i+2}\\ldots\ns_{i+2t}$ satisfying $s_{i+j}=s_{i+t+j}$ for all $j=1,2,\\ldots ,t$. A\nsequence $S$ is \\emph{nonrepetitive} if there is no repetition (of any size)\nin $S$. A celebrated theorem of Thue \\cite{Thue}\\ (cf. \\cite{BerstelThue})\nfrom 1906 asserts that there are arbitrarily long nonrepetitive sequences\nover the set of just $3$ symbols. This result has lots of applications and\ngeneralizations (cf. \\cite{AlloucheShallit}, \\cite{BerstelPerrin}, \\cit\n{GrytczukDM}, \\cite{Lothaire}, \\cite{PezarskiZmarz}). Recently, some game\ntheoretic variants has been introduced leading to new challenges in the area \n\\cite{Pegden}. A basic idea is that a nonrepetitive sequence is created by\ntwo players, Alice and Bob, say, but only Alice cares of avoiding\nrepetitions. For instance, they may be picking alternately symbols from a\nfixed set $A$ and appending them at the end of the existing sequence.\nWhenever a repetition occurs, its second part is being erased immediately.\nIt is proved in \\cite{GKM}\\ that Alice can still create arbitrarily long\nnonrepetitive sequences (no matter what Bob is doing) provided the size of $A\n$ is at least $8$.\n\nIn this paper we introduce another Thue type game, which we call the \\emph\nonline Thue game}. In one round of the game Bob chooses a position in the\nexisting sequence $S$, which is specified by a number $i\\in \\{0,1,\\ldots ,n\\}\n$, and Alice is picking a symbol $x\\in A$ which is inserted right after \ns_{i}$, thereby giving a new sequence $S^{\\prime }=s_{1}\\ldots\ns_{i}xs_{i+1}\\ldots s_{n}$, with $i=0$ meaning that $x$ is placed at the\nbeginning of $S$. The goal of Bob is to force Alice to create a repetition,\nwhile Alice will try to avoid that for as long as possible. For instance, if \n$A=\\{a,b,c\\}$ and $S=acbc$, then Bob catches Alice in one move by choosing \ni=1$. Indeed, picking any $x\\in A$ results in a repetition in $S^{\\prime }$: \n$\\boldsymbol{aa}cbc$, $a\\boldsymbol{bcbc}$, $a\\boldsymbol{cc}bc$. Actually,\nit is easy to check that Alice has no chance for a longer play over $3$\nsymbols. A bit more effort is needed to check that the same is true when $A$\nis of size $4$, and one may start thinking that there is no finite bound at\nall. However we shall prove the following theorem.\n\n\\begin{theorem}\nThere is a strategy guaranteeing Alice arbitrarily long play in the online\nThue game on the set of $12$ symbols.\n\\end{theorem}\n\nThe proof is based on a former result of K\\\"{u}ndegen and Pelsmajer \\cit\n{KundgenPelsmajer}, and Bar\\'{a}t and Varj\\'{u} \\cite{BaratVarju}, on\nnonrepetitive coloring of outerplanar graphs. A vertex coloring of a graph $G\n$ is \\emph{nonrepetitive} if no repetition can be found along any simple\npath of $G$.\n\n\\begin{theorem}\n\\emph{(\\cite{BaratVarju}, \\cite{KundgenPelsmajer}) }Every outerplanar graph\nhas a nonrepetitive coloring using $12$ colors.\n\\end{theorem}\n\nThe proof of Theorem 1, in a slightly different setting, is given in the\nnext section. The last section contains discussion and some open problems.\n\n\\section{Proof of the main result}\n\nWe start with introducing an equivalent setting for the online Thue game\nthat will be more convenient for our purposes. First notice that this game\ncan be played on the real line in such a way that Bob is choosing points of\nthe line and Alice is coloring them using $A$ as the set of colors. Then\nafter $n$ rounds we have a sequence of points $B=b_{1}b_{2}\\ldots b_{n}$, \nb_{i}\\in \\mathbb{R}$, written in increasing order $b_{1}