Q1: 20 points Q2: 20 points Q3: 20 points Q4: 20 points Q5: 30 points Q6: 15 points Total: 125 points
Question text is in black, solutions in blue.
TRUE. Just delete any one edge from the circuit and you have a path that visits each vertex exactly once.
FALSE. The former is possible if and only the graph is connected and has no vertices of odd degree, and the latter is possible if and only if it is connected and has exactly two such vertices.
TRUE. We derived the formula E ≤ 3V - 6 from Euler's Formula for planar graphs and the fact that each face has at least three edges.
FALSE. It is r(r-1)3. The given polynomial might be obtained by an incomplete (and thus invalid) I/E argument. You can take the r4 total colorings, and subtract the r3 that violate each edge condition, but you then have to correct for multiply counting colorings that violate more than one edge condition.
FALSE. There must be an even number of vertices of odd degree in any graph, since the sum of the degrees is twice the number of edges. So the number of edges, which is one less than the number of vertices, must be odd.
TRUE. Such a partition is given by a non-increasing sequence of three positive integers adding to eleven. We have 9-1-1, 8-2-1, 7-3-1, 7-2-2, 6-4-1, 6-3-2, 5-5-1, 5-4-2, 5-3-3, and 4-4-3. This is an instance of the partition problem, which does not have a simple solution in terms of binomial coefficients, so we use an exhaustive search.
TRUE. There are 24 elements of S5 that are 5-cycles, and 20 that are the products of a disjoint 2-cycle and 3-cycle. This is also the derangement number D(5), which is given by 5! times (1 - 1 + 1/2! - 1/3! + 1/4! - 1/5!) which is 44.
FALSE. The is the binomial expansion for (1-1)n, which is 0 for all positive integers n, but not for n = 0. I made this mistake myself in setting the second midterm.
FALSE. All such games whose values are numbers are dyadic rationals, with denominator a power of two. We saw a Hackenbush game in lecture with value 1/3, but it had infinitely many positions.
FALSE. The L triomino has a value equal to that of a one-pile Nim game with one stone, since the first player's only move is to create a zero game. This value, called * or *1 by Conway, is a "nimber" rather than a number. It violates the condition for a number because it has a left option, 0, that is not less than one of its right options, 0.
Clearly if the k edge-disjoint paths exist, there cannot be a
cut-set with fewer than k edges, since deleting fewer than k
edges will leave at least one of the paths intact.
For the other direction,
Consider the network flow problem where every edge has capacity one
in either direction. We know that the optimal flow is equal to
the size of the minimum cut, and that the augmenting path algorithm
will produce an optimal flow with integer (hence 1 or 0) flows on
each edge. If the given condition on cuts holds, the optimal flow
has value at least k, and we can decompose it into at least k
edge-disjoint paths by a greedy algorithm.
If the k vertex-disjoint paths exist and we delete fewer than k
vertices, at least one of the paths will still be intact and vertex
a will not be disconnected from vertex b.
So it remains to prove that if there is no such set of k vertices,
the paths will exist. To show this, I will make a new directed
graph G'
from our graph G, with each vertex v (except a and b) replaced by
two vertices vin and vout, and directed
edges from uout to vin and from
vout to uin for each edge (u, v) in G.
We also add vertices aout and bin, and
directed edges in only one direction for edges in G involving a
or b.
I claim that the minimum cut in this graph has at least k
edges, because if it had fewer than k I could disconnect G by
deleting one endpoint of each of those edges. By the argument of
part (a), there are then k edge-disjoint paths from a to b in G'.
But these must correspond to vertex-disjoint paths in G, because
any path in G' using a vertex vin must use the edge
to vout.
We need triples of positive integers (C, D, W) with C > D
and W ≤ 3. We can find these exhaustively: if W = 1 we have
9-1-1, 8-2-1, 7-3-1, and 6-4-1; if W = 2 we have 8-1-2, 7-2-2,
6-3-2, and 5-4-2, and if W = 3 we have 7-1-3, 6-2-3, and 5-3-3.
There are eleven combinations in all.
We could also use the generating function from (b), but that
strikes me as more complicated.
The trick here is to count the excess of Cardie's treats over
Duncan's, rather than just counting Cardie's. If we let C' = C - D,
we are now looking for a triple of positive numbers (C', D, W) with
C' + 2D + W = r and W ≤ 3. A generating function for this is
(x + x2 + x3 + ...)(x2 +
x4 + x6 + ...)(x + x2 +
x3). We can rewrite this as x/(1-x) times
x2/(1-x2 times (x + x2 +
x3), which multiplies out to a ratio of polynomials.
The answer to part a is the x11 coefficient of
this power series. (We've now finished part (b), but I'll
continue the GF solution to get the answer of (a).)
We can rewrite this, factoring the (1-x2) in the
denominator, as x4(1-x)-2 times
(1+x+x2)/(1+x). This latter term is 1 +
x2/(1+x). So to get the x11 coefficient
of the whole power series, we need the x7 coefficient
of 1/(1-x)2 which is C(8, 7) = 8, plus the x7
coefficient of 1/(1-x)2 times x2/(1+x).
This last is the x7 coefficient of
(1+2x+32+4x3+5x4+6x5+...)
times (x2 - x3 + x4 -
x5 + x6 - x7 + ...) which is
6-5+4-3+2-1 = 3. The total coefficient is 8+3 = 11 as we
found above.
If n ≥ 2 I can take any valid string w of length n-1 and
make a valid string of length n by appending the bit that does
not equal the last bit of w. If n ≥ 3 I can take any valid
string w of length n-2 and make a valid
string of length n by appending two copies of the bit that does
equal the last bit of w. And any valid string is made in this
way: if the last two bits are equal it must come from the second
method, and if they are equal it must come from the first.
All strings of length 1 and 2 are valid, so g(1) = 2 and
g(2) = 4. The recurrence gives us g(3) = 6, g(4) = 10,
g(5) = 16, and g(6) = 26. (Note that each value of g is twice
a Fibonacci number.)
The total number of strings is 26. The sets
A1, A2, A3, and A4
each have size 24. Of the six two-way intersections,
three have size 23 and three have size 22.
Of the four three-way intersections,
two have size 22 and two have size 21.
The four-way intersection has size 21.
We have 64 - 4(16) + 3(8) + 3(4) - 2(4) - 2(2) + 2 = 26.
Vertex a must go to itself as it is the only vertex of degree 3. Any permutation sending a to itself is an automorphism because the three other vertices each have one edge to a and no other edges. There are 3! = 6 permutations of the set {b, c, d}.
The group of six automorphisms has cycle index polynomial
(1/6)(x14 + 2x1x3 +
3x12x2), as the group S3
has the identity, two 3-cycles, and three two-cycles.
We get the number of 2-colorings by substituting 2 for each
variable in the cycle index polynomial to get
(1/6)(24 + 2×22 +
3×23 = (16 + 8 + 24)/6 = 8. We could also
use Burnside's Theorem directly by counting the colorings fixed
by each of the permutations.
The pattern inventory, by Polya's Enumeration Theorem, is
just (1/6)((b+w)4 + 2(b+w)(b3+w3)
+ 3(b+w)2(b2+w2) =
b4 + 2b3w + 2b2w2 +
2bw3 + w4. We could obtain this directly
by noting that all colorings with four black or four white
vertices are isomorphic, and that the other three color-count
classes each have two colorings up to isomorphism because vertex
a can be black or white.
The number of classes is just (1/6)(34 +
2×32 + 3×33) =
(81 + 18 + 81)/6 = 30.
The pattern inventory is
(1/6)(b+w+r)4 +
3(b+w+r)2(b2+w2+r2
+ 2(b+w+r)(b3+w3+r3))
which evaluates to a sum of fifteen monomials, one for each
possible choice of how many nodes of each color. The terms
b4, w4, and r4 have
coefficient 1, b2wr and the two terms like it
have coefficient 3, and the other nine terms have
coefficient 2.
The second player has a winning strategy. All of the first player's moves leave a 1 by 2 or 2 by 1 array, and the second player can just remove all the remaining stones on his first move.
Of course a 0 by k array is a zero game and is in the kernel.
A 1 by k array is a losing position for any positive k, since
the first player will take all the stones. So none of these
positions are in the kernel.
We saw in part (a) that the 2 by 2 game is in the kernel. The
2 by 3 game thus is not, since the first player has a winning move
going to 2 by 2. For the 2 by 4 game, the first player has a
choice of 2 by 3 or 1 by 4, both of which are losing, so 2 by
4 is winning and is in the kernel. Similarly 2 by 2k is in the
kernal for any k ≥ 2. Then 3 by 3 can be seen to be in
the kernel, 3 by 4 is out, 3 by 5 is in, and so forth.
The kernel is all j by k arrays where either (1) j or k
is 0, or (2) j ≥ 2, k ≥ 2, and j+k is even. To verify
this we must show that no move takes one such position to
another, and that every non-kernel position has a move to a
kernel position. There are no moves if (1) holds. If (2) holds,
any move makes j = 1, k = 1, or j, k ≥ 2 with j+k odd. So
no move from our alleged kernel leads to another kernal position.
If we are not in the kernel, either j or k is 1 and there is a move
making (1) hold, or both are ≥ 2 and there is a move making
(2) hold.
Last modified 20 December 2016