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Pebble game

Pebble game is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Pebble game rather than just read about it. In short: In mathematics and computer science, a pebble game is a type of mathematical game played by placing "pebbles" or "markers" on a directed acyclic graph according to certain rules: A given step of the game consists of either placing a pebble on an empty vertex or removing a pebble from a previously pebbled vertex. A vertex may be pebbled only if all its predecessors have pebbles.

Key takeaways

  • Pebble game belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Pebble game to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Pebble game from memory before moving on to harder problems.

Reference excerpt

In mathematics and computer science, a pebble game is a type of mathematical game played by placing "pebbles" or "markers" on a directed acyclic graph according to certain rules:

A given step of the game consists of either placing a pebble on an empty vertex or removing a pebble from a previously pebbled vertex. A vertex may be pebbled only if all its predecessors have pebbles. The objective of the game is to successively pebble each vertex of G (in any order) while minimizing the number of pebbles that are ever on the graph simultaneously.

Running time The trivial solution is to pebble an n-vertex graph in n steps using n pebbles. Hopcroft, Paul and Valiant showed that any vertex of an n-vertex graph can be pebbled with O(n/log n) pebbles where the constant depends on the maximum in-degree. This enabled them to prove that DTIME(f(n)) is contained in DSPACE(f(n)/log f(n)) for all time-constructible f. Lipton and Tarjan showed that any n-vertex planar acyclic directed graph with maximum in-degree k can be pebbled using O(√n + k log2 n) pebbles. They also proved that it is possible to obtain a substantial reduction in pebbles while preserving a polynomial bound on the number of pebbling steps with a theorem that any n-vertex planar acyclic directed graph with maximum in-degree k can be pebbled using O(n2/3 + k) pebbles in O(n5/3) time. Alon, Seymour and Thomas showed that any n-vertex acyclic directed graph with no kh-minor and with maximum in-degree k can be pebbled using O(h3/2 n1/2 + k log n) pebbles.

Variations An extension of this game, known as "black-white pebbling", was developed by Stephen Cook and Ravi Sethi in a 1976 paper. It also adds white pebbles, which may be placed at any vertex at will, but can only be removed if all the vertex's immediate ancestor vertices are also pebbled. The goal remains to place a black pebble on the target vertex, but the pebbling of adjacent vertices may be done with pebbles of either color. Takumi Kasai et al. developed a game in which a pebble may be moved along an edge-arrow to an unoccupied vertex only if a second pebble is located at a third, control vertex; the goal is to move a pebble to a target vertex. This variation makes the pebble game into a generalization of games such as Chinese checkers and Halma. They determined the computational complexity of the one-player and two-player versions of this game, and special cases thereof. In the two-player version, the players take turns moving pebbles. There may also be constraints on which pebbles a player can move. Pebbling may be used to extend Ehrenfeucht–Fraïssé games.

See also Graph pebbling: A certain number of pebbles are distributed among the vertices of an undirected graph; the goal is to move at least one to a particular target vertex. But to move one pebble to an adjacent vertex, another pebble at the same vertex must be discarded. Chip-firing game Planar separator theorem

References

Further reading Grädel, Erich; Kolaitis, Phokion G.; Libkin, Leonid; Maarten, Marx; Spencer, Joel; Vardi, Moshe Y.; Venema, Yde; Weinstein, Scott (2007). Finite model theory and its applications. Texts in Theoretical Computer Science. An EATCS Series. Berlin: Springer-Verlag. ISBN 978-3-540-00428-8. Zbl 1133.03001. Nicholas Pippenger. Pebbling. Technical Report RC 8258, IBM Watson Research Center, 1980. Appeared in Proceedings of the 5th IBM Symposium on Mathematical Foundations of Computer Science, Japan. Jakob Nordström. Pebble Games, Proof Complexity, and Time-Space Trade-offs. Logical Methods in Computer Science, volume 9, issue 3, article 15, September 2013.

Worked examples

Example 1 — a first encounter with Pebble game

Start with the simplest possible case. Write down what Pebble game claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Pebble game before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Pebble game ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Pebble game

In research
Pebble game appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Pebble game in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Pebble game is common in secondary-school and first-year university syllabi. It links to neighbouring topics Combinatorial game theory, Computational complexity theory, so understanding it makes those chapters shorter.
In everyday life
Look for Pebble game outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Pebble game in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Pebble game means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Pebble game out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Pebble game in simple terms?

In mathematics and computer science, a pebble game is a type of mathematical game played by placing "pebbles" or "markers" on a directed acyclic graph according to certain rules: A given step of the game consists of either placing a pebble on an empty vertex or removing a pebble from a previously p…

Why does Pebble game matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Pebble game?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Pebble game.

Tags

  • Combinatorial game theory
  • Computational complexity theory

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