The
Voronoi Game is a simple geometric model for the competitive facility
location. Competitive facility location studies the placement of sites
by competing market players. The geometric concepts are combined with
game theory arguments to study if there exists any winning strategy. The
Voronoi Game is a direct application of Voronoi Diagrams which are some
kind of graphs embedded on the plane. To understand what's the Voronoi
Diagram of a set of points (the latests in this context are called
sites) in the plane we must think about the two sites scenario. In this
case the Voronoi Diagram is represented by the bisector relative of the
two sites on the plane. The
bisector is the locus of points in the plane at equal
distance from the two sites thereby it determinate two regions
constituted by points that are at a closer distance to one of the sites
than the other. This concept may be generalized for the case of n sites
in someway because the bisector concept continues to apply in a certain
point of view. More formally defined a metric on the plane, a point q
will be within the corresponding cell of the site pi if and only if the
distance between q and pi is smaller than between q and any other site
in the plane. There will be always a region for every site containing
the points that are closer to the respective site then to all the other
sites. This distance propriety is used in the Voronoi game for modelling
competitive players in a determined arena.
Voronoi Game Origins
The first implementation of the Voronoi game was written by Chris
Poultney and Monty Faidley as a class final project in 1996, you can
try it . The Ahn[1] paper with its
nice analysis of the game
acknowledges Dr. Ecco which is a mathematical detective about whom Prof. Dennis
Shasha
has written several books.
The Voronoi game appears as a puzzle in the book Codes, Puzzles, and Conspiracy in 1992 (after republished as
Dr.Ecco: mathematical detective), where it is called the Territory Game and is inspired by the Falklands War.
What's the
Voronoi Game?
Voronoi game is played in its basic version by two players (Blue &
Red) that insert in alternated mode a certain number n of points. The
scenario is divided by calculating the Voronoi Diagram relative to the
points inserted and finally the winner is the player that has occupied
the greatest area at the moment when all the points from both players
are inserted. There is
another version in which the players insert their
points in single shoot, for this reason the game in this case is called
"One Round Voronoi Game". The question is: Is there a strategy that
allows one of the players to win? At a first glance one may think that
because of the symmetry involved it's impossible to synthesize a winning
strategy but this turned to be not true. We are speaking of "area" but
there exist Voronoi Diagrams defined in multiple dimensions spaces
therefore there will be a Voronoi Game for the one-dimensional case. Ahn
(who coined the term Voronoi Game) et al. [1] were the firsts to
demonstrate that there exists a winning strategy for the one dimensional
arena case i.e., a line segment [0, 1]. They were able to define a
strategy based on certain key positions called keypoints in which the
first player (Blue) must occupy in order to win the game, however in
this case the second player (Red) can keep its loosing margin
arbitrarily small. The latest assertion implies that in all practical
situations the Voronoi Game in one dimensional case ends in a tie.
What's for the two dimensional case? Cheong et al. [2] showed that the
dimensional scenario differs significantly. They showed that for
sufficiently large number of sites n > n* the second player (Red) has
a winning strategy that guarantees at least a fixed fraction of 1/2 +
epsilon of the total area. Finally Fekete and Meijer [3] studied the following
issues:
How large does n* have to be to guarantee a winning for the Red player and
if there exists multiple values of n that cause one of the player to
win?
In which manner the aspect ratio of the game arena affects the outcome of
the game?
For rectangular boards with an aspect ratio r <1 they prove the
following:
The second player has a winning strategy for n >= 3 and r > 2½ / n,
and for n = 2 and r > 3½ / 2. The first player wins in all
remaining cases, i.e., for n >= 3 and r <= 2½ / n, for n = 2 and
r <= 3½/2, and for n = 1.
If the first player does not play his points on an orthogonal grid, then
the second player wins the game.
The Voronoi
Game Applet
I have written a java program that implements the Voronoi Game. The java
program may run both as an applet or an application. The java version
required is 1.4.1 or higher, visit the java.com if
you want to download the latest java virtual machine. Here you may play
the game online pushing the respective image at the end of this
paragraph or simply pushing here.
The source code is supplied
with the GNU General
Public License and you have to follow the rules imposed by this
license. I will be thankful to those who will suggest me any improvement
or advice for the code. I would like to see code improvements by
yourself also. To view game instructions you must launch the applet and
consult the help on-line. If more in-depth information is needed you may
write to me or you may view my thesis(only in Italian) in PDF format at
the bottom of this page. It is possible to play off-line downloading the
Jar file that contains the bytecodes and the source code. For
Windows users just double click the downloaded file to launch the
voronoi game. For others systems you may consult this
page for instructions. Enjoy the Voronoi Game!
To play the Voronoi Game
you may push here or on the
beneath
image:
[3]FEKETE S.P.,
MEIJER H. The One-Round Voronoi Game Replayed,
Workshop on Algorithms and Data Structures. Springer Lecture
Notes in Computer Science, vol.2748, pages 150-161, 2003.
[4]CHEONG O.,
EFRAT A., HAR-PELED S. On Finding a
Guard that Sees Most and a Shop that Sells Most, Symposium on
Discrete Algorithms. Proceedings of the fifteenth annual ACM-SIAM
symposium on Discrete algorithms, Session 12B, pages 1098-1107, 2004,
ISBN: 0-89871-XXX-X.
[5]TERAMOTO S.,
DEMAINE E., UEHARA R. Voronoi game on
graphs and its complexity, Proceedings of the 2nd IEEE Symposium
on Computational Intelligence and Games (CIG 2006), Reno, Nevada,
May 22-24, 2006, pages 265-271.