HyperGraph Coloring Game
HyperGraph Coloring Game
Takaaki Fujita1,∗
1 Independent
Researcher, Tokyo, Japan.
Email: Takaaki.fujita060@[Link]
Abstract
A finite hypergraph generalizes an ordinary graph by allowing each hyperedge to connect
an arbitrary nonempty subset of vertices, thereby modeling genuinely multiway interactions.
Taking this idea one step further, a finite SuperHyperGraph is obtained by iterating the powerset
construction: set-valued objects created at one level can serve as vertices (or edge endpoints) at
the next. This yields a principled formalism for hierarchical, multi-layer relational structure.
Vertex coloring is a classical theme in graph theory. One assigns colors to vertices so that
adjacent vertices receive distinct colors and seeks to minimize the number of colors used, namely
the chromatic number. In parallel, there is a broad literature on coloring games and coloring
dynamics, where colors evolve through local updates governed either by competing players (as
in game-chromatic variants) or by prescribed interaction rules (as in stochastic or rule-based
recoloring processes). In particular, what is often called the HyperGraph Coloring Game in the
dynamical setting is not a two-player optimization game, but rather a local recoloring process
(typically a finite-state Markov chain) whose transitions are determined by selecting a hyperedge
and updating colors on that hyperedge according to a specified rule. By contrast, the Graph
Domination Game is a genuine two-player game: players alternately select vertices, each move
must newly dominate at least one previously undominated vertex (the chosen vertex or one of
its neighbors), and Dominator aims to finish in as few moves as possible.
In this paper, we introduce two further generalizations within the powerset-based Super-
HyperGraph framework. First, we define the SuperHyperGraph Coloring Game as a natural
SuperHyperGraph-level analogue of the HyperGraph recoloring process, and we explicitly in-
terpret it as a coloring dynamics on supervertices. Second, we define the SuperHyperGraph
Domination Game as an extension of the HyperGraph Domination Game.
Keywords: HyperGraph, SuperHyperGraph, Graph Domination Game, Coloring Game
2020 Mathematics Subject Classification: 05C65 (Hypergraphs)
1. Introduction
2
2. Preliminaries
This section establishes the notation used throughout the paper and reviews the basic set-theoretic
and combinatorial concepts needed in later sections.
2.1 SuperHyperGraphs
We begin with the set-theoretic operations underlying SuperHyperGraphs and then recall the relevant
graph-theoretic definitions.
Definition 2.1 (Base set). A base set S is the underlying universe of admissible objects in the setting
under consideration, i.e.,
Accordingly, every element of P(S)—and, more generally, of any iterated powerset—is ultimately
formed from elements of S.
Definition 2.2 (Powerset). (see [18]) For a set S, its powerset is the family of all subsets of S:
P(S) = { A | A ⊆ S }.
Definition 2.3 (Hypergraph). [19, 20] A hypergraph is an ordered pair H = (V, E) where
Thus a hyperedge may contain more than two vertices, allowing one to model genuinely multiway
relations.
Definition 2.4 (n-fold iterated powerset). [21] Let X be a set. Define P 1 (X) := P(X) and, for
n ≥ 1, set recursively
P n+1 (X) := P P n (X) .
Definition 2.5 (n-SuperHyperGraph). (see [3,22]) Let V0 be a finite, nonempty base set, and define
the iterated powersets by
SHG(n) = (V, E)
satisfying
V ⊆ P n (V0 ) and E ⊆ P(V ) \ {∅}.
Elements of V are called n-supervertices, and elements of E are called superhyperedges; equivalently,
each superhyperedge is a nonempty subset of the supervertex set V .
3
2.2 HyperGraph Coloring Game
We formalize an interaction-based hypergraph coloring game as a discrete-time stochastic process on
the space of all vertex colorings. This framework captures multi-party simultaneous interactions: at
each round a hyperedge (group) is selected, and the colors of its vertices may change according to a
prescribed probability rule.
Definition 2.6 (Color set and coloring configurations). Let H = (V, E) be a finite hypergraph. Fix
a finite set of colors C with |C| = r. A (global) coloring configuration on H is a map
σ : V → C.
We denote by Ω := C V the state space of all colorings of V . For a hyperedge g ∈ E, the restriction of
σ to g is written σ|g ∈ C g .
Definition 2.7 (Local patterns and update operator). Let g ∈ E. A coloring pattern on g is any
map τ : g → C, i.e. τ ∈ C g . Given a global configuration σ ∈ Ω and a pattern τ ∈ C g , define the
updated configuration σ g←τ ∈ Ω by
(
τ (v), v ∈ g,
σ g←τ (v) :=
σ(v), v ∈ V \ g.
Definition 2.8 (Hypergraph coloring game (general interaction model)). [14] A hypergraph coloring
game on H = (V, E) with color set C is specified by a transition rule
G
p:E×Ω× C g → [0, 1], (g, σ, τ ) 7→ p(g, σ, τ ),
g∈E
Pr Σt+1 = σ g←τ
Σt = σ = p(g, σ, τ ),
Proof. Fix σ ∈ Ω. For each pair (g, τ ) there is exactly one resulting state σ g←τ ∈ Ω. Hence summing
over σ 0 ∈ Ω collapses the indicator and yields
X X X
P (σ, σ 0 ) = p(g, σ, τ ) = 1,
σ 0 ∈Ω g∈E τ ∈C g
Definition 2.9 (Associated directed state graph). The state graph associated with the coloring game
is the weighted directed graph
H ∗ = (Ω, A, w),
where (σ, σ 0 ) ∈ A iff P (σ, σ 0 ) > 0, and the arc weight is w(σ, σ 0 ) := P (σ, σ 0 ). Equivalently, (σ, σ 0 ) is
an arc precisely when there exists some g ∈ E and τ ∈ C g with p(g, σ, τ ) > 0 and σ 0 = σ g←τ .
4
Remark 2.1 (Factorized form). Often one chooses a hyperedge first and then a pattern conditional
on it. Formally, one may write
p(g, σ, τ ) = µ(g) qg (σ, τ ),
where µ is a probability distribution on E (edge-selection rule) and qg (σ, ·) is a probability distribution
on C g (local update rule). This factorization is optional; the definition above allows p to encode both
choices jointly.
Definition 2.10 (Memoryless coloring game). The coloring game is memoryless if p(g, σ, τ ) does not
depend on the current configuration σ, i.e. there exist constants p(g, τ ) such that
Definition 2.11 (Partially memoryless coloring game). Let P be the transition matrix of a (possibly
state-dependent) coloring game on Ω. We say the game is partially memoryless with parameter
β ∈ (0, 1] if there exist a memoryless transition matrix M on Ω and another transition matrix P0 on
Ω such that
P = βM + (1 − β)P0 .
DomH (S) :=
[
NH [v].
v∈S
Definition 2.13 (HyperGraph Domination Game). Let H = (V, E) be a finite hypergraph. The
domination game on H is played by two players, Dominator and Staller, who alternately select
vertices
v1 , v2 , · · · ∈ V, Si := {v1 , . . . , vi }.
A move vi is called legal if it dominates at least one vertex not dominated before, i.e.,
The game ends after k moves if DomH (Sk ) = V . Dominator aims to minimize the game length k,
while Staller aims to maximize k.
If Dominator starts and both players play optimally, the resulting number of moves is denoted by
γg (H) and called the game domination number of H. If Staller starts, the resulting number of moves
is denoted by γg0 (H).
Proposition 2.2 (Consistency with the classical graph domination game). Let G = (V (G), E(G))
be a finite simple graph and let HG = (V (G), E(HG )) be the 2-uniform hypergraph with E(HG ) :=
{{x, y} : xy ∈ E(G)}. Then a sequence of moves is legal in the domination game on G if and only
5
if it is legal in the HyperGraph Domination Game on HG , and the dominated sets coincide at each
stage. Consequently,
γg (HG ) = γg (G) and γg0 (HG ) = γg0 (G).
Proof. For every v ∈ V (G), the vertices adjacent to v in HG are exactly the graph-neighbors of
v in G, because {u, v} ∈ E(HG ) holds precisely when uv ∈ E(G). Hence NHG (v) = NG (v) and
therefore NHG [v] = NG [v]. Taking unions over the played set S yields DomHG (S) = v∈S NHG [v] =
S
v∈S NG [v], which is exactly the dominated set in the classical domination game on G. Thus, a move
S
is legal in one game if and only if it is legal in the other, and the termination condition Dom(·) = V
agrees as well. Therefore the optimal game lengths coincide.
We now extend the (hyper)graph recoloring dynamics to the SuperHyperGraph setting. The key
modeling gain is that the objects being colored are no longer atomic vertices, but n-supervertices—set-
valued entities encoding groups, groups of groups, and more general multi-level aggregates. A super-
hyperedge then represents an interaction group of aggregates. Thus a single local update can model
the coordinated evolution of multiple higher-level units, while the interaction rule may (optionally)
exploit their internal set-structure (overlaps, sizes, or constituent memberships) to capture genuinely
hierarchical coupling.
Definition 3.1 (SuperHyperGraph Coloring Game (stochastic recoloring dynamics)). Let SHG(n) =
(V, E) be an n-SuperHyperGraph (Definition 2.5), and let C be a finite set of colors. Let
Ω := C V
be the set of all colorings of the supervertex set V . For each e ∈ E and each local pattern τ ∈ C e ,
define σ e←τ ∈ Ω for σ ∈ Ω by
(
e←τ τ (v), v ∈ e,
σ (v) :=
σ(v), v ∈ V \ e.
Pr Σt+1 = σ e←τ
Σt = σ = pSHG (e, σ, τ ),
Remark 3.1 (Hierarchical interpretation and hierarchy-aware rules). When n ≥ 1, each supervertex
v ∈ V ⊆ P n (V0 ) is a set-valued object. Hence a color Σt (v) ∈ C can be interpreted as a macro-state
of an aggregate (e.g., a community label, an operational mode of a module, or a status of a group).
The recoloring step on e ∈ E updates the macro-states of all aggregates in the interaction group e.
To make the hierarchical nature explicit in the dynamics, one may choose pSHG to depend not
only on the current colors σ|e but also on structural features of supervertices in e, such as their
6
sizes or overlaps of underlying constituents. For example, one can define the flattening map Flatn :
P n (V0 ) → P(V0 ) by
Flat0 (x) := {x} (x ∈ V0 ), Flatr+1 (X) := Flatr (y) (X ∈ P r+1 (V0 )),
[
y∈X
and then let the interaction rule favor superhyperedges whose members share many constituents, e.g.,
pSHG (e, σ, τ ) ∝ w(e, σ) 1{τ ∈ A(e, σ)}, Flatn (u) ∩ Flatn (v) ,
X
w(e, σ) :=
{u,v}⊆e
for some admissible set of local patterns A(e, σ) ⊆ C e . Such choices preserve Definition 3.1 while
highlighting that the state space and the update selection can genuinely exploit multi-level structure.
Theorem 3.1 (SuperHyperGraph Coloring Games generalize HyperGraph Coloring Games). Every
HyperGraph Coloring Game is a special case of a SuperHyperGraph Coloring Game. More precisely,
let H = (V, E) be a finite hypergraph and let pH be any interaction rule defining a HyperGraph
Coloring Game on H with color set C and state space Ω = C V . Define the 0-SuperHyperGraph
Then, by setting
pSHG (e, σ, τ ) := pH (e, σ, τ ) (e ∈ E, σ ∈ Ω, τ ∈ C e ),
the resulting SuperHyperGraph Coloring Game on SHG(0) has exactly the same transition matrix
(hence the same law) as the original HyperGraph Coloring Game on H.
Proof. Let H = (V, E) and SHG(0) = (V, E) be as in the statement. Because n = 0, the supervertex
set of SHG(0) is just V itself, hence both dynamics have the same state space Ω = C V . Moreover, for
any σ ∈ Ω, e ∈ E, and τ ∈ C e , the updated coloring σ e←τ is defined by the same replacement rule on
the same underlying set V . Therefore the one-step transition kernels coincide: for all σ, σ 0 ∈ Ω,
Hence the two Markov chains have identical transition matrices and thus the same law (for any initial
distribution on Ω).
Proposition 3.1 (Well-posedness and transition matrix). The rule pSHG in Definition 3.1 defines a
unique transition matrix P on Ω by
Proof. Fix σ ∈ Ω. For each pair (e, τ ), the updated coloring σ e←τ is a well-defined element of Ω by
construction. Hence the displayed formula defines a nonnegative number P (σ, σ 0 ) for each σ 0 ∈ Ω.
Summing over σ 0 ∈ Ω yields
because for each fixed (e, τ ) there is exactly one state σ 0 = σ e←τ that activates the indicator. Thus
P is row-stochastic and defines a discrete-time Markov chain on the finite state space Ω.
7
Proposition 3.2 (Constructing hierarchy-aware interaction rules by normalization). Fix any function
(e, σ, τ ) | e ∈ E, σ ∈ Ω, τ ∈ C e → [0, ∞)
q:
Define
q(e, σ, τ )
pSHG (e, σ, τ ) := .
Z(σ)
Then pSHG satisfies the normalization condition of Definition 3.1 and therefore defines a SuperHy-
perGraph Coloring Game.
Definition 3.2 (State digraph). Given an interaction rule pSHG , define the directed graph Γ(pSHG )
on vertex set Ω by declaring an arc σ → σ 0 whenever P (σ, σ 0 ) > 0, where P is as in Proposition 3.1.
Theorem 3.2 (Irreducibility and strong connectivity). The SuperHyperGraph Coloring Game is
irreducible (as a Markov chain on Ω) if and only if the state digraph Γ(pSHG ) is strongly connected.
Proof. By definition, P (σ, σ 0 ) > 0 if and only if the chain can move from σ to σ 0 in one step with
positive probability. Therefore σ can reach σ 0 in t steps with positive probability if and only if there
exists a directed path of length t from σ to σ 0 in Γ(pSHG ). Hence the chain is irreducible (mutual
reachability for all pairs of states) if and only if Γ(pSHG ) is strongly connected.
Theorem 3.3 (A sufficient local condition for irreducibility). Assume that E covers V (i.e., e∈E e =
S
V ) and that the interaction rule satisfies the following single-supervertex recoloring property:
for every state σ ∈ Ω, every supervertex v ∈ V , and every target color c ∈ C, there exists a superhy-
peredge e ∈ E with v ∈ e and a pattern τ ∈ C e such that
Theorem 3.4 (Existence and uniqueness of a stationary distribution). The SuperHyperGraph Col-
oring Game admits at least one stationary distribution π on Ω (i.e., πP = π). If, moreover, the chain
is irreducible, then the stationary distribution is unique and satisfies π(σ) > 0 for all σ ∈ Ω.
8
Proof. Since Ω is finite, P is a finite row-stochastic matrix (Proposition 3.1). Consider the simplex
n X o
∆ := π ∈ RΩ π(σ) ≥ 0 ∀σ, π(σ) = 1 .
σ∈Ω
The map T : ∆ → ∆ given by T (π) = πP is continuous and maps the compact convex set ∆ into itself,
so T has a fixed point π (e.g., by Brouwer’s fixed-point theorem). This fixed point is a stationary
distribution.
If the chain is irreducible, standard Perron–Frobenius theory for nonnegative matrices implies
that the eigenvalue 1 of P is simple and the corresponding left eigenvector in ∆ is unique and strictly
positive on all states, giving uniqueness and π(σ) > 0 for all σ ∈ Ω.
Theorem 3.5 (Aperiodicity via laziness). Suppose there exists ε > 0 such that for every σ ∈ Ω,
P (σ, σ) ≥ ε.
Then the SuperHyperGraph Coloring Game is aperiodic. In particular, if it is also irreducible, then
it is ergodic and Σt converges in distribution to the unique stationary law.
Proof. If P (σ, σ) > 0 then σ can return to itself in one step, so the period of σ equals 1. If the chain
is irreducible, all states share the same period; hence the period is 1 for every state, i.e., the chain is
aperiodic. The final convergence claim is the standard ergodic theorem for finite irreducible aperiodic
Markov chains.
We next lift domination games to the SuperHyperGraph setting. Here the hierarchical modeling
advantage is especially transparent: the playable objects are n-supervertices, i.e., set-valued aggregates
(groups, groups of groups, …), and a single move selects an aggregate that can dominate other
aggregates through shared membership in a common interaction group (a superhyperedge). Thus the
game provides a principled way to model strategic influence, monitoring, or coverage in multi-layer
systems: one may place “resources” on higher-level modules while the induced dominance propagates
across higher-level interaction groups. Importantly, the combinatorial rules remain well-posed for all
n, while the hierarchical semantics enter through the nature of the supervertices themselves.
DomSHG (S) :=
[
NSHG [v] ⊆ V.
v∈S
The SuperHyperGraph Domination Game on SHG(n) is the two-player game between Dominator
and Staller in which they alternately select supervertices
v1 , v2 , · · · ∈ V, Si := {v1 , . . . , vi }.
A move vi is legal if it newly dominates at least one previously undominated supervertex, i.e.,
9
The game ends after k moves if DomSHG (Sk ) = V . Dominator aims to minimize k, whereas Staller
aims to maximize k.
If Dominator starts and both players play optimally, the resulting length is denoted by γg (SHG(n) )
and called the game domination number of SHG(n) . If Staller starts, the optimal length is denoted
by γg0 (SHG(n) ).
Theorem 4.1 (SuperHyperGraph domination games generalize hypergraph domination games). Ev-
ery HyperGraph Domination Game is a special case of a SuperHyperGraph Domination Game. More
precisely, let H = (V, E) be a finite hypergraph, and consider it as the 0-SuperHyperGraph
Then:
(iii) a move sequence is legal in the SuperHyperGraph Domination Game on SHG(0) if and only if it
is legal in the HyperGraph Domination Game on H; and consequently
Proof. Since n = 0, the supervertex domain of SHG(0) is the same set V , and the superhyperedge
family is the same E. For distinct x, y ∈ V , the definition of adjacency in SHG(0) asserts that x and
y are adjacent iff there exists e ∈ E with {x, y} ⊆ e, which is exactly the standard adjacency relation
for the hypergraph H. Hence NSHG (v) = NH (v) and therefore NSHG [v] = NH [v] for all v ∈ V .
Taking unions over v ∈ S yields
for all S ⊆ V . Thus, for any position Si−1 and candidate move vi , the legality condition NSHG [vi ] \
DomSHG (Si−1 ) 6= ∅ holds iff NH [vi ] \ DomH (Si−1 ) 6= ∅ holds, so the sets of legal moves coincide.
The termination condition Dom(·) = V also coincides. Therefore both games have identical game
trees and hence identical optimal lengths for each starting player, proving the equalities of the game
domination parameters.
In particular, along any play Si = {v1 , . . . , vi }, the dominated sets form a monotone chain
10
Proof. If S ⊆ T , then {NSHG [v] | v ∈ S} ⊆ {NSHG [v] | v ∈ T }. Taking unions yields
Proposition 4.2 (Legality is equivalent to covering a new vertex). Let S ⊆ V and v ∈ V . Then v
is a legal move after the position S if and only if
Using DomSHG (S ∪ {v}) = DomSHG (S) ∪ NSHG [v], strict containment holds if and only if NSHG [v] \
DomSHG (S) 6= ∅, which is equivalent to the displayed condition.
Theorem 4.2 (Termination and trivial bounds). Every play of the SuperHyperGraph Domination
Game terminates after at most |V | moves. In particular,
Moreover, if SHG(n) has an isolated supervertex (i.e., some v ∈ V with NSHG (v) = ∅), then every
legal play must include v at some point.
Proof. By Proposition 4.2, each legal move increases the dominated set by at least one previously
undominated supervertex. Since V is finite, after at most |V | moves all supervertices are dominated,
so the game terminates. This yields the upper bounds γg , γg0 ≤ |V | and the lower bounds γg , γg0 ≥ 1
are immediate.
If v is isolated, then NSHG [v] = {v}. Thus v can be dominated only by selecting v itself; no other
move can add v to the dominated set. Hence any terminating legal play must include v.
Theorem 4.3 (Game domination vs. domination number). For every n-SuperHyperGraph SHG(n) =
(V, E),
Proof. The lower bounds γ ≤ γg and γ ≤ γg0 hold because the set of vertices selected in any ter-
minating play is a dominating set: if the game ends at k moves, then DomSHG (Sk ) = V , so Sk is
dominating and |Sk | = k ≥ γ.
For the upper bounds, fix a minimum dominating set D ⊆ V with |D| = γ. Consider the
Dominator-start game. Dominator follows the strategy: whenever possible, choose a vertex in D that
is still undominated (or, more generally, that newly dominates at least one vertex not yet dominated).
Such a choice is always legal unless the game is already over. Each Dominator move can be charged
to (at least) one previously unused element of D, so Dominator makes at most γ moves.
Between two consecutive Dominator moves, Staller makes at most one move. Therefore the total
number of moves satisfies
γg (SHG(n) ) ≤ 2γ − 1.
If Staller starts, the same reasoning gives at most γ Dominator moves and at most γ Staller moves,
hence γg0 (SHG(n) ) ≤ 2γ.
11
Theorem 4.4 (Universal vertices yield immediate bounds). Suppose there exists a supervertex u ∈ V
such that NSHG [u] = V (i.e., u dominates all supervertices). Then
More precisely, γg0 (SHG(n) ) = 1 if Staller starts by playing u, and otherwise γg0 (SHG(n) ) = 2.
Proof. Since NSHG [u] = V , the singleton {u} is a dominating set, so γ = 1. If Dominator starts,
playing u is legal and immediately dominates all of V , so the game ends in one move and γg = 1. If
Staller starts, then playing u ends the game in one move; otherwise the position after Staller’s first
move still allows Dominator to play u, which ends the game on the second move. Hence γg0 ∈ {1, 2}
with the stated refinement.
5. Conclusion
In this paper, we introduced two further generalizations within the powerset-based SuperHyperGraph
framework. First, we defined the SuperHyperGraph Coloring Game as a natural extension of the
HyperGraph Coloring Game. Second, we defined the SuperHyperGraph Domination Game as an
extension of the HyperGraph Domination Game. In future work, we hope to pursue quantitative
investigations via computational experiments, to develop efficient algorithms for these games, and to
explore uncertainty-aware extensions based on Fuzzy Graphs [23, 24], Neutrosophic Graphs [25, 26],
and Plithogenic Graphs [27].
Funding
This study was conducted without any financial support from external organizations or grants.
Acknowledgments
We would like to express our sincere gratitude to everyone who provided valuable insights, support,
and encouragement throughout this research. We also extend our thanks to the readers for their
interest and to the authors of the referenced works, whose scholarly contributions have greatly influ-
enced this study. Lastly, we are deeply grateful to the publishers and reviewers who facilitated the
dissemination of this work.
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