First note that
,
and
, as shown by Prałat [
5] and Grytczuk, Kierstead and Prałat [
6] respectively. The results
where
already required help of computer algorithms (see [
5]). The first open cases are those of
and
, which are determined later in this paper.
In the following discussion we take on the role of the Builder, and we will assume for clarity that the Painter will not voluntarily lose the game by creating a red . We first observe that the Builder can obtain a long blue path by using the strategy for shorter paths twice.
Proof. Theorem 2 implies that . It therefore suffices to prove that Builder can win the -game within 13 rounds.
The Builder starts with 2 disjoint
-games. Recall that both the Builder and Painter play optimally, so the Painter wants to avoid a red
and the Builder will force the Painter to create two separate blue
. At the beginning, let’s observe that if the Builder was able to construct a blue
in at most 5 moves and a second, separate blue
in at most 5 moves, then using similar reasoning as in the proof of Lemma 1 we have the result. Now we will be very carefully considering the strategy for the
-game described by Prałat in [
5]. We will use this strategy for the two above-mentioned
-games.
In this strategy, the Builder first shows a path
. Therefore, one of the four possible color patterns appears:
,
,
, and
. The Builder has to avoid the pattern
, otherwise, the Painter has a strategy to ‘survive’ to the end of the sixth round. In order to do that, the Builder can use the same strategy as for the
case described by Prałat in [
5]. Finally, the Builder obtains a blue
in the next three moves (the details as shown in Figure 3 in [
5]).
The Builder’s strategy for
-game will be to build up one of the five nonisomorphic structures independent of the Painter’s choices, as shown in
Figure 1.
Recall that the Builder’s start of the strategy for
-game is to play two separate
-games with the strategy described in [
5].
Lemma 2. Suppose that in the -game, the Builder has already obtained a structure or in the first -game. Then, regardless of the strategy used by the Painter in the second -game, after the end of this game and one more move there is either a red copy of or a blue copy of .
Proof. The Builder can join an endpoint of a red in or , which is at the same time the endpoint of a blue path , with an endpoint of a blue in the structure obtained after the end of the second -game. □
Lemma 3. Suppose that in the -game, the Builder has obtained a structure or in both -games. Then, after one move there is either a red copy of or a blue copy of .
Proof. The Builder can join an endpoint of a blue in the first structure, which is at the same time the middle of a red path , with the vertex of the same type in the structure obtained in the second -game. □
Note that the structure could have occurred when the Painter started the -game from the configuration or .
Lemma 4. Suppose that in the -game, the Builder has obtained a structure or in both -games after 3 moves. Then, after 7 moves there is either a red copy of or a blue copy of .
Proof. There are only three possible patterns that can appear. Let us consider these three cases depending on the Painter’s choice.
- Case 1:
the Builder has obtained two structures , say and .
The Builder chooses the edges , , , , , and , where and are new vertices. If the Painter colours any of the edges red, then we have a red . Then the Painter colours them all blue and we obtain the blue : .
- Case 2:
the Builder has obtained structures and , say and , respectively.
The Builder chooses the edges , , , and , where is a new vertex. If the Painter colors any of the edges red, then we have a red . Then the Painter colors them all blue. The Builder then chooses the edge , where is a new vertex. If the Painter colours blue, then we have a blue . So we may assume that the Painter colors red. The Builder then chooses the edge and we are done.
- Case 3:
the Builder has obtained two structures , say and .
The Builder chooses the edges , , and . If the Painter colors any of the edges red, then we have a red . Then the Painter colors them all blue. The Builder then chooses the edges and , where and are new vertices. If the Painter colors them blue, then we have a blue . If the Painter colors them red, then the Builder chooses the edges and and we are done. So we may assume that the Painter colors red and blue. The Builder then chooses the edge , where is a new vertex. If the Painter colours blue, then we have a blue . So we may assume that the Painter colors red. The Builder then chooses the edge and we are done.
□
Lemma 5. Suppose that after 3 rounds for -game, the Builder has obtained a structure or in the first -game and after 3 rounds he has obtained a structure or in the second -game. Then, after next 7 moves there is either a red copy of or a blue copy of .
Proof. First, the Builder continues the second game and he forces the Painter to construct one of the structures
,
or
. If he obtains structure
or
, then by applying Lemma 2, we have the result. So we may assume that the Builder has structure
after second
-game. The Builder now is able to finish the game in the next 4 moves, as shown in
Figure 2. The final edge is drawn with a dotted line and a circled number means that the Painter had a choice in that move, which led to branching into subcases. □
Finally, notice that since and Lemmas 2–5 exhaust all possible situations of playing -games, then . Taking into account the lower bound, the proof is complete. □
Proof. Theorem 2 implies that . It therefore suffices to prove that the Builder can win the -game within 15 rounds.
The Builder starts with -game and he uses it to force a blue copy of in at most 13 moves. If the Builder has achieved this goal in 12 or fewer moves, then by using Lemma 6 we have the result. The case that remains to be considered is when the -game ends by forcing the Painter to create a blue in the 13th round. We will apply the strategy described in the proof of Theorem 3 and prove that in each of the cases considered in Lemmas 2–5, two moves are enough to force the Painter to create a red or a blue .
The result is achieved by case-by-case analysis of the last two moves as shown in
Figure 3. The final edge is drawn with a dotted line and a circled number means that the Painter had a choice in that move, which led to branching into subcases. □