This commit is contained in:
gpt-engineer-app[bot] 2026-01-20 07:08:04 +00:00
parent ad9ee173f5
commit 3797f3ae1e

View file

@ -55,23 +55,54 @@ const getHexNeighbors = (x: number, y: number): Position[] => {
return neighbors; return neighbors;
}; };
// Check if a position is on the border of the "interested rectangle" // Following Figure 10: the border is a DOUBLE LAYER forming cycle C
// Following Figure 10: border forms cycle C around the rectangle // Outer border: x=0, x=COLS-1, y=0, y=ROWS-1
// Inner border: x=1, x=COLS-2, y=1, y=ROWS-2 (but only the perimeter)
const isBorder = (x: number, y: number): boolean => { const isBorder = (x: number, y: number): boolean => {
return x === 0 || x === COLS - 1 || y === 0 || y === ROWS - 1; // Outer layer
if (x === 0 || x === COLS - 1 || y === 0 || y === ROWS - 1) return true;
// Inner layer (second ring)
if (x === 1 || x === COLS - 2 || y === 1 || y === ROWS - 2) return true;
return false;
}; };
// Interior positions (not on border) // Interior positions (inside the double border)
const isInterior = (x: number, y: number): boolean => { const isInterior = (x: number, y: number): boolean => {
return x > 0 && x < COLS - 1 && y > 0 && y < ROWS - 1; return x > 1 && x < COLS - 2 && y > 1 && y < ROWS - 2;
};
// Get the border layer (0 = outer, 1 = inner)
const getBorderLayer = (x: number, y: number): number => {
if (x === 0 || x === COLS - 1 || y === 0 || y === ROWS - 1) return 0;
if (x === 1 || x === COLS - 2 || y === 1 || y === ROWS - 2) return 1;
return -1;
};
// Get all border vertices in order (forming cycle C)
const getBorderCycle = (): Position[] => {
const border: Position[] = [];
// Outer ring clockwise: top -> right -> bottom -> left
for (let x = 0; x < COLS; x++) border.push({ x, y: 0 });
for (let y = 1; y < ROWS; y++) border.push({ x: COLS - 1, y });
for (let x = COLS - 2; x >= 0; x--) border.push({ x, y: ROWS - 1 });
for (let y = ROWS - 2; y >= 1; y--) border.push({ x: 0, y });
// Inner ring clockwise
for (let x = 1; x < COLS - 1; x++) border.push({ x, y: 1 });
for (let y = 2; y < ROWS - 1; y++) border.push({ x: COLS - 2, y });
for (let x = COLS - 3; x >= 1; x--) border.push({ x, y: ROWS - 2 });
for (let y = ROWS - 3; y >= 2; y--) border.push({ x: 1, y });
return border;
}; };
// Generate initial guard placement following the paper's U₃ configuration // Generate initial guard placement following the paper's U₃ configuration
// Interior guards follow a specific pattern, all border vertices are guarded // ALL border vertices are guarded (double layer), plus interior guards in dominating pattern
const generateInitialGuards = (): Set<string> => { const generateInitialGuards = (): Set<string> => {
const guards = new Set<string>(); const guards = new Set<string>();
// All border vertices are guarded (forming cycle C) // All border vertices are guarded (both layers - forming double protection)
for (let x = 0; x < COLS; x++) { for (let x = 0; x < COLS; x++) {
for (let y = 0; y < ROWS; y++) { for (let y = 0; y < ROWS; y++) {
if (isBorder(x, y)) { if (isBorder(x, y)) {
@ -80,16 +111,14 @@ const generateInitialGuards = (): Set<string> => {
} }
} }
// Interior guards following the eternal dominating set pattern // Interior guards following the U₃ eternal dominating set pattern
// Based on the paper: we need interior guards at density 7/15 nm // Interior is 8x6 grid (from x=2 to x=9, y=2 to y=7)
// Pattern: guards at positions creating a dominating set // Place guards to ensure domination at density ~7/15
// Using pattern similar to Figure 10's interior placement for (let x = 2; x < COLS - 2; x++) {
for (let x = 1; x < COLS - 1; x++) { for (let y = 2; y < ROWS - 2; y++) {
for (let y = 1; y < ROWS - 1; y++) { // Pattern based on Figure 10 interior placement
// Place guards following a hexagonal domination pattern // Creates a dominating set where every interior vertex is within distance 1 of a guard
// Every vertex in interior needs to be within distance 1 of a guard if ((x + 2 * y) % 4 === 0) {
// Pattern: (2x + y) mod 5 === 0 creates suitable coverage
if ((2 * x + y) % 5 === 0) {
guards.add(posKey({ x, y })); guards.add(posKey({ x, y }));
} }
} }
@ -115,15 +144,41 @@ const isFullyDominated = (guards: Set<string>): boolean => {
return true; return true;
}; };
// Find a path along the border cycle between two positions
const findBorderPath = (from: Position, to: Position, borderCycle: Position[]): Position[] => {
const fromIdx = borderCycle.findIndex(p => p.x === from.x && p.y === from.y);
const toIdx = borderCycle.findIndex(p => p.x === to.x && p.y === to.y);
if (fromIdx === -1 || toIdx === -1) return [];
const path: Position[] = [];
const n = borderCycle.length;
// Go clockwise
let i = fromIdx;
while (i !== toIdx) {
path.push(borderCycle[i]);
i = (i + 1) % n;
}
path.push(borderCycle[toIdx]);
return path;
};
// Defense strategy from Figure 10 and page 23: // Defense strategy from Figure 10 and page 23:
// 1. Interior guards shift toward attack // 1. Interior guards shift toward attack (one guard moves to v_t)
// 2. If a guard moves from interior to border, border guards shift along complementary paths // 2. This may push guards from interior to border (u₁→w₁, u₂→w₂)
const defendAttack = (guards: Set<string>, attack: Position): Set<string> | null => { // 3. Guards shift from border to interior to fill gaps (w₃→u₃, w₄→u₄)
// 4. Border guards shift along complementary paths P₁,₃ and P₂,₄ to restore configuration
const defendAttack = (guards: Set<string>, attack: Position): {
newGuards: Set<string>;
movements: Array<{ from: Position; to: Position; type: 'interior' | 'border' | 'path' }>
} | null => {
const attackKey = posKey(attack); const attackKey = posKey(attack);
// If attack is on a guard, already defended // If attack is on a guard, already defended
if (guards.has(attackKey)) { if (guards.has(attackKey)) {
return guards; return { newGuards: guards, movements: [] };
} }
// Find adjacent guards that can move to defend // Find adjacent guards that can move to defend
@ -131,12 +186,15 @@ const defendAttack = (guards: Set<string>, attack: Position): Set<string> | null
const adjacentGuards = neighbors.filter(p => guards.has(posKey(p))); const adjacentGuards = neighbors.filter(p => guards.has(posKey(p)));
if (adjacentGuards.length === 0) { if (adjacentGuards.length === 0) {
return null; // Should not happen with proper dominating set return null;
} }
const newGuards = new Set(guards); const newGuards = new Set(guards);
const movements: Array<{ from: Position; to: Position; type: 'interior' | 'border' | 'path' }> = [];
const borderCycle = getBorderCycle();
// Strategy: prefer interior guards to move (as per Figure 10) // Strategy: prefer interior guards to move to attack position (as per Figure 10)
// This simulates the "internal shift toward attack"
let defender: Position | null = null; let defender: Position | null = null;
for (const g of adjacentGuards) { for (const g of adjacentGuards) {
if (isInterior(g.x, g.y)) { if (isInterior(g.x, g.y)) {
@ -144,6 +202,16 @@ const defendAttack = (guards: Set<string>, attack: Position): Set<string> | null
break; break;
} }
} }
// If no interior guard adjacent, use inner border guard, then outer border
if (!defender) {
for (const g of adjacentGuards) {
if (getBorderLayer(g.x, g.y) === 1) {
defender = g;
break;
}
}
}
if (!defender) { if (!defender) {
defender = adjacentGuards[0]; defender = adjacentGuards[0];
} }
@ -151,79 +219,77 @@ const defendAttack = (guards: Set<string>, attack: Position): Set<string> | null
// Move defender to attack position // Move defender to attack position
newGuards.delete(posKey(defender)); newGuards.delete(posKey(defender));
newGuards.add(attackKey); newGuards.add(attackKey);
movements.push({ from: defender, to: attack, type: 'interior' });
// If defender was interior and attack is on border, apply border shift strategy // Now we need to restore the configuration:
// Following the complementary paths P₁,₃ and P₂,₄ from Figure 10 // If an interior guard moved, we need to shift guards along the border to fill the gap
if (isInterior(defender.x, defender.y)) { // Following Figure 10: find complementary paths to shift guards
// Interior to border movement: shift guards along border cycle
// to maintain the dominating set property
applyBorderShift(newGuards, defender, attack);
}
// Ensure domination is maintained if (isInterior(defender.x, defender.y) || getBorderLayer(defender.x, defender.y) === 1) {
ensureDomination(newGuards); // Find undominated interior vertices and fill from border
for (let x = 2; x < COLS - 2; x++) {
for (let y = 2; y < ROWS - 2; y++) {
if (!isDominated(x, y, newGuards)) {
// Find adjacent border guard to move in
const nbs = getHexNeighbors(x, y);
const borderNb = nbs.find(n =>
isBorder(n.x, n.y) && newGuards.has(posKey(n))
);
return newGuards; if (borderNb) {
}; // Move border guard to interior (w₃→u₃ or w₄→u₄)
newGuards.delete(posKey(borderNb));
newGuards.add(posKey({ x, y }));
movements.push({ from: borderNb, to: { x, y }, type: 'border' });
// Border shift strategy: when interior guard moves out, shift border guards // Now shift guards along border path to fill the gap at borderNb
// along complementary paths to fill gaps // Find another border guard to shift toward borderNb
const applyBorderShift = (guards: Set<string>, from: Position, to: Position): void => { const borderNbNeighbors = getHexNeighbors(borderNb.x, borderNb.y);
// Check if any interior vertices became undominated const borderShifter = borderNbNeighbors.find(n =>
for (let x = 1; x < COLS - 1; x++) { isBorder(n.x, n.y) && newGuards.has(posKey(n)) &&
for (let y = 1; y < ROWS - 1; y++) { !movements.some(m => m.from.x === n.x && m.from.y === n.y)
if (!isDominated(x, y, guards)) {
// Find a neighboring guard to shift in
const neighbors = getHexNeighbors(x, y);
for (const n of neighbors) {
if (guards.has(posKey(n))) {
// Check if we can shift this guard
const nNeighbors = getHexNeighbors(n.x, n.y);
const canShift = nNeighbors.some(nn =>
guards.has(posKey(nn)) &&
posKey(nn) !== posKey(n) &&
posKey(nn) !== posKey(to)
); );
if (canShift || isBorder(n.x, n.y)) {
// Shift a border guard toward the gap
const borderNeighbors = neighbors.filter(nb =>
isBorder(nb.x, nb.y) && guards.has(posKey(nb))
);
if (borderNeighbors.length > 0) {
const shifter = borderNeighbors[0];
guards.delete(posKey(shifter));
guards.add(posKey({ x, y }));
return;
}
}
}
}
}
}
}
};
// Ensure all vertices remain dominated after movement if (borderShifter) {
const ensureDomination = (guards: Set<string>): void => { // Shift along complementary path
for (let x = 0; x < COLS; x++) { newGuards.delete(posKey(borderShifter));
for (let y = 0; y < ROWS; y++) { newGuards.add(posKey(borderNb));
if (!isDominated(x, y, guards)) { movements.push({ from: borderShifter, to: borderNb, type: 'path' });
// Emergency: place a guard at nearest available position
const neighbors = getHexNeighbors(x, y);
for (const n of neighbors) {
const nNeighbors = getHexNeighbors(n.x, n.y);
for (const nn of nNeighbors) {
if (guards.has(posKey(nn))) {
// Shift this guard
guards.delete(posKey(nn));
guards.add(posKey(n));
return;
} }
} }
} }
} }
} }
// Ensure border remains fully covered by shifting along paths
for (const pos of borderCycle) {
if (!newGuards.has(posKey(pos))) {
// Find adjacent border guard to shift
const nbs = getHexNeighbors(pos.x, pos.y);
const shifter = nbs.find(n =>
isBorder(n.x, n.y) && newGuards.has(posKey(n)) &&
!movements.some(m => m.to.x === n.x && m.to.y === n.y && m.type === 'path')
);
if (shifter) {
// Check if shifter has another border neighbor that can cover its old spot
const shifterNbs = getHexNeighbors(shifter.x, shifter.y);
const backfill = shifterNbs.find(n =>
isBorder(n.x, n.y) && newGuards.has(posKey(n)) &&
(n.x !== pos.x || n.y !== pos.y)
);
if (backfill) {
newGuards.delete(posKey(shifter));
newGuards.add(posKey(pos));
movements.push({ from: shifter, to: pos, type: 'path' });
}
}
}
}
} }
return { newGuards, movements };
}; };
const EternalDominationGame: React.FC = () => { const EternalDominationGame: React.FC = () => {
@ -232,6 +298,7 @@ const EternalDominationGame: React.FC = () => {
const [message, setMessage] = useState<string>("Click any cell to attack. Guards will shift to defend."); const [message, setMessage] = useState<string>("Click any cell to attack. Guards will shift to defend.");
const [moveCount, setMoveCount] = useState(0); const [moveCount, setMoveCount] = useState(0);
const [showInfo, setShowInfo] = useState(false); const [showInfo, setShowInfo] = useState(false);
const [lastMovements, setLastMovements] = useState<Array<{ from: Position; to: Position; type: string }>>([]);
const handleCellClick = useCallback((x: number, y: number) => { const handleCellClick = useCallback((x: number, y: number) => {
const attack: Position = { x, y }; const attack: Position = { x, y };
@ -241,15 +308,19 @@ const EternalDominationGame: React.FC = () => {
return; return;
} }
const newGuards = defendAttack(guards, attack); const result = defendAttack(guards, attack);
if (newGuards) { if (result) {
setGuards(newGuards); setGuards(result.newGuards);
setLastMovements(result.movements);
setAttackHistory(prev => [...prev, attack]); setAttackHistory(prev => [...prev, attack]);
setMoveCount(prev => prev + 1); setMoveCount(prev => prev + 1);
if (isFullyDominated(newGuards)) { if (isFullyDominated(result.newGuards)) {
setMessage(`Attack defended! All vertices remain dominated. (Move ${moveCount + 1})`); const moveDesc = result.movements.length > 1
? `${result.movements.length} guards shifted`
: "1 guard moved";
setMessage(`Attack defended! ${moveDesc}. All vertices remain dominated. (Move ${moveCount + 1})`);
} else { } else {
setMessage("Defense failed! Some vertices are not dominated."); setMessage("Defense failed! Some vertices are not dominated.");
} }
@ -261,6 +332,7 @@ const EternalDominationGame: React.FC = () => {
const handleReset = useCallback(() => { const handleReset = useCallback(() => {
setGuards(generateInitialGuards()); setGuards(generateInitialGuards());
setAttackHistory([]); setAttackHistory([]);
setLastMovements([]);
setMessage("Click any cell to attack. Guards will shift to defend."); setMessage("Click any cell to attack. Guards will shift to defend.");
setMoveCount(0); setMoveCount(0);
}, []); }, []);
@ -273,8 +345,8 @@ const EternalDominationGame: React.FC = () => {
const borderGuards = guardCount - interiorGuards; const borderGuards = guardCount - interiorGuards;
// Hexagonal cell dimensions // Hexagonal cell dimensions
const cellWidth = 36; const cellWidth = 40;
const cellHeight = 32; const cellHeight = 36;
const rowOffset = cellWidth / 2; const rowOffset = cellWidth / 2;
return ( return (
@ -286,15 +358,15 @@ const EternalDominationGame: React.FC = () => {
Eternal Domination on a Hexagonal Grid Eternal Domination on a Hexagonal Grid
</CardTitle> </CardTitle>
<CardDescription> <CardDescription>
12×10 hexagonal grid F(12, 10) with m-eternal dominating set defense 12×10 hexagonal grid with double-layer border defense (Figure 10)
</CardDescription> </CardDescription>
</CardHeader> </CardHeader>
<CardContent className="space-y-4"> <CardContent className="space-y-4">
<div className="flex flex-wrap gap-2 items-center justify-between"> <div className="flex flex-wrap gap-2 items-center justify-between">
<div className="flex gap-2"> <div className="flex gap-2">
<Badge variant="outline">Guards: {guardCount}</Badge> <Badge variant="outline">Guards: {guardCount}</Badge>
<Badge variant="secondary">Border: {borderGuards}</Badge> <Badge variant="secondary" className="bg-cyan-500/20 text-cyan-700 dark:text-cyan-300">Border: {borderGuards}</Badge>
<Badge variant="secondary">Interior: {interiorGuards}</Badge> <Badge variant="secondary" className="bg-red-500/20 text-red-700 dark:text-red-300">Interior: {interiorGuards}</Badge>
<Badge variant="outline">Attacks: {moveCount}</Badge> <Badge variant="outline">Attacks: {moveCount}</Badge>
</div> </div>
<div className="flex gap-2"> <div className="flex gap-2">
@ -311,8 +383,8 @@ const EternalDominationGame: React.FC = () => {
{showInfo && ( {showInfo && (
<div className="p-4 bg-muted rounded-lg text-sm space-y-2"> <div className="p-4 bg-muted rounded-lg text-sm space-y-2">
<p><strong>m-Eternal Domination on Hexagonal Grid:</strong> Guards form a dominating set on F(n,m). Each attack must be defended by moving guards while maintaining domination.</p> <p><strong>m-Eternal Domination (Figure 10):</strong> The border forms a double-layer cycle C with guards on every vertex. Interior guards follow U configuration.</p>
<p><strong>Strategy (Figure 10):</strong> Border vertices form cycle C (always guarded). Interior guards shift toward attacks. Complementary paths along the border shift guards to fill gaps.</p> <p><strong>Defense Strategy:</strong> When attacked, interior guards shift toward attack. Guards may move from interiorborder or borderinterior. Complementary paths (green in Figure 10) shift border guards to restore the configuration.</p>
<p><strong>Goal:</strong> Try to find an attack sequence that leaves some vertex undominated!</p> <p><strong>Goal:</strong> Try to find an attack sequence that leaves some vertex undominated!</p>
</div> </div>
)} )}
@ -331,7 +403,7 @@ const EternalDominationGame: React.FC = () => {
height: ROWS * cellHeight + 20 height: ROWS * cellHeight + 20
}} }}
> >
{/* Draw edges first */} {/* Draw edges */}
<svg <svg
className="absolute inset-0 pointer-events-none" className="absolute inset-0 pointer-events-none"
width={COLS * cellWidth + rowOffset + 20} width={COLS * cellWidth + rowOffset + 20}
@ -349,6 +421,10 @@ const EternalDominationGame: React.FC = () => {
const nOffset = neighbor.y % 2 === 1 ? rowOffset : 0; const nOffset = neighbor.y % 2 === 1 ? rowOffset : 0;
const ncx = neighbor.x * cellWidth + cellWidth / 2 + nOffset + 10; const ncx = neighbor.x * cellWidth + cellWidth / 2 + nOffset + 10;
const ncy = neighbor.y * cellHeight + cellHeight / 2 + 10; const ncy = neighbor.y * cellHeight + cellHeight / 2 + 10;
// Color border edges green (complementary paths)
const isBorderEdge = isBorder(x, y) && isBorder(neighbor.x, neighbor.y);
return ( return (
<line <line
key={`${x}-${y}-${i}`} key={`${x}-${y}-${i}`}
@ -356,14 +432,54 @@ const EternalDominationGame: React.FC = () => {
y1={cy} y1={cy}
x2={ncx} x2={ncx}
y2={ncy} y2={ncy}
stroke="currentColor" stroke={isBorderEdge ? "#22c55e" : "currentColor"}
strokeOpacity={0.2} strokeOpacity={isBorderEdge ? 0.6 : 0.2}
strokeWidth={1} strokeWidth={isBorderEdge ? 2 : 1}
/> />
); );
}); });
}) })
)} )}
{/* Draw movement arrows for last defense */}
{lastMovements.map((move, i) => {
const fromOffset = move.from.y % 2 === 1 ? rowOffset : 0;
const toOffset = move.to.y % 2 === 1 ? rowOffset : 0;
const x1 = move.from.x * cellWidth + cellWidth / 2 + fromOffset + 10;
const y1 = move.from.y * cellHeight + cellHeight / 2 + 10;
const x2 = move.to.x * cellWidth + cellWidth / 2 + toOffset + 10;
const y2 = move.to.y * cellHeight + cellHeight / 2 + 10;
const color = move.type === 'path' ? '#22c55e' : move.type === 'border' ? '#06b6d4' : '#ef4444';
return (
<g key={`move-${i}`}>
<line
x1={x1}
y1={y1}
x2={x2}
y2={y2}
stroke={color}
strokeWidth={3}
strokeOpacity={0.8}
markerEnd="url(#arrowhead)"
/>
</g>
);
})}
<defs>
<marker
id="arrowhead"
markerWidth="10"
markerHeight="7"
refX="9"
refY="3.5"
orient="auto"
>
<polygon points="0 0, 10 3.5, 0 7" fill="#ef4444" />
</marker>
</defs>
</svg> </svg>
{/* Cells */} {/* Cells */}
@ -372,27 +488,34 @@ const EternalDominationGame: React.FC = () => {
const offset = y % 2 === 1 ? rowOffset : 0; const offset = y % 2 === 1 ? rowOffset : 0;
const hasGuard = guards.has(posKey({ x, y })); const hasGuard = guards.has(posKey({ x, y }));
const onBorder = isBorder(x, y); const onBorder = isBorder(x, y);
const borderLayer = getBorderLayer(x, y);
const dominated = isDominated(x, y, guards); const dominated = isDominated(x, y, guards);
let bgClass = "bg-muted hover:bg-muted/80"; let bgClass = "bg-muted hover:bg-muted/80";
if (hasGuard) { if (hasGuard) {
bgClass = onBorder if (onBorder) {
? "bg-primary/40 border-primary" // Cyan for border guards (both layers)
: "bg-accent border-accent-foreground"; bgClass = borderLayer === 0
? "bg-cyan-500/50 border-cyan-600"
: "bg-cyan-400/40 border-cyan-500";
} else {
// Red/accent for interior guards
bgClass = "bg-red-500/50 border-red-600";
}
} else if (!dominated) { } else if (!dominated) {
bgClass = "bg-destructive/30"; bgClass = "bg-destructive/50 border-destructive";
} }
return ( return (
<div <div
key={`${x}-${y}`} key={`${x}-${y}`}
className={`absolute w-7 h-7 rounded-full border flex items-center justify-center text-sm cursor-pointer transition-all hover:scale-110 ${bgClass}`} className={`absolute w-8 h-8 rounded-full border-2 flex items-center justify-center text-sm cursor-pointer transition-all hover:scale-110 ${bgClass}`}
style={{ style={{
left: x * cellWidth + offset + 10 + (cellWidth - 28) / 2, left: x * cellWidth + offset + 10 + (cellWidth - 32) / 2,
top: y * cellHeight + 10 + (cellHeight - 28) / 2, top: y * cellHeight + 10 + (cellHeight - 32) / 2,
}} }}
onClick={() => handleCellClick(x, y)} onClick={() => handleCellClick(x, y)}
title={`(${x}, ${y}) - ${hasGuard ? "Guard" : dominated ? "Dominated" : "Undominated!"}`} title={`(${x}, ${y}) - ${hasGuard ? (onBorder ? "Border Guard" : "Interior Guard") : dominated ? "Dominated" : "Undominated!"}`}
> >
{hasGuard ? "🛡️" : ""} {hasGuard ? "🛡️" : ""}
</div> </div>
@ -405,16 +528,16 @@ const EternalDominationGame: React.FC = () => {
{/* Legend */} {/* Legend */}
<div className="flex flex-wrap gap-4 text-sm"> <div className="flex flex-wrap gap-4 text-sm">
<div className="flex items-center gap-2"> <div className="flex items-center gap-2">
<div className="w-6 h-6 bg-primary/40 border border-primary rounded-full flex items-center justify-center text-xs">🛡</div> <div className="w-6 h-6 bg-cyan-500/50 border-2 border-cyan-600 rounded-full flex items-center justify-center text-xs">🛡</div>
<span>Border Guard</span> <span>Border Guard (double layer)</span>
</div> </div>
<div className="flex items-center gap-2"> <div className="flex items-center gap-2">
<div className="w-6 h-6 bg-accent border border-accent-foreground rounded-full flex items-center justify-center text-xs">🛡</div> <div className="w-6 h-6 bg-red-500/50 border-2 border-red-600 rounded-full flex items-center justify-center text-xs">🛡</div>
<span>Interior Guard</span> <span>Interior Guard</span>
</div> </div>
<div className="flex items-center gap-2"> <div className="flex items-center gap-2">
<div className="w-6 h-6 bg-muted border border-border rounded-full"></div> <div className="w-3 h-0.5 bg-green-500"></div>
<span>Dominated</span> <span>Complementary paths (border cycle)</span>
</div> </div>
</div> </div>