#include using namespace std; typedef long long ll; #define rep(i, n) for(ll i = 0, i##_len = (n); i < i##_len; i++) #define reps(i, s, n) for(ll i = (s), i##_len = (n); i < i##_len; i++) #define rrep(i, n) for(ll i = (n) - 1; i >= 0; i--) #define rreps(i, e, n) for(ll i = (n) - 1; i >= (e); i--) #define all(x) (x).begin(), (x).end() #define rall(x) (x).rbegin(), (x).rend() #define sz(x) ((ll)(x).size()) #define len(x) ((ll)(x).length()) #define endl "\n" template struct LowLink { private: const vector> &g; vector used, ord, low; int dfs(int idx, int k, int par) { used[idx] = true; ord[idx] = k++; low[idx] = ord[idx]; bool is_articulation = false; int cnt = 0; for(auto &to : g[idx]) { if (!used[to]) { ++cnt; k = dfs(to, k, idx); low[idx] = min(low[idx], low[to]); is_articulation |= ~par && low[to] >= ord[idx]; if (ord[idx] < low[to]) bridge.emplace_back(minmax(idx, (int)to)); } else if (to != par) { low[idx] = min(low[idx], ord[to]); } } is_articulation |= par == -1 && cnt > 1; if (is_articulation) articulation.push_back(idx); return k; } public: vector articulation; vector> bridge; LowLink(const vector> &g) : g(g) {} void build() { used.assign(g.size(), 0); ord.assign(g.size(), 0); low.assign(g.size(), 0); int k = 0; for(int i = 0; i < g.size(); i++) { if (!used[i]) k = dfs(i, k, -1); } } }; ll n; vector> g; vector used; void dfs(ll v, ll p = -1) { used[v] = 1; for(auto u : g[v]) { if (u == p) continue; if (used[u]) continue; dfs(u, v); } } int main() { cin.tie(0); ios::sync_with_stdio(false); // ifstream in("input.txt"); // cin.rdbuf(in.rdbuf()); cin >> n; g.resize(n); rep(i, n - 1) { ll u, v; cin >> u >> v; g[u].push_back(v); g[v].push_back(u); } used.resize(n, 0); dfs(0); if (accumulate(all(used), 0LL) == n) { cout << "Bob" << endl; return 0; } rep(i, n) { if (used[i]) continue; dfs(i); break; } if (accumulate(all(used), 0LL) != n) { cout << "Alice" << endl; return 0; } LowLink link(g); link.build(); auto bridge = link.bridge; if (sz(bridge) > 0) { cout << "Alice" << endl; } else { cout << "Bob" << endl; } return 0; }