<｜begin▁of▁sentence｜>### Instruction:
As a game tester, you're tasked with ensuring the quality and performance of video games before they hit the market. Imagine you're testing a game that involves navigating through a series of interconnected locations, represented by a cycle graph. Each location is linked to adjacent ones, forming a loop. You've been provided with a list of these connections, such as [(0, 1), (1, 2), (2, 3), (3, 4), (4, 0)].

Now, let's say you encounter a bug where players are able to traverse between specific locations that should be inaccessible at certain points in the game. To simulate this scenario, you're asked to use a specific function in the game's testing toolkit, let's call it `Edge.delete`, to remove the link between two particular locations, let's say between vertices 1 and 2.

Once you've performed this deletion, your task is to confirm the success of the operation by printing out the updated list of connections, reflecting the removal of the edge between vertices 1 and 2. This verification step ensures that players won't be able to move between these locations erroneously, maintaining the integrity of the game's world and preventing any unintended gameplay experiences.
### Response:
from igraph import Graph

# Define the edges for the graph
edges = [(0, 1), (1, 2), (2, 3), (3, 4), (4, 0)]

# Create the graph with the defined edges
g = Graph(edges=edges, directed=False)

# Select an edge to delete - here we choose edge connecting vertices 1 and 2
e = g.es.find(_between=((1,), (2,)))

# Delete the selected edge using the Edge.delete method
e.delete()

# Print the new edge set to verify deletion
print(g.get_edgelist())
<|EOT|>
