176 research outputs found

    Solving Connectivity Problems Parameterized by Treedepth in Single-Exponential Time and Polynomial Space

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    A breakthrough result of Cygan et al. (FOCS 2011) showed that connectivity problems parameterized by treewidth can be solved much faster than the previously best known time ?^*(2^{?(twlog tw)}). Using their inspired Cut&Count technique, they obtained ?^*(?^tw) time algorithms for many such problems. Moreover, they proved these running times to be optimal assuming the Strong Exponential-Time Hypothesis. Unfortunately, like other dynamic programming algorithms on tree decompositions, these algorithms also require exponential space, and this is widely believed to be unavoidable. In contrast, for the slightly larger parameter called treedepth, there are already several examples of matching the time bounds obtained for treewidth, but using only polynomial space. Nevertheless, this has remained open for connectivity problems. In the present work, we close this knowledge gap by applying the Cut&Count technique to graphs of small treedepth. While the general idea is unchanged, we have to design novel procedures for counting consistently cut solution candidates using only polynomial space. Concretely, we obtain time ?^*(3^d) and polynomial space for Connected Vertex Cover, Feedback Vertex Set, and Steiner Tree on graphs of treedepth d. Similarly, we obtain time ?^*(4^d) and polynomial space for Connected Dominating Set and Connected Odd Cycle Transversal

    Contents EATCS bulletin number 59, June 1996

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    Contents EATCS bulletin number 55, February 1995

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    Contents EATCS bulletin number 56, June 1995

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    Curriculum vitae of Zoltán Ésik

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    Local Strategy Improvement for Parity Game Solving

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    The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy improvement algorithms. These are global in nature since they require the entire parity game to be present at the beginning. This is a distinct disadvantage because in many applications one only needs to know which winning region a particular node belongs to, and a witnessing winning strategy may cover only a fractional part of the entire game graph. We present a local strategy improvement algorithm which explores the game graph on-the-fly whilst performing the improvement steps. We also compare it empirically with existing global strategy improvement algorithms and the currently only other local algorithm for solving parity games. It turns out that local strategy improvement can outperform these others by several orders of magnitude

    Three notes on the complexity of model checking fixpoint logic with chop

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    This paper analyses the complexity of model checking fixpoint logic with Chop – an extension of the modal μ-calculus with a sequential composition operator. It uses two known game-based characterisations to derive the following results: the combined model checking complexity as well as the data complexity of FLC are EXPTIME-complete. This is already the case for its alternation-free fragment. The expression complexity of FLC is trivially P-hard and limited from above by the complexity of solving a parity game, i.e. in UP ∩ co-UP. For any fragment of fixed alternation depth, in particular alternation- free formulas it is P-complete
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