184 research outputs found

    The Complexity of Kings

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    A king in a directed graph is a node from which each node in the graph can be reached via paths of length at most two. There is a broad literature on tournaments (completely oriented digraphs), and it has been known for more than half a century that all tournaments have at least one king [Lan53]. Recently, kings have proven useful in theoretical computer science, in particular in the study of the complexity of the semifeasible sets [HNP98,HT05] and in the study of the complexity of reachability problems [Tan01,NT02]. In this paper, we study the complexity of recognizing kings. For each succinctly specified family of tournaments, the king problem is known to belong to Π2p\Pi_2^p [HOZZ]. We prove that this bound is optimal: We construct a succinctly specified tournament family whose king problem is Π2p\Pi_2^p-complete. It follows easily from our proof approach that the problem of testing kingship in succinctly specified graphs (which need not be tournaments) is Π2p\Pi_2^p-complete. We also obtain Π2p\Pi_2^p-completeness results for k-kings in succinctly specified j-partite tournaments, k,j≥2k,j \geq 2, and we generalize our main construction to show that Π2p\Pi_2^p-completeness holds for testing k-kingship in succinctly specified families of tournaments for all k≥2k \geq 2

    Reachability analysis of first-order definable pushdown systems

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    We study pushdown systems where control states, stack alphabet, and transition relation, instead of being finite, are first-order definable in a fixed countably-infinite structure. We show that the reachability analysis can be addressed with the well-known saturation technique for the wide class of oligomorphic structures. Moreover, for the more restrictive homogeneous structures, we are able to give concrete complexity upper bounds. We show ample applicability of our technique by presenting several concrete examples of homogeneous structures, subsuming, with optimal complexity, known results from the literature. We show that infinitely many such examples of homogeneous structures can be obtained with the classical wreath product construction.Comment: to appear in CSL'1

    Enumerating Cyclic Orientations of a Graph

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    Acyclic and cyclic orientations of an undirected graph have been widely studied for their importance: an orientation is acyclic if it assigns a direction to each edge so as to obtain a directed acyclic graph (DAG) with the same vertex set; it is cyclic otherwise. As far as we know, only the enumeration of acyclic orientations has been addressed in the literature. In this paper, we pose the problem of efficiently enumerating all the \emph{cyclic} orientations of an undirected connected graph with nn vertices and mm edges, observing that it cannot be solved using algorithmic techniques previously employed for enumerating acyclic orientations.We show that the problem is of independent interest from both combinatorial and algorithmic points of view, and that each cyclic orientation can be listed with O~(m)\tilde{O}(m) delay time. Space usage is O(m)O(m) with an additional setup cost of O(n2)O(n^2) time before the enumeration begins, or O(mn)O(mn) with a setup cost of O~(m)\tilde{O}(m) time

    P-Selectivity, Immunity, and the Power of One Bit

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    We prove that P-sel, the class of all P-selective sets, is EXP-immune, but is not EXP/1-immune. That is, we prove that some infinite P-selective set has no infinite EXP-time subset, but we also prove that every infinite P-selective set has some infinite subset in EXP/1. Informally put, the immunity of P-sel is so fragile that it is pierced by a single bit of information. The above claims follow from broader results that we obtain about the immunity of the P-selective sets. In particular, we prove that for every recursive function f, P-sel is DTIME(f)-immune. Yet we also prove that P-sel is not \Pi_2^p/1-immune

    On reachability in graphs with bounded independence number

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    Abstract. We study the reachability problem for finite directed graphs whose independence number is bounded by some constant k. This problem is a generalisation of the reachability problem for tournaments. We show that the problem is first-order definable for all k. In contrast, the reachability problems for many other types of finite graphs, including dags and trees, are not first-order definable. Also in contrast, first-order definability does not carry over to the infinite version of the problem. We prove that the number of strongly connected components in a graph with bounded independence number can be computed using TC 0 -circuits, but cannot be computed using AC 0 -circuits. We also study the succinct version of the problem and show that it is Π P 2 -complete for all k

    Computing Shortest Paths in Series-Parallel Graphs in Logarithmic Space

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    Series-parallel graphs, which are built by repeatedly applying series or parallel composition operations to paths, play an important role in computer science as they model the flow of information in many types of programs. For directed series-parallel graphs, we study the problem of finding a shortest path between two given vertices. Our main result is that we can find such a path in logarithmic space, which shows that the distance problem for series-parallel graphs is L-complete. Previously, it was known that one can compute some path in logarithmic space; but for other graph types, like undirected graphs or tournament graphs, constructing some path between given vertices is possible in logarithmic space while constructing a shortest path is NL-complete

    Flow Games

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    In the traditional maximal-flow problem, the goal is to transfer maximum flow in a network by directing, in each vertex in the network, incoming flow into outgoing edges. While the problem has been extensively used in order to optimize the performance of networks in numerous application areas, it corresponds to a setting in which the authority has control on all vertices of the network. Today\u27s computing environment involves parties that should be considered adversarial. We introduce and study {em flow games}, which capture settings in which the authority can control only part of the vertices. In these games, the vertices are partitioned between two players: the authority and the environment. While the authority aims at maximizing the flow, the environment need not cooperate. We argue that flow games capture many modern settings, such as partially-controlled pipe or road systems or hybrid software-defined communication networks. We show that the problem of finding the maximal flow as well as an optimal strategy for the authority in an acyclic flow game is Sigma2PSigma_2^P-complete, and is already Sigma2PSigma_2^P-hard to approximate. We study variants of the game: a restriction to strategies that ensure no loss of flow, an extension to strategies that allow non-integral flows, which we prove to be stronger, and a dynamic setting in which a strategy for a vertex is chosen only once flow reaches the vertex. We discuss additional variants and their applications, and point to several interesting open problems
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