2,309 research outputs found

    Structure of conflict graphs in constraint alignment problems and algorithms

    Get PDF
    We consider the constrained graph alignment problem which has applications in biological network analysis. Given two input graphs G1=(V1,E1),G2=(V2,E2)G_1=(V_1,E_1), G_2=(V_2,E_2), a pair of vertex mappings induces an {\it edge conservation} if the vertex pairs are adjacent in their respective graphs. %In general terms The goal is to provide a one-to-one mapping between the vertices of the input graphs in order to maximize edge conservation. However the allowed mappings are restricted since each vertex from V1V_1 (resp. V2V_2) is allowed to be mapped to at most m1m_1 (resp. m2m_2) specified vertices in V2V_2 (resp. V1V_1). Most of results in this paper deal with the case m2=1m_2=1 which attracted most attention in the related literature. We formulate the problem as a maximum independent set problem in a related {\em conflict graph} and investigate structural properties of this graph in terms of forbidden subgraphs. We are interested, in particular, in excluding certain wheals, fans, cliques or claws (all terms are defined in the paper), which corresponds in excluding certain cycles, paths, cliques or independent sets in the neighborhood of each vertex. Then, we investigate algorithmic consequences of some of these properties, which illustrates the potential of this approach and raises new horizons for further works. In particular this approach allows us to reinterpret a known polynomial case in terms of conflict graph and to improve known approximation and fixed-parameter tractability results through efficiently solving the maximum independent set problem in conflict graphs. Some of our new approximation results involve approximation ratios that are function of the optimal value, in particular its square root; this kind of results cannot be achieved for maximum independent set in general graphs.Comment: 22 pages, 6 figure

    Transiently Consistent SDN Updates: Being Greedy is Hard

    Full text link
    The software-defined networking paradigm introduces interesting opportunities to operate networks in a more flexible, optimized, yet formally verifiable manner. Despite the logically centralized control, however, a Software-Defined Network (SDN) is still a distributed system, with inherent delays between the switches and the controller. Especially the problem of changing network configurations in a consistent manner, also known as the consistent network update problem, has received much attention over the last years. In particular, it has been shown that there exists an inherent tradeoff between update consistency and speed. This paper revisits the problem of updating an SDN in a transiently consistent, loop-free manner. First, we rigorously prove that computing a maximum (greedy) loop-free network update is generally NP-hard; this result has implications for the classic maximum acyclic subgraph problem (the dual feedback arc set problem) as well. Second, we show that for special problem instances, fast and good approximation algorithms exist

    Hardness of Vertex Deletion and Project Scheduling

    Full text link
    Assuming the Unique Games Conjecture, we show strong inapproximability results for two natural vertex deletion problems on directed graphs: for any integer k≥2k\geq 2 and arbitrary small ϵ>0\epsilon > 0, the Feedback Vertex Set problem and the DAG Vertex Deletion problem are inapproximable within a factor k−ϵk-\epsilon even on graphs where the vertices can be almost partitioned into kk solutions. This gives a more structured and therefore stronger UGC-based hardness result for the Feedback Vertex Set problem that is also simpler (albeit using the "It Ain't Over Till It's Over" theorem) than the previous hardness result. In comparison to the classical Feedback Vertex Set problem, the DAG Vertex Deletion problem has received little attention and, although we think it is a natural and interesting problem, the main motivation for our inapproximability result stems from its relationship with the classical Discrete Time-Cost Tradeoff Problem. More specifically, our results imply that the deadline version is NP-hard to approximate within any constant assuming the Unique Games Conjecture. This explains the difficulty in obtaining good approximation algorithms for that problem and further motivates previous alternative approaches such as bicriteria approximations.Comment: 18 pages, 1 figur

    Approximating the Minimum Equivalent Digraph

    Full text link
    The MEG (minimum equivalent graph) problem is, given a directed graph, to find a small subset of the edges that maintains all reachability relations between nodes. The problem is NP-hard. This paper gives an approximation algorithm with performance guarantee of pi^2/6 ~ 1.64. The algorithm and its analysis are based on the simple idea of contracting long cycles. (This result is strengthened slightly in ``On strongly connected digraphs with bounded cycle length'' (1996).) The analysis applies directly to 2-Exchange, a simple ``local improvement'' algorithm, showing that its performance guarantee is 1.75.Comment: conference version in ACM-SIAM Symposium on Discrete Algorithms (1994

    Streaming Hardness of Unique Games

    Get PDF
    We study the problem of approximating the value of a Unique Game instance in the streaming model. A simple count of the number of constraints divided by p, the alphabet size of the Unique Game, gives a trivial p-approximation that can be computed in O(log n) space. Meanwhile, with high probability, a sample of O~(n) constraints suffices to estimate the optimal value to (1+epsilon) accuracy. We prove that any single-pass streaming algorithm that achieves a (p-epsilon)-approximation requires Omega_epsilon(sqrt n) space. Our proof is via a reduction from lower bounds for a communication problem that is a p-ary variant of the Boolean Hidden Matching problem studied in the literature. Given the utility of Unique Games as a starting point for reduction to other optimization problems, our strong hardness for approximating Unique Games could lead to downstream hardness results for streaming approximability for other CSP-like problems

    The Lazy Flipper: MAP Inference in Higher-Order Graphical Models by Depth-limited Exhaustive Search

    Full text link
    This article presents a new search algorithm for the NP-hard problem of optimizing functions of binary variables that decompose according to a graphical model. It can be applied to models of any order and structure. The main novelty is a technique to constrain the search space based on the topology of the model. When pursued to the full search depth, the algorithm is guaranteed to converge to a global optimum, passing through a series of monotonously improving local optima that are guaranteed to be optimal within a given and increasing Hamming distance. For a search depth of 1, it specializes to Iterated Conditional Modes. Between these extremes, a useful tradeoff between approximation quality and runtime is established. Experiments on models derived from both illustrative and real problems show that approximations found with limited search depth match or improve those obtained by state-of-the-art methods based on message passing and linear programming.Comment: C++ Source Code available from http://hci.iwr.uni-heidelberg.de/software.ph
    • …
    corecore