15 research outputs found

    Parallel cleaning of a network with brushes

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    AbstractWe consider the process of cleaning a network where at each time step, all vertices that have at least as many brushes as incident, contaminated edges, send brushes down these edges and remove them from the network. An added condition is that, because of the contamination model used, the final configuration must be the initial configuration of another cleaning of the network. We find the minimum number of brushes required for trees, cycles, complete bipartite networks; and for all networks when all edges must be cleaned on each step. Finally, we give bounds on the number of brushes required for complete networks

    Fast edge searching and fast searching on graphs

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    AbstractGiven a graph G=(V,E) in which a fugitive hides on vertices or along edges, graph searching problems are usually to find the minimum number of searchers required to capture the fugitive. In this paper, we consider the problem of finding the minimum number of steps to capture the fugitive. We introduce the fast edge searching problem in the edge search model, which is the problem of finding the minimum number of steps (called the fast edge-search time) to capture the fugitive. We establish relations between the fast edge searching and the fast searching that is the problem of finding the minimum number of searchers to capture the fugitive in the fast search model. While the family of graphs whose fast search number is at most k is not minor-closed for any positive integer k≥2, we show that the family of graphs whose fast edge-search time is at most k is minor-closed. We establish relations between the fast (fast edge) searching and the node searching. These relations allow us to transform the problem of computing node search numbers to the problem of computing fast edge-search numbers or fast search numbers. Using these relations, we prove that the problem of deciding, given a graph G and an integer k, whether the fast (edge-)search number of G is less than or equal to k is NP-complete; and it remains NP-complete for Eulerian graphs. We also prove that the problem of determining whether the fast (edge-)search number of G is half of the number of odd vertices in G is NP-complete; and it remains NP-complete for planar graphs with maximum degree 4. We present a linear time approximation algorithm for the fast edge-search time that always delivers solutions of at most (1+|V|−1|E|+1) times the optimal value. This algorithm also gives us a tight upper bound on the fast search number of graphs. We also show a lower bound on the fast search number using the minimum degree and the number of odd vertices

    Toppling Numbers of Complete and Random Graphs

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    We study a two-person game played on graphs based on the widely studied chip-firing game. Players Max and Min alternately place chips on the vertices of a graph. When a vertex accumulates as many chips as its degree, it fires, sending one chip to each neighbour; this may in turn cause other vertices to fire. The game ends when vertices continue firing forever. Min seeks to minimize the number of chips played during the game, while Max seeks to maximize it. When both players play optimally, the length of the game is the toppling number of a graph G, and is denoted by t(G). By considering strategies for both players and investigating the evolution of the game with differential equations, we provide asymptotic bounds on the toppling number of the complete graph. In particular, we prove that for sufficiently large n 0.596400n2 \u3c t(Kn) \u3c 0.637152n2. Using a fractional version of the game, we couple the toppling numbers of complete graphs and the binomial random graph G(n,p). It is shown that for pn ≥ n2 / √ log n asymptotically almost surely t(G(n,p)) = (1+o(1))pt(Kn)

    Game Brush Number

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    We study a two-person game based on the well-studied brushing process on graphs. Players Min and Max alternately place brushes on the vertices of a graph. When a vertex accumulates at least as many brushes as its degree, it sends one brush to each neighbor and is removed from the graph; this may in turn induce the removal of other vertices. The game ends once all vertices have been removed. Min seeks to minimize the number of brushes played during the game, while Max seeks to maximize it. When both players play optimally, the length of the game is the game brush number of the graph GG, denoted bg(G)b_g(G). By considering strategies for both players and modelling the evolution of the game with differential equations, we provide an asymptotic value for the game brush number of the complete graph; namely, we show that bg(Kn)=(1+o(1))n2/eb_g(K_n) = (1+o(1))n^2/e. Using a fractional version of the game, we couple the game brush numbers of complete graphs and the binomial random graph G(n,p)\mathcal{G}(n,p). It is shown that for pnlnnpn \gg \ln n asymptotically almost surely bg(G(n,p))=(1+o(1))pbg(Kn)=(1+o(1))pn2/eb_g(\mathcal{G}(n,p)) = (1 + o(1))p b_g(K_n) = (1 + o(1))pn^2/e. Finally, we study the relationship between the game brush number and the (original) brush number.Comment: 20 pages, 3 figure
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