78,170 research outputs found

    Complexity of Chess Domination Problems

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    We study different domination problems of attacking and non-attacking rooks and queens on polyominoes and polycubes of all dimensions. Our main result proves that maximal domination is NP-complete for non-attacking queens and for non-attacking rooks on polycubes of dimension three and higher. We also analyse these problems for polyominoes and convex polyominoes, conjecture the complexity classes and provide a computer tool for investigation. We have also computed new values for classical queen domination problems on chessboards (square polyominoes). For our computations, we have translated the problem into an integer linear programming instance. Finally, using this computational implementation and the game engine Godot, we have developed a video game of minimal domination of queens and rooks on randomly generated polyominoes.Comment: 19 pages, 20 figures, 4 tables. Theorem 1 now for d>2, added results on approximation, fixed typos, reorganised some proof

    A Satisfiability Algorithm for Sparse Depth Two Threshold Circuits

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    We give a nontrivial algorithm for the satisfiability problem for cn-wire threshold circuits of depth two which is better than exhaustive search by a factor 2^{sn} where s= 1/c^{O(c^2)}. We believe that this is the first nontrivial satisfiability algorithm for cn-wire threshold circuits of depth two. The independently interesting problem of the feasibility of sparse 0-1 integer linear programs is a special case. To our knowledge, our algorithm is the first to achieve constant savings even for the special case of Integer Linear Programming. The key idea is to reduce the satisfiability problem to the Vector Domination Problem, the problem of checking whether there are two vectors in a given collection of vectors such that one dominates the other component-wise. We also provide a satisfiability algorithm with constant savings for depth two circuits with symmetric gates where the total weighted fan-in is at most cn. One of our motivations is proving strong lower bounds for TC^0 circuits, exploiting the connection (established by Williams) between satisfiability algorithms and lower bounds. Our second motivation is to explore the connection between the expressive power of the circuits and the complexity of the corresponding circuit satisfiability problem

    The tractability frontier of well-designed SPARQL queries

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    We study the complexity of query evaluation of SPARQL queries. We focus on the fundamental fragment of well-designed SPARQL restricted to the AND, OPTIONAL and UNION operators. Our main result is a structural characterisation of the classes of well-designed queries that can be evaluated in polynomial time. In particular, we introduce a new notion of width called domination width, which relies on the well-known notion of treewidth. We show that, under some complexity theoretic assumptions, the classes of well-designed queries that can be evaluated in polynomial time are precisely those of bounded domination width

    Maker-Breaker total domination game

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    Maker-Breaker total domination game in graphs is introduced as a natural counterpart to the Maker-Breaker domination game recently studied by Duch\^ene, Gledel, Parreau, and Renault. Both games are instances of the combinatorial Maker-Breaker games. The Maker-Breaker total domination game is played on a graph GG by two players who alternately take turns choosing vertices of GG. The first player, Dominator, selects a vertex in order to totally dominate GG while the other player, Staller, forbids a vertex to Dominator in order to prevent him to reach his goal. It is shown that there are infinitely many connected cubic graphs in which Staller wins and that no minimum degree condition is sufficient to guarantee that Dominator wins when Staller starts the game. An amalgamation lemma is established and used to determine the outcome of the game played on grids. Cacti are also classified with respect to the outcome of the game. A connection between the game and hypergraphs is established. It is proved that the game is PSPACE-complete on split and bipartite graphs. Several problems and questions are also posed.Comment: 21 pages, 5 figure

    The Complexity of Iterated Strategy Elimination

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    We consider the computational complexity of the question whether a certain strategy can be removed from a game by means of iterated elimination of dominated strategies. In particular, we study the influence of different definitions of domination and of the number of different payoff values. In addition, the consequence of restriction to constant-sum games is shown

    Protecting a Graph with Mobile Guards

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    Mobile guards on the vertices of a graph are used to defend it against attacks on either its vertices or its edges. Various models for this problem have been proposed. In this survey we describe a number of these models with particular attention to the case when the attack sequence is infinitely long and the guards must induce some particular configuration before each attack, such as a dominating set or a vertex cover. Results from the literature concerning the number of guards needed to successfully defend a graph in each of these problems are surveyed.Comment: 29 pages, two figures, surve
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