142 research outputs found
Linear Time Subgraph Counting, Graph Degeneracy, and the Chasm at Size Six
We consider the problem of counting all k-vertex subgraphs in an input graph, for any constant k. This problem (denoted SUB-CNT_k) has been studied extensively in both theory and practice. In a classic result, Chiba and Nishizeki (SICOMP 85) gave linear time algorithms for clique and 4-cycle counting for bounded degeneracy graphs. This is a rich class of sparse graphs that contains, for example, all minor-free families and preferential attachment graphs. The techniques from this result have inspired a number of recent practical algorithms for SUB-CNT_k. Towards a better understanding of the limits of these techniques, we ask: for what values of k can SUB_CNT_k be solved in linear time?
We discover a chasm at k=6. Specifically, we prove that for k < 6, SUB_CNT_k can be solved in linear time. Assuming a standard conjecture in fine-grained complexity, we prove that for all k ? 6, SUB-CNT_k cannot be solved even in near-linear time
Capturing Topology in Graph Pattern Matching
Graph pattern matching is often defined in terms of subgraph isomorphism, an
NP-complete problem. To lower its complexity, various extensions of graph
simulation have been considered instead. These extensions allow pattern
matching to be conducted in cubic-time. However, they fall short of capturing
the topology of data graphs, i.e., graphs may have a structure drastically
different from pattern graphs they match, and the matches found are often too
large to understand and analyze. To rectify these problems, this paper proposes
a notion of strong simulation, a revision of graph simulation, for graph
pattern matching. (1) We identify a set of criteria for preserving the topology
of graphs matched. We show that strong simulation preserves the topology of
data graphs and finds a bounded number of matches. (2) We show that strong
simulation retains the same complexity as earlier extensions of simulation, by
providing a cubic-time algorithm for computing strong simulation. (3) We
present the locality property of strong simulation, which allows us to
effectively conduct pattern matching on distributed graphs. (4) We
experimentally verify the effectiveness and efficiency of these algorithms,
using real-life data and synthetic data.Comment: VLDB201
Beyond Triangles: A Distributed Framework for Estimating 3-profiles of Large Graphs
We study the problem of approximating the -profile of a large graph.
-profiles are generalizations of triangle counts that specify the number of
times a small graph appears as an induced subgraph of a large graph. Our
algorithm uses the novel concept of -profile sparsifiers: sparse graphs that
can be used to approximate the full -profile counts for a given large graph.
Further, we study the problem of estimating local and ego -profiles, two
graph quantities that characterize the local neighborhood of each vertex of a
graph.
Our algorithm is distributed and operates as a vertex program over the
GraphLab PowerGraph framework. We introduce the concept of edge pivoting which
allows us to collect -hop information without maintaining an explicit
-hop neighborhood list at each vertex. This enables the computation of all
the local -profiles in parallel with minimal communication.
We test out implementation in several experiments scaling up to cores
on Amazon EC2. We find that our algorithm can estimate the -profile of a
graph in approximately the same time as triangle counting. For the harder
problem of ego -profiles, we introduce an algorithm that can estimate
profiles of hundreds of thousands of vertices in parallel, in the timescale of
minutes.Comment: To appear in part at KDD'1
Motifs in big networks : methods and applications
Motifs have been recognized as basic network blocks and are found to be quite powerful in modeling certain patterns. Generally speaking, local characteristics of big networks could be reflected in network motifs. Over the years, motifs have attracted a lot of attention from researchers. However, most current literature reviews on motifs generally focus on the field of biological science. In contrast, here we try to present a comprehensive survey on motifs in the context of big networks. We introduce the definition of motifs and other related concepts. Big networks with motif-based structures are analyzed. Specifically, we respectively analyze four kinds of networks, including biological networks, social networks, academic networks, and infrastructure networks. We then examine methods for motif discovery, motif counting, and motif clustering. The applications of motifs in different areas have also been reviewed. Finally, some challenges and open issues in this direction are discussed. © 2013 IEEE
Predictive analysis of real-time strategy games using graph mining
Machine learning and computational intelligence have facilitated the development of recommendation systems for a broad range of domains. Such recommendations are based on contextual information that is explicitly provided or pervasively collected. Recommendation systems often improve decision-making or increase the efficacy of a task. Real-Time Strategy (RTS) video games are not only a popular entertainment medium, they also are an abstraction of many real-world applications where the aim is to increase your resources and decrease those of your opponent. Using predictive analytics, which examines past examples of success and failure, we can learn how to predict positive outcomes for such scenarios. To do this, one way to represent this type of data in order to model relationships between entities is by using graphs. The vast amount of data has resulting in complex and large graphs that are difficult to process. Hence, researchers frequently employ parallelized or distributed processing. But first, the graph data must be partitioned and assigned to multiple processors in such a way that the workload will be balanced, and inter-processor communication will be minimized. The latter problem may be complicated by the existence of edges between vertices in a graph that have been assigned to different processors. One objective of this research is to develop an accurate predictive recommendation system for multiplayer strategic games to determine recommendations for moves that a player should, and should not, make which can provide a competitive advantage. Another objective is to determine how to partition a single undirected graph in order to optimize multiprocessor load balancing and reduce the number of edges between split subgraphs --Abstract, page iv
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