22,403 research outputs found

    When You Come at the King You Best Not Miss

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    A tournament is an orientation of a complete graph. We say that a vertex x in a tournament T controls another vertex y if there exists a directed path of length at most two from x to y. A vertex is called a king if it controls every vertex of the tournament. It is well known that every tournament has a king. We follow Shen, Sheng, and Wu [Jian Shen et al., 2003] in investigating the query complexity of finding a king, that is, the number of arcs in T one has to know in order to surely identify at least one vertex as a king. The aforementioned authors showed that one always has to query at least ?(n^{4/3}) arcs and provided a strategy that queries at most O(n^{3/2}). While this upper bound has not yet been improved for the original problem, [Biswas et al., 2017] proved that with O(n^{4/3}) queries one can identify a semi-king, meaning a vertex which controls at least half of all vertices. Our contribution is a novel strategy which improves upon the number of controlled vertices: using O(n^{4/3} polylog n) queries, we can identify a (1/2+2/17)-king. To achieve this goal we use a novel structural result for tournaments

    Kings and Heirs: A Characterization of the (2,2)-domination Graphs of Tournaments

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    In 1980, Maurer coined the phrase king when describing any vertex of a tournament that could reach every other vertex in two or fewer steps. A (2,2)-domination graph of a digraph D, dom2,2(D), has vertex set V(D), the vertices of D, and edge uv whenever u and v each reach all other vertices of D in two or fewer steps. In this special case of the (i,j)-domination graph, we see that Maurer’s theorem plays an important role in establishing which vertices form the kings that create some of the edges in dom2,2(D). But of even more interest is that we are able to use the theorem to determine which other vertices, when paired with a king, form an edge in dom2,2(D). These vertices are referred to as heirs. Using kings and heirs, we are able to completely characterize the (2,2)-domination graphs of tournaments

    Kings in the Direct Product of Digraphs

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    A k-king in a digraph D is a vertex that can reach every other vertex in D by a directed path of length at most k. A king is a vertex that is a k-king for some k. We will look at kings in the direct product of digraphs and characterize a relationship between kings in the product and kings in the factors. This is a continuation of a project in which a similar characterization is found for the cartesian product of digraphs, the strong product of digraphs, and the lexicographic product of digraphs

    Randomized and quantum query complexities of finding a king in a tournament

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    A tournament is a complete directed graph. It is well known that every tournament contains at least one vertex v such that every other vertex is reachable from v by a path of length at most 2. All such vertices v are called *kings* of the underlying tournament. Despite active recent research in the area, the best-known upper and lower bounds on the deterministic query complexity (with query access to directions of edges) of finding a king in a tournament on n vertices are from over 20 years ago, and the bounds do not match: the best-known lower bound is Omega(n^{4/3}) and the best-known upper bound is O(n^{3/2}) [Shen, Sheng, Wu, SICOMP'03]. Our contribution is to show essentially *tight* bounds (up to logarithmic factors) of Theta(n) and Theta(sqrt{n}) in the *randomized* and *quantum* query models, respectively. We also study the randomized and quantum query complexities of finding a maximum out-degree vertex in a tournament

    On the existence and number of (k+1)(k+1)-kings in kk-quasi-transitive digraphs

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    Let D=(V(D),A(D))D=(V(D), A(D)) be a digraph and k≥2k \ge 2 an integer. We say that DD is kk-quasi-transitive if for every directed path (v0,v1,...,vk)(v_0, v_1,..., v_k) in DD, then (v0,vk)∈A(D)(v_0, v_k) \in A(D) or (vk,v0)∈A(D)(v_k, v_0) \in A(D). Clearly, a 2-quasi-transitive digraph is a quasi-transitive digraph in the usual sense. Bang-Jensen and Gutin proved that a quasi-transitive digraph DD has a 3-king if and only if DD has a unique initial strong component and, if DD has a 3-king and the unique initial strong component of DD has at least three vertices, then DD has at least three 3-kings. In this paper we prove the following generalization: A kk-quasi-transitive digraph DD has a (k+1)(k+1)-king if and only if DD has a unique initial strong component, and if DD has a (k+1)(k+1)-king then, either all the vertices of the unique initial strong components are (k+1)(k+1)-kings or the number of (k+1)(k+1)-kings in DD is at least (k+2)(k+2).Comment: 17 page

    A Characterization of Connected (1,2)-Domination Graphs of Tournaments

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    Recently. Hedetniemi et aI. introduced (1,2)-domination in graphs, and the authors extended that concept to (1, 2)-domination graphs of digraphs. Given vertices x and y in a digraph D, x and y form a (1,2)-dominating pair if and only if for every other vertex z in D, z is one step away from x or y and at most two steps away from the other. The (1,2)-dominating graph of D, dom1,2 (D), is defined to be the graph G = (V, E ) , where V (G) = V (D), and xy is an edge of G whenever x and y form a (1,2)-dominating pair in D. In this paper, we characterize all connected graphs that can be (I, 2)-dominating graphs of tournaments

    Connectivity Compression for Irregular Quadrilateral Meshes

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    Applications that require Internet access to remote 3D datasets are often limited by the storage costs of 3D models. Several compression methods are available to address these limits for objects represented by triangle meshes. Many CAD and VRML models, however, are represented as quadrilateral meshes or mixed triangle/quadrilateral meshes, and these models may also require compression. We present an algorithm for encoding the connectivity of such quadrilateral meshes, and we demonstrate that by preserving and exploiting the original quad structure, our approach achieves encodings 30 - 80% smaller than an approach based on randomly splitting quads into triangles. We present both a code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per vertex for meshes without valence-two vertices) and entropy-coding results for typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the regularity of the mesh. Our method may be implemented by a rule for a particular splitting of quads into triangles and by using the compression and decompression algorithms introduced in [Rossignac99] and [Rossignac&Szymczak99]. We also present extensions to the algorithm to compress meshes with holes and handles and meshes containing triangles and other polygons as well as quads
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