2,267 research outputs found
A new upper bound on the game chromatic index of graphs
We study the two-player game where Maker and Breaker alternately color the
edges of a given graph with colors such that adjacent edges never get
the same color. Maker's goal is to play such that at the end of the game, all
edges are colored. Vice-versa, Breaker wins as soon as there is an uncolored
edge where every color is blocked. The game chromatic index
denotes the smallest for which Maker has a winning strategy.
The trivial bounds hold for every
graph , where is the maximum degree of . In 2008, Beveridge,
Bohman, Frieze, and Pikhurko proved that for every there exists a
constant such that holds for any graph
with , and conjectured that the same
holds for every graph . In this paper, we show that is true for all graphs with . In
addition, we consider a biased version of the game where Breaker is allowed to
color edges per turn and give bounds on the number of colors needed for
Maker to win this biased game.Comment: 17 page
Breaking Instance-Independent Symmetries In Exact Graph Coloring
Code optimization and high level synthesis can be posed as constraint
satisfaction and optimization problems, such as graph coloring used in register
allocation. Graph coloring is also used to model more traditional CSPs relevant
to AI, such as planning, time-tabling and scheduling. Provably optimal
solutions may be desirable for commercial and defense applications.
Additionally, for applications such as register allocation and code
optimization, naturally-occurring instances of graph coloring are often small
and can be solved optimally. A recent wave of improvements in algorithms for
Boolean satisfiability (SAT) and 0-1 Integer Linear Programming (ILP) suggests
generic problem-reduction methods, rather than problem-specific heuristics,
because (1) heuristics may be upset by new constraints, (2) heuristics tend to
ignore structure, and (3) many relevant problems are provably inapproximable.
Problem reductions often lead to highly symmetric SAT instances, and
symmetries are known to slow down SAT solvers. In this work, we compare several
avenues for symmetry breaking, in particular when certain kinds of symmetry are
present in all generated instances. Our focus on reducing CSPs to SAT allows us
to leverage recent dramatic improvement in SAT solvers and automatically
benefit from future progress. We can use a variety of black-box SAT solvers
without modifying their source code because our symmetry-breaking techniques
are static, i.e., we detect symmetries and add symmetry breaking predicates
(SBPs) during pre-processing.
An important result of our work is that among the types of
instance-independent SBPs we studied and their combinations, the simplest and
least complete constructions are the most effective. Our experiments also
clearly indicate that instance-independent symmetries should mostly be
processed together with instance-specific symmetries rather than at the
specification level, contrary to what has been suggested in the literature
An extensive English language bibliography on graph theory and its applications, supplement 1
Graph theory and its applications - bibliography, supplement
Recommended from our members
Mini-Workshop: Positional Games
Positional games is one of rapidly developing subjects of modern combinatorics, researching two player perfect information games of combinatorial nature, ranging from recreational games like Tic-Tac-Toe to purely abstract games played on graphs and hypergraphs. Though defined usually in game theoretic terms, the subject has a distinct combinatorial flavor and boasts strong mutual connections with discrete probability, Ramsey theory and randomized algorithms. This mini-workshop was dedicated to summarizing the recent progress in the subject, to indicating possible directions of future developments, and to fostering collaboration between researchers working in various, sometimes apparently distinct directions
Line game-perfect graphs
The -edge colouring game is played with a set of colours on a
graph with initially uncoloured edges by two players, Alice (A) and Bob
(B). The players move alternately. Player has the first move.
. If , then only player may skip any move,
otherwise skipping is not allowed for any player. A move consists in colouring
an uncoloured edge with one of the colours such that adjacent edges have
distinct colours. When no more moves are possible, the game ends. If every edge
is coloured in the end, Alice wins; otherwise, Bob wins.
The -game chromatic index is the smallest
nonnegative integer such that Alice has a winning strategy for the
-edge colouring game played on with colours. The graph is
called line -perfect if, for any edge-induced subgraph of ,
where denotes the clique
number of the line graph of .
For each of the six possibilities , we
characterise line -perfect graphs by forbidden (edge-induced) subgraphs
and by explicit structural descriptions, respectively
Digraph Coloring Games and Game-Perfectness
In this thesis the game chromatic number of a digraph is introduced as a game-theoretic variant of the dichromatic number. This notion generalizes the well-known game chromatic number of a graph. An extended model also takes into account relaxed colorings and asymmetric move sequences. Game-perfectness is defined as a game-theoretic variant of perfectness of a graph, and is generalized to digraphs. We examine upper and lower bounds for the game chromatic number of several classes of digraphs. In the last part of the thesis, we characterize game-perfect digraphs with small clique number, and prove general results concerning game-perfectness. Some results are verified with the help of a computer program that is discussed in the appendix
Identification, estimating and testing in the restricted linear model
Estimation;Testing;62J05;62K99;statistics
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