18,752 research outputs found
Graph labeling games
We propose the study of many new variants of two-person graph labeling games. Hardly anything has been done in this wide open field so far. © 2017 Elsevier B.V
On the Graceful Game
A graceful labeling of a graph with edges consists of labeling the
vertices of with distinct integers from to such that, when each
edge is assigned as induced label the absolute difference of the labels of its
endpoints, all induced edge labels are distinct. Rosa established two well
known conjectures: all trees are graceful (1966) and all triangular cacti are
graceful (1988). In order to contribute to both conjectures we study graceful
labelings in the context of graph games. The Graceful game was introduced by
Tuza in 2017 as a two-players game on a connected graph in which the players
Alice and Bob take turns labeling the vertices with distinct integers from 0 to
. Alice's goal is to gracefully label the graph as Bob's goal is to prevent
it from happening. In this work, we study winning strategies for Alice and Bob
in complete graphs, paths, cycles, complete bipartite graphs, caterpillars,
prisms, wheels, helms, webs, gear graphs, hypercubes and some powers of paths
Permutation graphs and unique games
We study the value of unique games as a graph-theoretic parameter. This is obtained by labeling edges with permutations. We describe the classical value of a game as well as give a necessary and sufficient condition for the existence of an optimal assignment based on a generalisation of permutation graphs and graph bundles. In considering some special cases, we relate XOR games to EDGE BIPARTIZATION, and define an edge-labeling with permutations from Latin squares
Permutation graphs and unique games
We study the value of unique games as a graph-theoretic parameter. This is obtained by labeling edges with permutations. We describe the classical value of a game as well as give a necessary and sufficient condition for the existence of an optimal assignment based on a generalisation of permutation graphs and graph bundles. In considering some special cases, we relate XOR games to EDGE BIPARTIZATION, and define an edge-labeling with permutations from Latin squares
On Iterated Dominance, Matrix Elimination, and Matched Paths
We study computational problems arising from the iterated removal of weakly
dominated actions in anonymous games. Our main result shows that it is
NP-complete to decide whether an anonymous game with three actions can be
solved via iterated weak dominance. The two-action case can be reformulated as
a natural elimination problem on a matrix, the complexity of which turns out to
be surprisingly difficult to characterize and ultimately remains open. We
however establish connections to a matching problem along paths in a directed
graph, which is computationally hard in general but can also be used to
identify tractable cases of matrix elimination. We finally identify different
classes of anonymous games where iterated dominance is in P and NP-complete,
respectively.Comment: 12 pages, 3 figures, 27th International Symposium on Theoretical
Aspects of Computer Science (STACS
The Complexity of Subgame Perfect Equilibria in Quantitative Reachability Games
We study multiplayer quantitative reachability games played on a finite
directed graph, where the objective of each player is to reach his target set
of vertices as quickly as possible. Instead of the well-known notion of Nash
equilibrium (NE), we focus on the notion of subgame perfect equilibrium (SPE),
a refinement of NE well-suited in the framework of games played on graphs. It
is known that there always exists an SPE in quantitative reachability games and
that the constrained existence problem is decidable. We here prove that this
problem is PSPACE-complete. To obtain this result, we propose a new algorithm
that iteratively builds a set of constraints characterizing the set of SPE
outcomes in quantitative reachability games. This set of constraints is
obtained by iterating an operator that reinforces the constraints up to
obtaining a fixpoint. With this fixpoint, the set of SPE outcomes can be
represented by a finite graph of size at most exponential. A careful inspection
of the computation allows us to establish PSPACE membership
Hardness of Vertex Deletion and Project Scheduling
Assuming the Unique Games Conjecture, we show strong inapproximability
results for two natural vertex deletion problems on directed graphs: for any
integer and arbitrary small , the Feedback Vertex Set
problem and the DAG Vertex Deletion problem are inapproximable within a factor
even on graphs where the vertices can be almost partitioned into
solutions. This gives a more structured and therefore stronger UGC-based
hardness result for the Feedback Vertex Set problem that is also simpler
(albeit using the "It Ain't Over Till It's Over" theorem) than the previous
hardness result.
In comparison to the classical Feedback Vertex Set problem, the DAG Vertex
Deletion problem has received little attention and, although we think it is a
natural and interesting problem, the main motivation for our inapproximability
result stems from its relationship with the classical Discrete Time-Cost
Tradeoff Problem. More specifically, our results imply that the deadline
version is NP-hard to approximate within any constant assuming the Unique Games
Conjecture. This explains the difficulty in obtaining good approximation
algorithms for that problem and further motivates previous alternative
approaches such as bicriteria approximations.Comment: 18 pages, 1 figur
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