16,260 research outputs found

    GraphCombEx: A Software Tool for Exploration of Combinatorial Optimisation Properties of Large Graphs

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    We present a prototype of a software tool for exploration of multiple combinatorial optimisation problems in large real-world and synthetic complex networks. Our tool, called GraphCombEx (an acronym of Graph Combinatorial Explorer), provides a unified framework for scalable computation and presentation of high-quality suboptimal solutions and bounds for a number of widely studied combinatorial optimisation problems. Efficient representation and applicability to large-scale graphs and complex networks are particularly considered in its design. The problems currently supported include maximum clique, graph colouring, maximum independent set, minimum vertex clique covering, minimum dominating set, as well as the longest simple cycle problem. Suboptimal solutions and intervals for optimal objective values are estimated using scalable heuristics. The tool is designed with extensibility in mind, with the view of further problems and both new fast and high-performance heuristics to be added in the future. GraphCombEx has already been successfully used as a support tool in a number of recent research studies using combinatorial optimisation to analyse complex networks, indicating its promise as a research software tool

    Separability and Vertex Ordering of Graphs

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    Many graph optimization problems, such as finding an optimal coloring, or a largest clique, can be solved by a divide-and-conquer approach. One such well-known technique is decomposition by clique separators where a graph is decomposed into special induced subgraphs along their clique separators. While the most common practice of this method employs minimal clique separators, in this work we study other variations as well. We strive to characterize their structure and in particular the bound on the number of atoms. In fact, we strengthen the known bounds for the general clique cutset decomposition and the minimal clique separator decomposition. Graph ordering is the arrangement of a graph’s vertices according to a certain logic and is a useful tool in optimization problems. Special types of vertices are often recognized in graph classes, for instance it is well-known every chordal graph contains a simplicial vertex. Vertex-ordering, based on such properties, have originated many linear time algorithms. We propose to define a new family named SE-Class such that every graph belonging to this family inherently contains a simplicial extreme, that is a vertex which is either simplicial or has exactly two neighbors which are non-adjacent. Our family lends itself to an ordering based on simplicial extreme vertices (named SEO) which we demonstrate to be advantageous for the coloring and maximum clique problems. In addition, we examine the relation of SE-Class to the family of (Even-Hole, Kite)-free graphs and show a linear time generation of SEO for (Even-Hole, Diamond, Claw)-free graphs. We showcase the applications of those two core tools, namely clique-based decomposition and vertex ordering, on the (Even-Hole, Kite)-free family

    Dependent Random Graphs And Multi-Party Pointer Jumping

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    We initiate a study of a relaxed version of the standard Erdos-Renyi random graph model, where each edge may depend on a few other edges. We call such graphs dependent random graphs . Our main result in this direction is a thorough understanding of the clique number of dependent random graphs. We also obtain bounds for the chromatic number. Surprisingly, many of the standard properties of random graphs also hold in this relaxed setting. We show that with high probability, a dependent random graph will contain a clique of size ((1-o(1))log(n))/log(1/p), and the chromatic number will be at most (nlog(1/(1-p)))/log(n). We expect these results to be of independent interest. As an application and second main result, we give a new communication protocol for the k-player Multi-Party Pointer Jumping problem (MPJk) in the number-on-the-forehead (NOF) model. Multi-Party Pointer Jumping is one of the canonical NOF communication problems, yet even for three players, its communication complexity is not well understood. Our protocol for MPJ3 costs O((n * log(log(n)))/log(n)) communication, improving on a bound from [BrodyChakrabarti08]. We extend our protocol to the non-Boolean pointer jumping problem, achieving an upper bound which is o(n) for any k \u3e= 4 players. This is the first o(n) protocol and improves on a bound of Damm, Jukna, and Sgall, which has stood for almost twenty years
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