509 research outputs found
On the path-avoidance vertex-coloring game
For any graph and any integer , the \emph{online vertex-Ramsey
density of and }, denoted , is a parameter defined via a
deterministic two-player Ramsey-type game (Painter vs.\ Builder). This
parameter was introduced in a recent paper \cite{mrs11}, where it was shown
that the online vertex-Ramsey density determines the threshold of a similar
probabilistic one-player game (Painter vs.\ the binomial random graph
). For a large class of graphs , including cliques, cycles,
complete bipartite graphs, hypercubes, wheels, and stars of arbitrary size, a
simple greedy strategy is optimal for Painter and closed formulas for
are known. In this work we show that for the case where
is a (long) path, the picture is very different. It is not hard to see that
for an appropriately defined integer
, and that the greedy strategy gives a lower bound of
. We construct and analyze Painter strategies that
improve on this greedy lower bound by a factor polynomial in , and we
show that no superpolynomial improvement is possible
Coloring random graphs online without creating monochromatic subgraphs
Consider the following random process: The vertices of a binomial random
graph are revealed one by one, and at each step only the edges
induced by the already revealed vertices are visible. Our goal is to assign to
each vertex one from a fixed number of available colors immediately and
irrevocably without creating a monochromatic copy of some fixed graph in
the process. Our first main result is that for any and , the threshold
function for this problem is given by , where
denotes the so-called \emph{online vertex-Ramsey density} of
and . This parameter is defined via a purely deterministic two-player game,
in which the random process is replaced by an adversary that is subject to
certain restrictions inherited from the random setting. Our second main result
states that for any and , the online vertex-Ramsey density
is a computable rational number. Our lower bound proof is algorithmic, i.e., we
obtain polynomial-time online algorithms that succeed in coloring as
desired with probability for any .Comment: some minor addition
On the Lengths of Symmetry Breaking-Preserving Games on Graphs
Given a graph , we consider a game where two players, and ,
alternatingly color edges of in red and in blue respectively. Let be
the maximum number of moves in which is able to keep the red and the blue
subgraphs isomorphic, if plays optimally to destroy the isomorphism. This
value is a lower bound for the duration of any avoidance game on under the
assumption that plays optimally. We prove that if is a path or a cycle
of odd length , then . The lower
bound is based on relations with Ehrenfeucht games from model theory. We also
consider complete graphs and prove that .Comment: 20 page
A Connected Version of the Graph Coloring Game
The graph coloring game is a two-player game in which, given a graph G and a set of k colors, the two players, Alice and Bob, take turns coloring properly an uncolored vertex of G, Alice having the first move. Alice wins the game if and only if all the vertices of G are eventually colored. The game chromatic number of a graph G is then defined as the smallest integer k for which Alice has a winning strategy when playing the graph coloring game on G with k colors. In this paper, we introduce and study a new version of the graph coloring game by requiring that, after each player's turn, the subgraph induced by the set of colored vertices is connected. The connected game chromatic number of a graph G is then the smallest integer k for which Alice has a winning strategy when playing the connected graph coloring game on G with k colors. We prove that the connected game chromatic number of every outerplanar graph is at most 5 and that there exist outerplanar graphs with connected game chromatic number 4. Moreover, we prove that for every integer k ≥ 3, there exist bipartite graphs on which Bob wins the connected coloring game with k colors, while Alice wins the connected coloring game with two colors on every bipartite graph
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
Online Ramsey theory for a triangle on -free graphs
Given a class of graphs and a fixed graph , the online
Ramsey game for on is a game between two players Builder and
Painter as follows: an unbounded set of vertices is given as an initial state,
and on each turn Builder introduces a new edge with the constraint that the
resulting graph must be in , and Painter colors the new edge either
red or blue. Builder wins the game if Painter is forced to make a monochromatic
copy of at some point in the game. Otherwise, Painter can avoid creating a
monochromatic copy of forever, and we say Painter wins the game.
We initiate the study of characterizing the graphs such that for a given
graph , Painter wins the online Ramsey game for on -free graphs. We
characterize all graphs such that Painter wins the online Ramsey game for
on the class of -free graphs, except when is one particular graph.
We also show that Painter wins the online Ramsey game for on the class of
-minor-free graphs, extending a result by Grytczuk, Ha{\l}uszczak, and
Kierstead.Comment: 20 pages, 10 page
Space-Efficient Algorithms and Verification Schemes for Graph Streams
Structured data-sets are often easy to represent using graphs. The prevalence of massive data-sets in the modern world gives rise to big graphs such as web graphs, social networks, biological networks, and citation graphs. Most of these graphs keep growing continuously and pose two major challenges in their processing: (a) it is infeasible to store them entirely in the memory of a regular server, and (b) even if stored entirely, it is incredibly inefficient to reread the whole graph every time a new query appears. Thus, a natural approach for efficiently processing and analyzing such graphs is reading them as a stream of edge insertions and deletions and maintaining a summary that can be (a) stored in affordable memory (significantly smaller than the input size) and (b) used to detect properties of the original graph. In this thesis, we explore the strengths and limitations of such graph streaming algorithms under three main paradigms: classical or standard streaming, adversarially robust streaming, and streaming verification.
In the classical streaming model, an algorithm needs to process an adversarially chosen input stream using space sublinear in the input size and return a desired output at the end of the stream. Here, we study a collection of fundamental directed graph problems like reachability, acyclicity testing, and topological sorting. Our investigation reveals that while most problems are provably hard for general digraphs, they admit efficient algorithms for the special and widely-studied subclass of tournament graphs. Further, we exhibit certain problems that become drastically easier when the stream elements arrive in random order rather than adversarial order, as well as problems that do not get much easier even under this relaxation. Furthermore, we study the graph coloring problem in this model and design color-efficient algorithms using novel parameterizations and establish complexity separations between different versions of the problem.
The classical streaming setting assumes that the entire input stream is fixed by an adversary before the algorithm reads it. Many randomized algorithms in this setting, however, fail when the stream is extended by an adaptive adversary based on past outputs received. This is the so-called adversarially robust streaming model. We show that graph coloring is significantly harder in the robust setting than in the classical setting, thus establishing the first such separation for a ``natural\u27\u27 problem. We also design a class of efficient robust coloring algorithms using novel techniques.
In classical streaming, many important problems turn out to be ``intractable\u27\u27, i.e., provably impossible to solve in sublinear space. It is then natural to consider an enhanced streaming setting where a space-bounded client outsources the computation to a space-unbounded but untrusted cloud service, who replies with the solution and a supporting ``proof\u27\u27 that the client needs to verify. This is called streaming verification or the annotated streaming model. It allows algorithms or verification schemes for the otherwise intractable problems using both space and proof length sublinear in the input size. We devise efficient schemes that improve upon the state of the art for a variety of fundamental graph problems including triangle counting, maximum matching, topological sorting, maximal independent set, graph connectivity, and shortest paths, as well as for computing frequency-based functions such as distinct items and maximum frequency, which have broad applications in graph streaming. Some of our schemes were conjectured to be impossible, while some others attain smooth and optimal tradeoffs between space and communication costs
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