130 research outputs found
Impartial coloring games
Coloring games are combinatorial games where the players alternate painting
uncolored vertices of a graph one of colors. Each different ruleset
specifies that game's coloring constraints. This paper investigates six
impartial rulesets (five new), derived from previously-studied graph coloring
schemes, including proper map coloring, oriented coloring, 2-distance coloring,
weak coloring, and sequential coloring. For each, we study the outcome classes
for special cases and general computational complexity. In some cases we pay
special attention to the Grundy function
Adding Isolated Vertices Makes some Online Algorithms Optimal
An unexpected difference between online and offline algorithms is observed.
The natural greedy algorithms are shown to be worst case online optimal for
Online Independent Set and Online Vertex Cover on graphs with 'enough' isolated
vertices, Freckle Graphs. For Online Dominating Set, the greedy algorithm is
shown to be worst case online optimal on graphs with at least one isolated
vertex. These algorithms are not online optimal in general. The online
optimality results for these greedy algorithms imply optimality according to
various worst case performance measures, such as the competitive ratio. It is
also shown that, despite this worst case optimality, there are Freckle graphs
where the greedy independent set algorithm is objectively less good than
another algorithm. It is shown that it is NP-hard to determine any of the
following for a given graph: the online independence number, the online vertex
cover number, and the online domination number.Comment: A footnote in the .tex file didn't show up in the last version. This
was fixe
A Dichotomy Theorem for Circular Colouring Reconfiguration
The "reconfiguration problem" for circular colourings asks, given two
-colourings and of a graph , is it possible to transform
into by changing the colour of one vertex at a time such that every
intermediate mapping is a -colouring? We show that this problem can be
solved in polynomial time for and is PSPACE-complete for
. This generalizes a known dichotomy theorem for reconfiguring
classical graph colourings.Comment: 22 pages, 5 figure
The Complexity of Online Graph Games
Online computation is a concept to model uncertainty where not all
information on a problem instance is known in advance. An online algorithm
receives requests which reveal the instance piecewise and has to respond with
irrevocable decisions. Often, an adversary is assumed that constructs the
instance knowing the deterministic behavior of the algorithm. From a game
theoretical point of view, the adversary and the online algorithm are players
in a two-player game. By applying this view on combinatorial graph problems,
especially on problems where the solution is a subset of the vertices, we
analyze their complexity. For this, we introduce a framework based on gadget
reductions from 3-Satisfiability and extend it to an online setting where the
graph is a priori known by a map. This is done by identifying a set of rules
for the reductions and providing schemes for gadgets. The extension of the
framework to the online setting enable reductions from TQBF. We provide example
reductions to the well-known problems Vertex Cover, Independent Set and
Dominating Set and prove that they are PSPACE-complete. Thus, this paper
establishes that the online version with a map of NP-complete graph problems
form a large class of PSPACE-complete problems
Mixing graph colourings
This thesis investigates some problems related to graph colouring, or, more precisely, graph re-colouring. Informally, the basic question addressed can be phrased as follows. Suppose one is given a graph G whose vertices can be properly k-coloured, for some k ≥ 2. Is it possible to transform any k-colouring of G into any other by recolouring vertices of G one at a time, making sure a proper k-colouring of G is always maintained? If the answer is in the affirmative, G is said to be k-mixing. The related problem of deciding whether, given two k-colourings of G, it is possible to transform one into the other by recolouring vertices one at a time, always maintaining a proper k-colouring of G, is also considered.
These questions can be considered as having a bearing on certain mathematical and ‘real-world’ problems. In particular, being able to recolour any colouring of a given graph to any other colouring is a necessary pre-requisite for the method of sampling colourings known as Glauber dynamics. The results presented in this thesis may also find application in the context of frequency reassignment: given that the problem of assigning radio frequencies in a wireless communications network is often modelled as a graph colouring problem, the task of re-assigning frequencies in such a network can be thought of as a graph recolouring problem.
Throughout the thesis, the emphasis is on the algorithmic aspects and the computational complexity of the questions described above. In other words, how easily, in terms of computational resources used, can they be answered? Strong results are obtained for the k = 3 case of the first question, where a characterisation theorem for 3-mixing graphs is given. For the second question, a dichotomy theorem for the complexity of the problem is proved: the problem is solvable in polynomial time for k ≤ 3 and PSPACE-complete for k ≥ 4. In addition, the possible length of a shortest sequence of recolourings between two colourings is investigated, and an interesting connection between the tractability of the problem and its underlying structure is established. Some variants of the above problems are also explored
The Complexity of Change
Many combinatorial problems can be formulated as "Can I transform
configuration 1 into configuration 2, if certain transformations only are
allowed?". An example of such a question is: given two k-colourings of a graph,
can I transform the first k-colouring into the second one, by recolouring one
vertex at a time, and always maintaining a proper k-colouring? Another example
is: given two solutions of a SAT-instance, can I transform the first solution
into the second one, by changing the truth value one variable at a time, and
always maintaining a solution of the SAT-instance? Other examples can be found
in many classical puzzles, such as the 15-Puzzle and Rubik's Cube.
In this survey we shall give an overview of some older and more recent work
on this type of problem. The emphasis will be on the computational complexity
of the problems: how hard is it to decide if a certain transformation is
possible or not?Comment: 28 pages, 6 figure
The Complexity of Graph Exploration Games
The graph exploration problem asks a searcher to explore an unknown graph.
This problem can be interpreted as the online version of the Traveling Salesman
Problem. The treasure hunt problem is the corresponding online version of the
shortest s-t-path problem. It asks the searcher to find a specific vertex in an
unknown graph at which a treasure is hidden.
Recently, the analysis of the impact of a priori knowledge is of interest. In
graph problems, one form of a priori knowledge is a map of the graph. We survey
the graph exploration and treasure hunt problem with an unlabeled map, which is
an isomorphic copy of the graph, that is provided to the searcher. We formulate
decision variants of both problems by interpreting the online problems as a
game between the online algorithm (the searcher) and the adversary. The map,
however, is not controllable by the adversary. The question is, whether the
searcher is able to explore the graph fully or find the treasure for all
possible decisions of the adversary.
We prove the PSPACE-completeness of these games, whereby we analyze the
variations which ask for the mere existence of a tour through the graph or path
to the treasure and the variations that include costs. Additionally, we analyze
the complexity of related problems that ask for a tour in the graph or a s-t
path
The Minimum Backlog Problem
We study the minimum backlog problem (MBP). This online problem arises, e.g.,
in the context of sensor networks. We focus on two main variants of MBP.
The discrete MBP is a 2-person game played on a graph . The player
is initially located at a vertex of the graph. In each time step, the adversary
pours a total of one unit of water into cups that are located on the vertices
of the graph, arbitrarily distributing the water among the cups. The player
then moves from her current vertex to an adjacent vertex and empties the cup at
that vertex. The player's objective is to minimize the backlog, i.e., the
maximum amount of water in any cup at any time.
The geometric MBP is a continuous-time version of the MBP: the cups are
points in the two-dimensional plane, the adversary pours water continuously at
a constant rate, and the player moves in the plane with unit speed. Again, the
player's objective is to minimize the backlog.
We show that the competitive ratio of any algorithm for the MBP has a lower
bound of , where is the diameter of the graph (for the discrete
MBP) or the diameter of the point set (for the geometric MBP). Therefore we
focus on determining a strategy for the player that guarantees a uniform upper
bound on the absolute value of the backlog.
For the absolute value of the backlog there is a trivial lower bound of
, and the deamortization analysis of Dietz and Sleator gives an
upper bound of for cups. Our main result is a tight upper
bound for the geometric MBP: we show that there is a strategy for the player
that guarantees a backlog of , independently of the number of cups.Comment: 1+16 pages, 3 figure
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