160 research outputs found
Hard Problems on Random Graphs
Many graph properties are expressible in first order logic. Whether a graph contains a clique or a dominating set of size k are two examples. For the solution size as its parameter the first one is W[1]-complete and the second one W[2]-complete meaning that both of them are hard problems in the worst-case. If we look at both problem from the aspect of average-case complexity, the picture changes. Clique can be solved in expected FPT time on uniformly distributed graphs of size n, while this is not clear for Dominating Set. We show that it is indeed unlikely that Dominating Set can be solved efficiently on random graphs: If yes, then every first-order expressible graph property can be solved in expected FPT time, too. Furthermore, this remains true when we consider random graphs with an arbitrary constant edge probability. We identify a very simple problem on random matrices that is equally hard to solve on average: Given a square boolean matrix, are there k rows whose logical AND is the zero vector? The related Even Set problem on the other hand turns out to be efficiently solvable on random instances, while it is known to be hard in the worst-case
Revisiting Reachability in Timed Automata
We revisit a fundamental result in real-time verification, namely that the
binary reachability relation between configurations of a given timed automaton
is definable in linear arithmetic over the integers and reals. In this paper we
give a new and simpler proof of this result, building on the well-known
reachability analysis of timed automata involving difference bound matrices.
Using this new proof, we give an exponential-space procedure for model checking
the reachability fragment of the logic parametric TCTL. Finally we show that
the latter problem is NEXPTIME-hard
How Fast Can We Play Tetris Greedily With Rectangular Pieces?
Consider a variant of Tetris played on a board of width and infinite
height, where the pieces are axis-aligned rectangles of arbitrary integer
dimensions, the pieces can only be moved before letting them drop, and a row
does not disappear once it is full. Suppose we want to follow a greedy
strategy: let each rectangle fall where it will end up the lowest given the
current state of the board. To do so, we want a data structure which can always
suggest a greedy move. In other words, we want a data structure which maintains
a set of rectangles, supports queries which return where to drop the
rectangle, and updates which insert a rectangle dropped at a certain position
and return the height of the highest point in the updated set of rectangles. We
show via a reduction to the Multiphase problem [P\u{a}tra\c{s}cu, 2010] that on
a board of width , if the OMv conjecture [Henzinger et al., 2015]
is true, then both operations cannot be supported in time
simultaneously. The reduction also implies polynomial bounds from the 3-SUM
conjecture and the APSP conjecture. On the other hand, we show that there is a
data structure supporting both operations in time on
boards of width , matching the lower bound up to a factor.Comment: Correction of typos and other minor correction
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