9,752 research outputs found
ON LOCAL IRREGULARITY OF THE VERTEX COLORING OF THE CORONA PRODUCT OF A TREE GRAPH
Let be a graph with a vertex set and an edge set . The graph is said to be with a local irregular vertex coloring if there is a function called a local irregularity vertex coloring with the properties: (i) as a vertex irregular -labeling and for every where and (ii) . The chromatic number of the local irregularity vertex coloring of denoted by , is the minimum cardinality of the largest label over all such local irregularity vertex colorings. In this paper, we study a local irregular vertex coloring of when is a family of tree graphs, centipede , double star graph , Weed graph , and graph
Group twin coloring of graphs
For a given graph , the least integer such that for every
Abelian group of order there exists a proper edge labeling
so that for each edge is called the \textit{group twin
chromatic index} of and denoted by . This graph invariant is
related to a few well-known problems in the field of neighbor distinguishing
graph colorings. We conjecture that for all graphs
without isolated edges, where is the maximum degree of , and
provide an infinite family of connected graph (trees) for which the equality
holds. We prove that this conjecture is valid for all trees, and then apply
this result as the base case for proving a general upper bound for all graphs
without isolated edges: , where
denotes the coloring number of . This improves the best known
upper bound known previously only for the case of cyclic groups
Connectivity Compression for Irregular Quadrilateral Meshes
Applications that require Internet access to remote 3D datasets are often
limited by the storage costs of 3D models. Several compression methods are
available to address these limits for objects represented by triangle meshes.
Many CAD and VRML models, however, are represented as quadrilateral meshes or
mixed triangle/quadrilateral meshes, and these models may also require
compression. We present an algorithm for encoding the connectivity of such
quadrilateral meshes, and we demonstrate that by preserving and exploiting the
original quad structure, our approach achieves encodings 30 - 80% smaller than
an approach based on randomly splitting quads into triangles. We present both a
code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per
vertex for meshes without valence-two vertices) and entropy-coding results for
typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the
regularity of the mesh. Our method may be implemented by a rule for a
particular splitting of quads into triangles and by using the compression and
decompression algorithms introduced in [Rossignac99] and
[Rossignac&Szymczak99]. We also present extensions to the algorithm to compress
meshes with holes and handles and meshes containing triangles and other
polygons as well as quads
Message passing for the coloring problem: Gallager meets Alon and Kahale
Message passing algorithms are popular in many combinatorial optimization
problems. For example, experimental results show that {\em survey propagation}
(a certain message passing algorithm) is effective in finding proper
-colorings of random graphs in the near-threshold regime. In 1962 Gallager
introduced the concept of Low Density Parity Check (LDPC) codes, and suggested
a simple decoding algorithm based on message passing. In 1994 Alon and Kahale
exhibited a coloring algorithm and proved its usefulness for finding a
-coloring of graphs drawn from a certain planted-solution distribution over
-colorable graphs. In this work we show an interpretation of Alon and
Kahale's coloring algorithm in light of Gallager's decoding algorithm, thus
showing a connection between the two problems - coloring and decoding. This
also provides a rigorous evidence for the usefulness of the message passing
paradigm for the graph coloring problem. Our techniques can be applied to
several other combinatorial optimization problems and networking-related
issues.Comment: 11 page
The Complexity of Distributed Edge Coloring with Small Palettes
The complexity of distributed edge coloring depends heavily on the palette
size as a function of the maximum degree . In this paper we explore the
complexity of edge coloring in the LOCAL model in different palette size
regimes.
1. We simplify the \emph{round elimination} technique of Brandt et al. and
prove that -edge coloring requires
time w.h.p. and time deterministically, even on trees.
The simplified technique is based on two ideas: the notion of an irregular
running time and some general observations that transform weak lower bounds
into stronger ones.
2. We give a randomized edge coloring algorithm that can use palette sizes as
small as , which is a natural barrier for
randomized approaches. The running time of the algorithm is at most
, where is the complexity of a
permissive version of the constructive Lovasz local lemma.
3. We develop a new distributed Lovasz local lemma algorithm for
tree-structured dependency graphs, which leads to a -edge
coloring algorithm for trees running in time. This algorithm
arises from two new results: a deterministic -time LLL algorithm for
tree-structured instances, and a randomized -time graph
shattering method for breaking the dependency graph into independent -size LLL instances.
4. A natural approach to computing -edge colorings (Vizing's
theorem) is to extend partial colorings by iteratively re-coloring parts of the
graph. We prove that this approach may be viable, but in the worst case
requires recoloring subgraphs of diameter . This stands
in contrast to distributed algorithms for Brooks' theorem, which exploit the
existence of -length augmenting paths
- …