2,434 research outputs found
Graphs with few 3-cliques and 3-anticliques are 3-universal
For given integers k, l we ask whether every large graph with a sufficiently
small number of k-cliques and k-anticliques must contain an induced copy of
every l-vertex graph. Here we prove this claim for k=l=3 with a sharp bound. A
similar phenomenon is established as well for tournaments with k=l=4.Comment: 12 pages, 1 figur
Square Gravity
We simulate the Ising model on dynamical quadrangulations using a
generalization of the flip move for triangulations with two aims: firstly, as a
confirmation of the universality of the KPZ/DDK exponents of the Ising phase
transition, worthwhile in view of some recent surprises with other sorts of
dynamical lattices; secondly, to investigate the transition of the Ising
antiferromagnet on a dynamical loosely packed (bipartite) lattice. In the
latter case we show that it is still possible to define a staggered
magnetization and observe the antiferromagnetic analogue of the transition.Comment: LaTeX file and 7 postscript figures bundled together with uufile
Letter graphs and geometric grid classes of permutations: characterization and recognition
In this paper, we reveal an intriguing relationship between two seemingly
unrelated notions: letter graphs and geometric grid classes of permutations. An
important property common for both of them is well-quasi-orderability,
implying, in a non-constructive way, a polynomial-time recognition of geometric
grid classes of permutations and -letter graphs for a fixed . However,
constructive algorithms are available only for . In this paper, we present
the first constructive polynomial-time algorithm for the recognition of
-letter graphs. It is based on a structural characterization of graphs in
this class.Comment: arXiv admin note: text overlap with arXiv:1108.6319 by other author
Fully Packed O(n=1) Model on Random Eulerian Triangulations
We introduce a matrix model describing the fully-packed O(n) model on random
Eulerian triangulations (i.e. triangulations with all vertices of even
valency). For n=1 the model is mapped onto a particular gravitational 6-vertex
model with central charge c=1, hence displaying the expected shift c -> c+1
when going from ordinary random triangulations to Eulerian ones. The case of
arbitrary n is also discussed.Comment: 12 pages, 3 figures, tex, harvmac, eps
Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible
We analyze the computational complexity of the many types of
pencil-and-paper-style puzzles featured in the 2016 puzzle video game The
Witness. In all puzzles, the goal is to draw a simple path in a rectangular
grid graph from a start vertex to a destination vertex. The different puzzle
types place different constraints on the path: preventing some edges from being
visited (broken edges); forcing some edges or vertices to be visited
(hexagons); forcing some cells to have certain numbers of incident path edges
(triangles); or forcing the regions formed by the path to be partially
monochromatic (squares), have exactly two special cells (stars), or be singly
covered by given shapes (polyominoes) and/or negatively counting shapes
(antipolyominoes). We show that any one of these clue types (except the first)
is enough to make path finding NP-complete ("witnesses exist but are hard to
find"), even for rectangular boards. Furthermore, we show that a final clue
type (antibody), which necessarily "cancels" the effect of another clue in the
same region, makes path finding -complete ("witnesses do not exist"),
even with a single antibody (combined with many anti/polyominoes), and the
problem gets no harder with many antibodies. On the positive side, we give a
polynomial-time algorithm for monomino clues, by reducing to hexagon clues on
the boundary of the puzzle, even in the presence of broken edges, and solving
"subset Hamiltonian path" for terminals on the boundary of an embedded planar
graph in polynomial time.Comment: 72 pages, 59 figures. Revised proof of Lemma 3.5. A short version of
this paper appeared at the 9th International Conference on Fun with
Algorithms (FUN 2018
- …