2,445 research outputs found

    Vertex Fault Tolerant Additive Spanners

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    A {\em fault-tolerant} structure for a network is required to continue functioning following the failure of some of the network's edges or vertices. In this paper, we address the problem of designing a {\em fault-tolerant} additive spanner, namely, a subgraph HH of the network GG such that subsequent to the failure of a single vertex, the surviving part of HH still contains an \emph{additive} spanner for (the surviving part of) GG, satisfying dist(s,t,H{v})dist(s,t,G{v})+βdist(s,t,H\setminus \{v\}) \leq dist(s,t,G\setminus \{v\})+\beta for every s,t,vVs,t,v \in V. Recently, the problem of constructing fault-tolerant additive spanners resilient to the failure of up to ff \emph{edges} has been considered by Braunschvig et. al. The problem of handling \emph{vertex} failures was left open therein. In this paper we develop new techniques for constructing additive FT-spanners overcoming the failure of a single vertex in the graph. Our first result is an FT-spanner with additive stretch 22 and O~(n5/3)\widetilde{O}(n^{5/3}) edges. Our second result is an FT-spanner with additive stretch 66 and O~(n3/2)\widetilde{O}(n^{3/2}) edges. The construction algorithm consists of two main components: (a) constructing an FT-clustering graph and (b) applying a modified path-buying procedure suitably adopted to failure prone settings. Finally, we also describe two constructions for {\em fault-tolerant multi-source additive spanners}, aiming to guarantee a bounded additive stretch following a vertex failure, for every pair of vertices in S×VS \times V for a given subset of sources SVS\subseteq V. The additive stretch bounds of our constructions are 4 and 8 (using a different number of edges)

    Stability of Relativistic Matter with Magnetic Fields for Nuclear Charges up to the Critical Value

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    We give a proof of stability of relativistic matter with magnetic fields all the way up to the critical value of the nuclear charge Zα=2/πZ\alpha=2/\pi.Comment: LaTeX2e, 12 page

    Push-Pull Block Puzzles are Hard

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    This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question by Zubaran and Ritt. Push-pull block puzzles are a type of recreational motion planning problem, similar to Sokoban, that involve moving a `robot' on a square grid with 1×11 \times 1 obstacles. The obstacles cannot be traversed by the robot, but some can be pushed and pulled by the robot into adjacent squares. Thin walls prevent movement between two adjacent squares. This work follows in a long line of algorithms and complexity work on similar problems. The 2D push-pull block puzzle shows up in the video games Pukoban as well as The Legend of Zelda: A Link to the Past, giving another proof of hardness for the latter. This variant of block-pushing puzzles is of particular interest because of its connections to reversibility, since any action (e.g., push or pull) can be inverted by another valid action (e.g., pull or push).Comment: Full version of CIAC 2017 paper. 17 page

    Minimum and maximum against k lies

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    A neat 1972 result of Pohl asserts that [3n/2]-2 comparisons are sufficient, and also necessary in the worst case, for finding both the minimum and the maximum of an n-element totally ordered set. The set is accessed via an oracle for pairwise comparisons. More recently, the problem has been studied in the context of the Renyi-Ulam liar games, where the oracle may give up to k false answers. For large k, an upper bound due to Aigner shows that (k+O(\sqrt{k}))n comparisons suffice. We improve on this by providing an algorithm with at most (k+1+C)n+O(k^3) comparisons for some constant C. The known lower bounds are of the form (k+1+c_k)n-D, for some constant D, where c_0=0.5, c_1=23/32=0.71875, and c_k=\Omega(2^{-5k/4}) as k goes to infinity.Comment: 11 pages, 3 figure

    Multi-Choice Minority Game

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    The generalization of the problem of adaptive competition, known as the minority game, to the case of KK possible choices for each player is addressed, and applied to a system of interacting perceptrons with input and output units of the type of KK-states Potts-spins. An optimal solution of this minority game as well as the dynamic evolution of the adaptive strategies of the players are solved analytically for a general KK and compared with numerical simulations.Comment: 5 pages, 2 figures, reorganized and clarifie

    The dynamics of proving uncolourability of large random graphs I. Symmetric Colouring Heuristic

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    We study the dynamics of a backtracking procedure capable of proving uncolourability of graphs, and calculate its average running time T for sparse random graphs, as a function of the average degree c and the number of vertices N. The analysis is carried out by mapping the history of the search process onto an out-of-equilibrium (multi-dimensional) surface growth problem. The growth exponent of the average running time is quantitatively predicted, in agreement with simulations.Comment: 5 figure

    Local Guarantees in Graph Cuts and Clustering

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    Correlation Clustering is an elegant model that captures fundamental graph cut problems such as Min sts-t Cut, Multiway Cut, and Multicut, extensively studied in combinatorial optimization. Here, we are given a graph with edges labeled ++ or - and the goal is to produce a clustering that agrees with the labels as much as possible: ++ edges within clusters and - edges across clusters. The classical approach towards Correlation Clustering (and other graph cut problems) is to optimize a global objective. We depart from this and study local objectives: minimizing the maximum number of disagreements for edges incident on a single node, and the analogous max min agreements objective. This naturally gives rise to a family of basic min-max graph cut problems. A prototypical representative is Min Max sts-t Cut: find an sts-t cut minimizing the largest number of cut edges incident on any node. We present the following results: (1)(1) an O(n)O(\sqrt{n})-approximation for the problem of minimizing the maximum total weight of disagreement edges incident on any node (thus providing the first known approximation for the above family of min-max graph cut problems), (2)(2) a remarkably simple 77-approximation for minimizing local disagreements in complete graphs (improving upon the previous best known approximation of 4848), and (3)(3) a 1/(2+ε)1/(2+\varepsilon)-approximation for maximizing the minimum total weight of agreement edges incident on any node, hence improving upon the 1/(4+ε)1/(4+\varepsilon)-approximation that follows from the study of approximate pure Nash equilibria in cut and party affiliation games

    Multi-Player and Multi-Choice Quantum Game

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    We investigate a multi-player and multi-choice quantum game. We start from two-player and two-choice game and the result is better than its classical version. Then we extend it to N-player and N-choice cases. In the quantum domain, we provide a strategy with which players can always avoid the worst outcome. Also, by changing the value of the parameter of the initial state, the probabilities for players to obtain the best payoff will be much higher that in its classical version.Comment: 4 pages, 1 figur

    Fast approximation of centrality and distances in hyperbolic graphs

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    We show that the eccentricities (and thus the centrality indices) of all vertices of a δ\delta-hyperbolic graph G=(V,E)G=(V,E) can be computed in linear time with an additive one-sided error of at most cδc\delta, i.e., after a linear time preprocessing, for every vertex vv of GG one can compute in O(1)O(1) time an estimate e^(v)\hat{e}(v) of its eccentricity eccG(v)ecc_G(v) such that eccG(v)e^(v)eccG(v)+cδecc_G(v)\leq \hat{e}(v)\leq ecc_G(v)+ c\delta for a small constant cc. We prove that every δ\delta-hyperbolic graph GG has a shortest path tree, constructible in linear time, such that for every vertex vv of GG, eccG(v)eccT(v)eccG(v)+cδecc_G(v)\leq ecc_T(v)\leq ecc_G(v)+ c\delta. These results are based on an interesting monotonicity property of the eccentricity function of hyperbolic graphs: the closer a vertex is to the center of GG, the smaller its eccentricity is. We also show that the distance matrix of GG with an additive one-sided error of at most cδc'\delta can be computed in O(V2log2V)O(|V|^2\log^2|V|) time, where c<cc'< c is a small constant. Recent empirical studies show that many real-world graphs (including Internet application networks, web networks, collaboration networks, social networks, biological networks, and others) have small hyperbolicity. So, we analyze the performance of our algorithms for approximating centrality and distance matrix on a number of real-world networks. Our experimental results show that the obtained estimates are even better than the theoretical bounds.Comment: arXiv admin note: text overlap with arXiv:1506.01799 by other author
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