58 research outputs found

    Multicast Network Design Game on a Ring

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    In this paper we study quality measures of different solution concepts for the multicast network design game on a ring topology. We recall from the literature a lower bound of 4/3 and prove a matching upper bound for the price of stability, which is the ratio of the social costs of a best Nash equilibrium and of a general optimum. Therefore, we answer an open question posed by Fanelli et al. in [12]. We prove an upper bound of 2 for the ratio of the costs of a potential optimizer and of an optimum, provide a construction of a lower bound, and give a computer-assisted argument that it reaches 22 for any precision. We then turn our attention to players arriving one by one and playing myopically their best response. We provide matching lower and upper bounds of 2 for the myopic sequential price of anarchy (achieved for a worst-case order of the arrival of the players). We then initiate the study of myopic sequential price of stability and for the multicast game on the ring we construct a lower bound of 4/3, and provide an upper bound of 26/19. To the end, we conjecture and argue that the right answer is 4/3.Comment: 12 pages, 4 figure

    Minimizing the Cost of Team Exploration

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    A group of mobile agents is given a task to explore an edge-weighted graph GG, i.e., every vertex of GG has to be visited by at least one agent. There is no centralized unit to coordinate their actions, but they can freely communicate with each other. The goal is to construct a deterministic strategy which allows agents to complete their task optimally. In this paper we are interested in a cost-optimal strategy, where the cost is understood as the total distance traversed by agents coupled with the cost of invoking them. Two graph classes are analyzed, rings and trees, in the off-line and on-line setting, i.e., when a structure of a graph is known and not known to agents in advance. We present algorithms that compute the optimal solutions for a given ring and tree of order nn, in O(n)O(n) time units. For rings in the on-line setting, we give the 22-competitive algorithm and prove the lower bound of 3/23/2 for the competitive ratio for any on-line strategy. For every strategy for trees in the on-line setting, we prove the competitive ratio to be no less than 22, which can be achieved by the DFSDFS algorithm.Comment: 25 pages, 4 figures, 5 pseudo-code

    Tight bounds for online TSP on the line

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    We consider the online traveling salesperson problem (TSP), where requests appear online over time on the real line and need to be visited by a server initially located at the origin. We distinguish between closed and open online TSP, depending on whether the server eventually needs to return to the origin or not. While online TSP on the line is a very natural online problem that was introduced more than two decades ago, no tight competitive analysis was known to date. We settle this problem by providing tight bounds on the competitive ratios for both the closed and the open variant of the problem. In particular, for closed online TSP, we provide a 1.64-competitive algorithm,thus matching a known lower bound. For open online TSP, we give a new upper bound as well as a matching lower bound that establish the remarkable competitive ratio of 2.04. Additionally, we consider the online Dial-A-Ride problem on the line, where each request needs to be transported to a specified destination. We provide an improved non-preemptive lower bound of 1.75 for this setting, as well as an improved preemptive algorithm with competitive ratio 2.41.Finally, we generalize known and give new complexity results for the underlying offline problems. In particular, we give an algorithm with running time O(n2) for closed offline TSP on the line with release dates and show that both variants of offline Dial-A-Ride on the line are NP-hard for any capacity c≥2 of the server

    Mapping Polygons

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    Degree-constrained orientations of embedded graphs

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    Abstract. We investigate the problem of orienting the edges of an em-bedded graph in such a way that the in-degrees of both the nodes and faces meet given values. We show that the number of feasible solutions is bounded by 22g, where g is the genus of the embedding, and all so-lutions can be determined within time O(22g|E|2 + |E|3). In particular, for planar graphs the solution is unique if it exists, and in general the problem of finding a feasible orientation is fixed-parameter tractable in g. In sharp contrast to these results, we show that the problem becomes NP-complete even for a fixed genus if only upper and lower bounds on the in-degrees are specified instead of exact values.

    Geometric Reconstruction Problems

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    Max Shortest Path for Imprecise Points

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