2,370 research outputs found

    Traveling salesmen in the presence of competition

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    AbstractWe propose the “competing salesmen problem” (CSP), a two-player competitive version of the classical traveling salesman problem. This problem arises when considering two competing salesmen instead of just one. The concern for a shortest tour is replaced by the necessity to reach any of the customers before the opponent does.In particular, we consider the situation where players take turns, moving along one edge at a time within a graph G=(V,E). The set of customers is given by a subset VC⊆V of the vertices. At any given time, both players know of their opponent's position. A player wins if he is able to reach a majority of the vertices in VC before the opponent does.We prove that the CSP is PSPACE-complete, even if the graph is bipartite, and both players start at distance 2 from each other. Furthermore, we show that the starting player may not be able to avoid losing the game, even if both players start from the same vertex. However, for the case of bipartite graphs, we show that the starting player always can avoid a loss. On the other hand, we show that the second player can avoid to lose by more than one customer, when play takes place on a graph that is a tree T, and VC consists of leaves of T. It is unclear whether a polynomial strategy exists for any of the two players to force this outcome. For the case where T is a star (i.e., a tree with only one vertex of degree higher than two) and VC consists of n leaves of T, we give a simple and fast strategy which is optimal for both players. If VC consists not only of leaves, we point out that the situation is more involved

    Game saturation of intersecting families

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    We consider the following combinatorial game: two players, Fast and Slow, claim kk-element subsets of [n]={1,2,...,n}[n]=\{1,2,...,n\} alternately, one at each turn, such that both players are allowed to pick sets that intersect all previously claimed subsets. The game ends when there does not exist any unclaimed kk-subset that meets all already claimed sets. The score of the game is the number of sets claimed by the two players, the aim of Fast is to keep the score as low as possible, while the aim of Slow is to postpone the game's end as long as possible. The game saturation number is the score of the game when both players play according to an optimal strategy. To be precise we have to distinguish two cases depending on which player takes the first move. Let gsatF(In,k)gsat_F(\mathbb{I}_{n,k}) and gsatS(In,k)gsat_S(\mathbb{I}_{n,k}) denote the score of the saturation game when both players play according to an optimal strategy and the game starts with Fast's or Slow's move, respectively. We prove that Ωk(nk/35)gsatF(In,k),gsatS(In,k)Ok(nkk/2)\Omega_k(n^{k/3-5}) \le gsat_F(\mathbb{I}_{n,k}),gsat_S(\mathbb{I}_{n,k}) \le O_k(n^{k-\sqrt{k}/2}) holds

    Palindromic complexity of trees

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    We consider finite trees with edges labeled by letters on a finite alphabet Σ\varSigma. Each pair of nodes defines a unique labeled path whose trace is a word of the free monoid Σ\varSigma^*. The set of all such words defines the language of the tree. In this paper, we investigate the palindromic complexity of trees and provide hints for an upper bound on the number of distinct palindromes in the language of a tree.Comment: Submitted to the conference DLT201

    Construction and Expected Performance of the Hadron Blind Detector for the PHENIX Experiment at RHIC

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    A new Hadron Blind Detector (HBD) for electron identification in high density hadron environment has been installed in the PHENIX detector at RHIC in the fall of 2006. The HBD will identify low momentum electron-positron pairs to reduce the combinatorial background in the e+ee^{+}e^{-} mass spectrum, mainly in the low-mass region below 1 GeV/c2^{2}. The HBD is a windowless proximity-focusing Cherenkov detector with a radiator length of 50 cm, a CsI photocathode and three layers of Gas Electron Multipliers (GEM). The HBD uses pure CF4_{4} as a radiator and a detector gas. Construction details and the expected performance of the detector are described.Comment: QM2006 proceedings, 4 pages 3 figure

    Predicting the deleterious effects of mutation load in fragmented populations.

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    Human-induced habitat fragmentation constitutes a major threat to biodiversity. Both genetic and demographic factors combine to drive small and isolated populations into extinction vortices. Nevertheless, the deleterious effects of inbreeding and drift load may depend on population structure, migration patterns, and mating systems and are difficult to predict in the absence of crossing experiments. We performed stochastic individual-based simulations aimed at predicting the effects of deleterious mutations on population fitness (offspring viability and median time to extinction) under a variety of settings (landscape configurations, migration models, and mating systems) on the basis of easy-to-collect demographic and genetic information. Pooling all simulations, a large part (70%) of variance in offspring viability was explained by a combination of genetic structure (F(ST)) and within-deme heterozygosity (H(S)). A similar part of variance in median time to extinction was explained by a combination of local population size (N) and heterozygosity (H(S)). In both cases the predictive power increased above 80% when information on mating systems was available. These results provide robust predictive models to evaluate the viability prospects of fragmented populations
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