668 research outputs found
Trainyard is NP-Hard
Recently, due to the widespread diffusion of smart-phones, mobile puzzle
games have experienced a huge increase in their popularity. A successful puzzle
has to be both captivating and challenging, and it has been suggested that this
features are somehow related to their computational complexity \cite{Eppstein}.
Indeed, many puzzle games --such as Mah-Jongg, Sokoban, Candy Crush, and 2048,
to name a few-- are known to be NP-hard \cite{CondonFLS97,
culberson1999sokoban, GualaLN14, Mehta14a}. In this paper we consider
Trainyard: a popular mobile puzzle game whose goal is to get colored trains
from their initial stations to suitable destination stations. We prove that the
problem of determining whether there exists a solution to a given Trainyard
level is NP-hard. We also \href{http://trainyard.isnphard.com}{provide} an
implementation of our hardness reduction
Motif counting beyond five nodes
Counting graphlets is a well-studied problem in graph mining and social network analysis. Recently, several papers explored very simple and natural algorithms based on Monte Carlo sampling of Markov Chains (MC), and reported encouraging results. We show, perhaps surprisingly, that such algorithms are outperformed by color coding (CC) [2], a sophisticated algorithmic technique that we extend to the case of graphlet sampling and for which we prove strong statistical guarantees. Our computational experiments on graphs with millions of nodes show CC to be more accurate than MC; furthermore, we formally show that the mixing time of the MC approach is too high in general, even when the input graph has high conductance. All this comes at a price however. While MC is very efficient in terms of space, CC’s memory requirements become demanding when the size of the input graph and that of the graphlets grow. And yet, our experiments show that CC can push the limits of the state-of-the-art, both in terms of the size of the input graph and of that of the graphlets
The Limits of Popularity-Based Recommendations, and the Role of Social Ties
In this paper we introduce a mathematical model that captures some of the
salient features of recommender systems that are based on popularity and that
try to exploit social ties among the users. We show that, under very general
conditions, the market always converges to a steady state, for which we are
able to give an explicit form. Thanks to this we can tell rather precisely how
much a market is altered by a recommendation system, and determine the power of
users to influence others. Our theoretical results are complemented by
experiments with real world social networks showing that social graphs prevent
large market distortions in spite of the presence of highly influential users.Comment: 10 pages, 9 figures, KDD 201
Some Simple Distributed Algorithms for Sparse Networks
We give simple, deterministic, distributed algorithms for computing maximal matchings, maximal independent sets and colourings. We show that edge colourings with at most 2D-1 colours, and maximal matchings can be computed within O(log^* n + D) deterministic rounds, where D is the maximum degree of the network. We also show how to find maximal independent sets and (D+1)-vertex colourings within O(log^* n + D^2) deterministic rounds. All hidden constants are very small and the algorithms are very simple
Motivo: Fast Motif Counting via Succinct Color Coding and Adaptive Sampling
The randomized technique of color coding is behind state-of-the-art
algorithms for estimating graph motif counts. Those algorithms, however, are
not yet capable of scaling well to very large graphs with billions of edges. In
this paper we develop novel tools for the `motif counting via color coding'
framework. As a result, our new algorithm, Motivo, is able to scale well to
larger graphs while at the same time provide more accurate graphlet counts than
ever before. This is achieved thanks to two types of improvements. First, we
design new succinct data structures that support fast common color coding
operations, and a biased coloring trick that trades accuracy versus running
time and memory usage. These adaptations drastically reduce the time and memory
requirements of color coding. Second, we develop an adaptive graphlet sampling
strategy, based on a fractional set cover problem, that breaks the additive
approximation barrier of standard sampling. This strategy gives multiplicative
approximations for all graphlets at once, allowing us to count not only the
most frequent graphlets but also extremely rare ones.
To give an idea of the improvements, in minutes Motivo counts -nodes
motifs on a graph with M nodes and B edges; this is and
times larger than the state of the art, respectively in terms of nodes and
edges. On the accuracy side, in one hour Motivo produces accurate counts of
distinct -node motifs on graphs where state-of-the-art
algorithms fail even to find the second most frequent motif. Our method
requires just a high-end desktop machine. These results show how color coding
can bring motif mining to the realm of truly massive graphs using only ordinary
hardware.Comment: 13 page
Faster motif counting via succinct color coding and adaptive sampling
We address the problem of computing the distribution of induced connected
subgraphs, aka \emph{graphlets} or \emph{motifs}, in large graphs. The current
state-of-the-art algorithms estimate the motif counts via uniform sampling, by
leveraging the color coding technique by Alon, Yuster and Zwick. In this work
we extend the applicability of this approach, by introducing a set of
algorithmic optimizations and techniques that reduce the running time and space
usage of color coding and improve the accuracy of the counts. To this end, we
first show how to optimize color coding to efficiently build a compact table of
a representative subsample of all graphlets in the input graph. For -node
motifs, we can build such a table in one hour for a graph with M nodes and
B edges, which is times larger than the state of the art. We then
introduce a novel adaptive sampling scheme that breaks the "additive error
barrier" of uniform sampling, guaranteeing multiplicative approximations
instead of just additive ones. This allows us to count not only the most
frequent motifs, but also extremely rare ones. For instance, on one graph we
accurately count nearly distinct -node motifs whose relative
frequency is so small that uniform sampling would literally take centuries to
find them. Our results show that color coding is still the most promising
approach to scalable motif counting
Tracks from hell - when finding a proof may be easier than checking it
We consider the popular smartphone game Trainyard: a puzzle game that requires the player to lay down tracks in order to route colored trains from departure stations to suitable arrival stations. While it is already known [Almanza et al., FUN 2016] that the problem of finding a solution to a given Trainyard instance (i.e., game level) is NP-hard, determining the computational complexity of checking whether a candidate solution (i.e., a track layout) solves the level was left as an open problem. In this paper we prove that this verification problem is PSPACE-complete, thus implying that Trainyard players might not only have a hard time finding solutions to a given level, but they might even be unable to efficiently recognize them
Locality of not-so-weak coloring
Many graph problems are locally checkable: a solution is globally feasible if
it looks valid in all constant-radius neighborhoods. This idea is formalized in
the concept of locally checkable labelings (LCLs), introduced by Naor and
Stockmeyer (1995). Recently, Chang et al. (2016) showed that in bounded-degree
graphs, every LCL problem belongs to one of the following classes:
- "Easy": solvable in rounds with both deterministic and
randomized distributed algorithms.
- "Hard": requires at least rounds with deterministic and
rounds with randomized distributed algorithms.
Hence for any parameterized LCL problem, when we move from local problems
towards global problems, there is some point at which complexity suddenly jumps
from easy to hard. For example, for vertex coloring in -regular graphs it is
now known that this jump is at precisely colors: coloring with colors
is easy, while coloring with colors is hard.
However, it is currently poorly understood where this jump takes place when
one looks at defective colorings. To study this question, we define -partial
-coloring as follows: nodes are labeled with numbers between and ,
and every node is incident to at least properly colored edges.
It is known that -partial -coloring (a.k.a. weak -coloring) is easy
for any . As our main result, we show that -partial -coloring
becomes hard as soon as , no matter how large a we have.
We also show that this is fundamentally different from -partial
-coloring: no matter which we choose, the problem is always hard
for but it becomes easy when . The same was known previously
for partial -coloring with , but the case of was open
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