472 research outputs found

    Looking for vertex number one

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    Given an instance of the preferential attachment graph Gn=([n],En)G_n=([n],E_n), we would like to find vertex 1, using only 'local' information about the graph; that is, by exploring the neighborhoods of small sets of vertices. Borgs et. al gave an an algorithm which runs in time O(log⁑4n)O(\log^4 n), which is local in the sense that at each step, it needs only to search the neighborhood of a set of vertices of size O(log⁑4n)O(\log^4 n). We give an algorithm to find vertex 1, which w.h.p. runs in time O(Ο‰log⁑n)O(\omega\log n) and which is local in the strongest sense of operating only on neighborhoods of single vertices. Here Ο‰=Ο‰(n)\omega=\omega(n) is any function that goes to infinity with nn.Comment: As accepted for AA

    The topology of competitively constructed graphs

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    We consider a simple game, the kk-regular graph game, in which players take turns adding edges to an initially empty graph subject to the constraint that the degrees of vertices cannot exceed kk. We show a sharp topological threshold for this game: for the case k=3k=3 a player can ensure the resulting graph is planar, while for the case k=4k=4, a player can force the appearance of arbitrarily large clique minors.Comment: 9 pages, 2 figure

    Long paths in random Apollonian networks

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    We consider the length L(n)L(n) of the longest path in a randomly generated Apollonian Network (ApN) An{\cal A}_n. We show that w.h.p. L(n)≀neβˆ’log⁑cnL(n)\leq ne^{-\log^cn} for any constant c<2/3c<2/3

    On the insertion time of random walk cuckoo hashing

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    Cuckoo Hashing is a hashing scheme invented by Pagh and Rodler. It uses dβ‰₯2d\geq 2 distinct hash functions to insert items into the hash table. It has been an open question for some time as to the expected time for Random Walk Insertion to add items. We show that if the number of hash functions d=O(1)d=O(1) is sufficiently large, then the expected insertion time is O(1)O(1) per item.Comment: 9 page
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