90 research outputs found

    Towards obtaining a 3-Decomposition from a perfect Matching

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    A decomposition of a graph is a set of subgraphs whose edges partition those of GG. The 3-decomposition conjecture posed by Hoffmann-Ostenhof in 2011 states that every connected cubic graph can be decomposed into a spanning tree, a 2-regular subgraph, and a matching. It has been settled for special classes of graphs, one of the first results being for Hamiltonian graphs. In the past two years several new results have been obtained, adding the classes of plane, claw-free, and 3-connected tree-width 3 graphs to the list. In this paper, we regard a natural extension of Hamiltonian graphs: removing a Hamiltonian cycle from a cubic graph leaves a perfect matching. Conversely, removing a perfect matching MM from a cubic graph GG leaves a disjoint union of cycles. Contracting these cycles yields a new graph GMG_M. The graph GG is star-like if GMG_M is a star for some perfect matching MM, making Hamiltonian graphs star-like. We extend the technique used to prove that Hamiltonian graphs satisfy the 3-decomposition conjecture to show that 3-connected star-like graphs satisfy it as well.Comment: 21 pages, 7 figure

    Efficient Computation of Equilibria in Bottleneck Games via Game Transformation

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    We study the efficient computation of Nash and strong equilibria in weighted bottleneck games. In such a game different players interact on a set of resources in the way that every player chooses a subset of the resources as her strategy. The cost of a single resource depends on the total weight of players choosing it and the personal cost every player tries to minimize is the cost of the most expensive resource in her strategy, the bottleneck value. To derive efficient algorithms for finding Nash equilibria in these games, we generalize a tranformation of a bottleneck game into a special congestion game introduced by Caragiannis et al. [1]. While investigating the transformation we introduce so-called lexicographic games, in which the aim of a player is not only to minimize her bottleneck value but to lexicographically minimize the ordered vector of costs of all resources in her strategy. For the special case of network bottleneck games, i.e., the set of resources are the edges of a graph and the strategies are paths, we analyse different Greedy type methods and their limitations for extension-parallel and series-parallel graphs
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