3 research outputs found

    An efficient characterization of submodular spanning tree games

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    Cooperative games form an important class of problems in game theory, where a key goal is to distribute a value among a set of players who are allowed to cooperate by forming coalitions. An outcome of the game is given by an allocation vector that assigns a value share to each player. A crucial aspect of such games is submodularity (or convexity). Indeed, convex instances of cooperative games exhibit several nice properties, e.g. regarding the existence and computation of allocations realizing some of the most important solution concepts proposed in the literature. For this reason, a relevant question is whether one can give a polynomial-time characterization of submodular instances, for prominent cooperative games that are in general non-convex. In this paper, we focus on a fundamental and widely studied cooperative game, namely the spanning tree game. An efficient recognition of submodular instances of this game was not known so far, and explicitly mentioned as an open question in the literature. We here settle this open problem by giving a polynomial-time characterization of submodular spanning tree games

    Opposite elements in clutters

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    Let E be a finite set of elements, and let L be a clutter over ground set E. We say distinct elements e, f are opposite if every member and every minimal cover of L contains at most one of e, f. In this paper, we investigate opposite elements and reveal a rich theory underlying such a seemingly simple restriction. The clutter C obtained from L after identifying some opposite elements is called an identification of L; inversely, L is called a split of C. We will show that splitting preserves three clutter properties, i.e., idealness, the max-flow min-cut property, and the packing property. We will also display several natural examples in which a clutter does not have these properties but a split of them does. We will develop tools for recognizing when splitting is not a useful operation, and as well, we will characterize when identification preserves the three mentioned properties. We will also make connections to spanning arborescences, Steiner trees, comparability graphs, degenerate projective planes, binary clutters, matroids, as well as the results of Menger, Ford and Fulkerson, the Replication Conjecture, and a conjecture on ideal, minimally nonpacking clutters

    On the equivalence of the bidirected and hypergraphic relaxations for Steiner tree

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    The bottleneck of the currently best (ln(4) + epsilon)-approximation algorithm for the NP-hard Steiner tree problem is the solution of its large, so called hypergraphic, linear programming relaxation (HYP). Hypergraphic LPs are NP-hard to solve exactly, and it is a formidable computational task to even approximate them sufficiently well. We focus on another well-studied but poorly understood LP relaxation of the problem: the bidirected cut relaxation (BCR). This LP is compact, and can therefore be solved efficiently. Its integrality gap is known to be greater than 1.16, and while this is widely conjectured to be close to the real answer, only a (trivial) upper bound of 2 is known. In this paper, we give an efficient constructive proof that BCR and HYP are polyhedrally equivalent in instances that do not have an (edge-induced) claw on Steiner vertices, i.e., they do not contain a Steiner vertex with 3 Steiner neighbors. This implies faster ln(4)-approximations for these graphs, and is a significant step forward from the previously known equivalence for (so called quasi-bipartite) instances in which Steiner vertices form an independent set. We complement our results by showing that even restricting to instances where Steiner vertices induce one single star, determining whether the two relaxations are equivalent is NP-hard
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