413 research outputs found

    Combining All Pairs Shortest Paths and All Pairs Bottleneck Paths Problems

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    We introduce a new problem that combines the well known All Pairs Shortest Paths (APSP) problem and the All Pairs Bottleneck Paths (APBP) problem to compute the shortest paths for all pairs of vertices for all possible flow amounts. We call this new problem the All Pairs Shortest Paths for All Flows (APSP-AF) problem. We firstly solve the APSP-AF problem on directed graphs with unit edge costs and real edge capacities in O~(tn(ω+9)/4)=O~(tn2.843)\tilde{O}(\sqrt{t}n^{(\omega+9)/4}) = \tilde{O}(\sqrt{t}n^{2.843}) time, where nn is the number of vertices, tt is the number of distinct edge capacities (flow amounts) and O(nω)<O(n2.373)O(n^{\omega}) < O(n^{2.373}) is the time taken to multiply two nn-by-nn matrices over a ring. Secondly we extend the problem to graphs with positive integer edge costs and present an algorithm with O~(tc(ω+5)/4n(ω+9)/4)=O~(tc1.843n2.843)\tilde{O}(\sqrt{t}c^{(\omega+5)/4}n^{(\omega+9)/4}) = \tilde{O}(\sqrt{t}c^{1.843}n^{2.843}) worst case time complexity, where cc is the upper bound on edge costs

    Finding the Minimum-Weight k-Path

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    Given a weighted nn-vertex graph GG with integer edge-weights taken from a range [M,M][-M,M], we show that the minimum-weight simple path visiting kk vertices can be found in time \tilde{O}(2^k \poly(k) M n^\omega) = O^*(2^k M). If the weights are reals in [1,M][1,M], we provide a (1+ε)(1+\varepsilon)-approximation which has a running time of \tilde{O}(2^k \poly(k) n^\omega(\log\log M + 1/\varepsilon)). For the more general problem of kk-tree, in which we wish to find a minimum-weight copy of a kk-node tree TT in a given weighted graph GG, under the same restrictions on edge weights respectively, we give an exact solution of running time \tilde{O}(2^k \poly(k) M n^3) and a (1+ε)(1+\varepsilon)-approximate solution of running time \tilde{O}(2^k \poly(k) n^3(\log\log M + 1/\varepsilon)). All of the above algorithms are randomized with a polynomially-small error probability.Comment: To appear at WADS 201

    LNCS

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    We present the tool Quasy, a quantitative synthesis tool. Quasy takes qualitative and quantitative specifications and automatically constructs a system that satisfies the qualitative specification and optimizes the quantitative specification, if such a system exists. The user can choose between a system that satisfies and optimizes the specifications (a) under all possible environment behaviors or (b) under the most-likely environment behaviors given as a probability distribution on the possible input sequences. Quasy solves these two quantitative synthesis problems by reduction to instances of 2-player games and Markov Decision Processes (MDPs) with quantitative winning objectives. Quasy can also be seen as a game solver for quantitative games. Most notable, it can solve lexicographic mean-payoff games with 2 players, MDPs with mean-payoff objectives, and ergodic MDPs with mean-payoff parity objectives

    The tropical shadow-vertex algorithm solves mean payoff games in polynomial time on average

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    We introduce an algorithm which solves mean payoff games in polynomial time on average, assuming the distribution of the games satisfies a flip invariance property on the set of actions associated with every state. The algorithm is a tropical analogue of the shadow-vertex simplex algorithm, which solves mean payoff games via linear feasibility problems over the tropical semiring (R{},max,+)(\mathbb{R} \cup \{-\infty\}, \max, +). The key ingredient in our approach is that the shadow-vertex pivoting rule can be transferred to tropical polyhedra, and that its computation reduces to optimal assignment problems through Pl\"ucker relations.Comment: 17 pages, 7 figures, appears in 41st International Colloquium, ICALP 2014, Copenhagen, Denmark, July 8-11, 2014, Proceedings, Part

    Randomness for Free

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    We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (both players interact simultaneously); and (b) turn-based (both players interact in turn). The two sources of randomness in these games are randomness in transition function and randomness in strategies. In general, randomized strategies are more powerful than deterministic strategies, and randomness in transitions gives more general classes of games. In this work we present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function probabilistic transition can be simulated by deterministic transition); and (b) strategies (pure strategies are as powerful as randomized strategies). As consequence of our characterization we obtain new undecidability results for these games

    The Impatient May Use Limited Optimism to Minimize Regret

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    Discounted-sum games provide a formal model for the study of reinforcement learning, where the agent is enticed to get rewards early since later rewards are discounted. When the agent interacts with the environment, she may regret her actions, realizing that a previous choice was suboptimal given the behavior of the environment. The main contribution of this paper is a PSPACE algorithm for computing the minimum possible regret of a given game. To this end, several results of independent interest are shown. (1) We identify a class of regret-minimizing and admissible strategies that first assume that the environment is collaborating, then assume it is adversarial---the precise timing of the switch is key here. (2) Disregarding the computational cost of numerical analysis, we provide an NP algorithm that checks that the regret entailed by a given time-switching strategy exceeds a given value. (3) We show that determining whether a strategy minimizes regret is decidable in PSPACE

    Boundary effects on one-particle spectra of Luttinger liquids

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    We calculate one-particle spectra for a variety of models of Luttinger liquids with open boundary conditions. For the repulsive Hubbard model the spectral weight close to the boundary is enhanced in a large energy range around the chemical potential. A power law suppression, previously predicted by bosonization, only occurs after a crossover at energies very close to the chemical potential. Our comparison with exact spectra shows that the effects of boundaries can partly be understood within the Hartree-Fock approximation.Comment: 4 pages including 4 figures, revised version, to be published in Phys. Rev. B, January 200

    Mean-payoff Automaton Expressions

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    Quantitative languages are an extension of boolean languages that assign to each word a real number. Mean-payoff automata are finite automata with numerical weights on transitions that assign to each infinite path the long-run average of the transition weights. When the mode of branching of the automaton is deterministic, nondeterministic, or alternating, the corresponding class of quantitative languages is not robust as it is not closed under the pointwise operations of max, min, sum, and numerical complement. Nondeterministic and alternating mean-payoff automata are not decidable either, as the quantitative generalization of the problems of universality and language inclusion is undecidable. We introduce a new class of quantitative languages, defined by mean-payoff automaton expressions, which is robust and decidable: it is closed under the four pointwise operations, and we show that all decision problems are decidable for this class. Mean-payoff automaton expressions subsume deterministic mean-payoff automata, and we show that they have expressive power incomparable to nondeterministic and alternating mean-payoff automata. We also present for the first time an algorithm to compute distance between two quantitative languages, and in our case the quantitative languages are given as mean-payoff automaton expressions

    A New Approach to Measuring Distances in Dense Graphs

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    The problem of computing distances and shortest paths between vertices in graphs is one of the fundamental issues in graph theory. It is of great importance in many different applications, for example, transportation, and social network analysis. However, efficient shortest distance algorithms are still desired in many disciplines. Basically, the majority of dense graphs have ties between the shortest distances. Therefore, we consider a different approach and introduce a new measure to solve all-pairs shortest paths for undirected and unweighted graphs. This measures the shortest distance between any two vertices by considering the length and the number of all possible paths between them. The main aim of this new approach is to break the ties between equal shortest paths SP, which can be obtained by the Breadth-first search algorithm (BFS), and distinguish meaningfully between these equal distances. Moreover, using the new measure in clustering produces higher quality results compared with SP. In our study, we apply two different clustering techniques: hierarchical clustering and K-means clustering, with four different graph models, and for a various number of clusters. We compare the results using a modularity function to check the quality of our clustering results
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