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Andrew Beveridge

Publications and source records attributed to Andrew Beveridge.

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Lehmer Codes and the Reverse-Complement Mapping from (32-1)-Avoiding Permutations to (3-21)-Avoiding Permutations

Let $S_n(32\text{-}1)$ and $S_n(3\text{-}21)$ denote the sets of $n$-permutations avoiding the vincular patterns $32\text{-}1$ and $3\text{-}21$, respectively. Using Lehmer codes, we realize these families as weighted posets $L_n(32\text{-}1)$ and $L_n(3\text{-}21)$, where the weight of a code is the inversion number of its permutation. We show that the maximal elements of each of these posets, $\operatorname{Max} L_n(32\text{-}1)$ and $\operatorname{Max} L_n(3\text{-}21)$, are enumerated by the Fibonacci numbers. We demonstrate that the classical reverse-complement map on permutations restricts to a natural bijection between these two sets of maximal elements, revealing a deep symmetry between their underlying poset structures.

math.CO

(32-1)-Avoiding Permutations with Maximum Inversion Number

A permutation $\pi \in S_n$ is (32-1)-avoiding when there do not exist $1 \leq i < i+1 < j \leq n$ such that $\pi_i > \pi_{i+1} > \pi_j$. We determine the maximum inversion number for (32-1)-avoiding permutations and count the number of permutations that achieve this maximum. We then provide a direct construction that enumerates these permutations.

math.CO

Approval Ballot Triangles and Strict-Sense Ballots

We consider a family of binary triangular arrays, called approval ballot triangles (ABTs), that are in bijection with totally symmetric self-complementary plane partitions (TSSCPPs). These triangles correspond to a ballot process in which voters select their collection of approved candidates rather than voting for a single person. We situate ABTs within the ballot problem literature and then show that a strict-sense ballot can be decomposed into a list of sequentially compatible ABTs.

math.CO

Random Walks and the Best Meeting Time for Trees

We consider random walks on a tree $G=(V,E)$ with stationary distribution $\pi_v = \mathrm{deg}(v)/2|E|$ for $v \in V$. Let the hitting time $H(v,w)$ denote the expected number of steps required for the random walk started at vertex $v$ to reach vertex $w$. We characterize the extremal tree structures for the best meeting time $T_{\mathrm{bestmeet}}(G) = \min_{w \in V} \sum_{v \in V} \pi_v H(v,w)$ for trees of order $n$ with diameter $d$. The best meeting time is maximized by the balanced double broom graph, and it is minimized by the balanced lever graph.

math.CO

Random Walks and the Meeting Time for Trees

Consider a random walk on a tree $G=(V,E)$. For $v,w \in V$, let the hitting time $H(v,w)$ denote the expected number of steps required for the random walk started at $v$ to reach $w$, and let $\pi_v = \mathrm{deg}(v)/2|E|$ denote the stationary distribution for the random walk. We characterize the extremal tree structures for the meeting time $T_{\mathrm{meet}}(G) = \max_{w \in V} \sum_{v \in V} \pi_v H(v,w)$. For fixed order $n$ and diameter $d$, the meeting time is maximized by the broom graph. The meeting time is minimized by the balanced double broom graph, or a slight variant, depending on the relative parities of $n$ and $d$.

math.CO

The Exact Mixing Time for Trees with Fixed Diameter

We characterize the extremal structure for the exact mixing time for random walks on trees $T_{n,d}$ of order $n$ with diameter $d$. Given a graph $G=(V,E)$, let $H(v,\pi)$ denote the expected length of an optimal stopping rule from vertex $v$ to the stationary distributon $\pi$. We show that the quantity $\max_{G \in T_{n,d} } T_{\mbox{mix}}(G) = \max_{G \in T_{n,d} } \max_{v \in V} H(v,\pi)$ is achieved uniquely by the balanced double broom.

math.CO

de Finetti Lattices and Magog Triangles

The order ideal $B_{n,2}$ of the Boolean lattice $B_n$ consists of all subsets of size at most $2$. Let $F_{n,2}$ denote the poset refinement of $B_{n,2}$ induced by the rules: $i < j$ implies $\{i \} \prec \{ j \}$ and $\{i,k \} \prec \{j,k\}$. We give an elementary bijection from the set $\mathcal{F}_{n,2}$ of linear extensions of $F_{n,2}$ to the set of shifted standard Young tableau of shape $(n, n-1, \ldots, 1)$, which are counted by the strict-sense ballot numbers. We find a more surprising result when considering the set $\mathcal{F}_{n,2}^{1}$ of minimal poset refinements in which each singleton is comparable with all of the doubletons. We show that $\mathcal{F}_{n,2}^{1}$ is in bijection with magog triangles, and therefore is equinumerous with alternating sign matrices. We adopt our proof techniques to show that row reversal of an alternating sign matrix corresponds to a natural involution on gog triangles.

math.CO

The Voter Basis and the Admissibility of Tree Characters

When making simultaneous decisions, our preference for the outcomes on one subset can depend on the outcomes on a disjoint subset. In referendum elections, this gives rise to the separability problem, where a voter must predict the outcome of one proposal when casting their vote on another. A set $S \subset [n]$ is separable for preference order $\succeq$ when our ranking of outcomes on $S$ is independent of outcomes on its complement $[n]-S$. The admissibility problem asks which characters $\mathcal{C} \subset \mathcal{P}([n])$ can arise as the collection of separable subsets for some preference order. We introduce a linear algebraic technique to construct preference orders with desired characters. Each vector in our $2^n$-dimensional voter basis induces a simple preference ordering with nice separability properties. Given any collection $\mathcal{C} \subset \mathcal{P}([n])$ whose subset lattice has a tree structure, we use the voter basis to construct a preference order with character $\mathcal{C}$.

math.CO

Line-of-Sight Pursuit in Monotone and Scallop Polygons

We study a turn-based game in a simply connected polygonal environment $Q$ between a pursuer $P$ and an adversarial evader $E$. Both players can move in a straight line to any point within unit distance during their turn. The pursuer $P$ wins by capturing the evader, meaning that their distance satisfies $d(P, E) \leq 1$, while the evader wins by eluding capture forever. Both players have a map of the environment, but they have different sensing capabilities. The evader $E$ always knows the location of $P$. Meanwhile, $P$ only has line-of-sight visibility: $P$ observes the evader's position only when the line segment connecting them lies entirely within the polygon. Therefore $P$ must search for $E$ when the evader is hidden from view. We provide a winning strategy for $P$ in two families of polygons: monotone polygons and scallop polygons. In both families, a straight line $L$ can be moved continuously over $Q$ so that (1) $L \cap Q$ is a line segment and (2) every point on the boundary $\partial Q$ is swept exactly once. These are both subfamilies of strictly sweepable polygons. The sweeping motion for a monotone polygon is a single translation, and the sweeping motion for a scallop polygon is a single rotation. Our algorithms use rook's strategy during its pursuit phase, rather than the well-known lion's strategy. The rook's strategy is crucial for obtaining a capture time that is linear in the area of $Q$. For both monotone and scallop polygons, our algorithm has a capture time of $O(n(Q) + \mbox{area}(Q))$, where $n(Q)$ is the number of polygon vertices.

cs.CG

A Hitting Time Formula for the Discrete Green's Function

The discrete Green's function (without boundary) $\mathbb{G}$ is a pseudo-inverse of the combinatorial Laplace operator of a graph $G=(V,E)$. We reveal the intimate connection between Green's function and the theory of exact stopping rules for random walks on graphs. We give an elementary formula for Green's function in terms of state-to-state hitting times of the underlying graph. Namely, $\mathbb{G}(i,j) = π_j \left( \sum_{k \in V} π_k H(k,j) - H(i,j) \right)$ where $π_i$ is the stationary distribution at vertex $i$ and $H(i,j)$ is the expected hitting time for a random walk starting from vertex $i$ to first reach vertex $j$. This formula also holds for the digraph Laplace operator. The most important characteristics of a stopping rule are its exit frequencies, which are the expected number of exits of a given vertex before the rule halts the walk. We show that Green's function is, in fact, a matrix of exit frequencies plus a rank one matrix. In the undirected case, we derive spectral formulas for Green's function and for some mixing measures arising from stopping rules. Finally, we further explore the exit frequency matrix point-of-view, and discuss a natural generalization of Green's function for any distribution $τ$ defined on the vertex set of the graph.

math.CO

Two-Dimensional Pursuit-Evasion in a Compact Domain with Piecewise Analytic Boundary

In a pursuit-evasion game, a team of pursuers attempt to capture an evader. The players alternate turns, move with equal speed, and have full information about the state of the game. We consider the most restictive capture condition: a pursuer must become colocated with the evader to win the game. We prove two general results about pursuit-evasion games in topological spaces. First, we show that one pursuer has a winning strategy in any CAT(0) space under this restrictive capture criterion. This complements a result of Alexander, Bishop and Ghrist, who provide a winning strategy for a game with positive capture radius. Second, we consider the game played in a compact domain in Euclidean two-space with piecewise analytic boundary and arbitrary Euler characteristic. We show that three pursuers always have a winning strategy by extending recent work of Bhadauria, Klein, Isler and Suri from polygonal environments to our more general setting.

math.MG

A Leapfrog Strategy for Pursuit-Evasion in a Polygonal Environment

We study pursuit-evasion in a polygonal environment with polygonal obstacles. In this turn based game, an evader $e$ is chased by pursuers $p_1, p_2, ..., p_{\ell}$. The players have full information about the environment and the location of the other players. The pursuers are allowed to coordinate their actions. On the pursuer turn, each $p_i$ can move to any point at distance at most 1 from his current location. On the evader turn, he moves similarly. The pursuers win if some pursuer becomes co-located with the evader in finite time. The evader wins if he can evade capture forever. It is known that one pursuer can capture the evader in any simply-connected polygonal environment, and that three pursuers are always sufficient in any polygonal environment (possibly with polygonal obstacles). We contribute two new results to this field. First, we fully characterize when an environment with a single obstacles is one-pursuer-win or two-pursuer-win. Second, we give sufficient (but not necessary) conditions for an environment to have a winning strategy for two pursuers. Such environments can be swept by a \emph{leapfrog strategy} in which the two cops alternately guard/increase the currently controlled area. The running time of this algorithm is $O(n \cdot h \cdot {diam}(P))$ where $n$ is the number of vertices, $h$ is the number of obstacles and ${diam}(P)$ is the diameter of $P$. More concretely, for an environment with $n$ vertices, we describe an $O(n^2)$ algorithm that (1) determines whether the obstacles are well-separated, and if so, (2) constructs the required partition for a leapfrog strategy.

cs.CG

The Best Mixing Time for Random Walks on Trees

We characterize the extremal structures for mixing walks on trees that start from the most advantageous vertex. Let $G=(V,E)$ be a tree with stationary distribution $π$. For a vertex $v \in V$, let $H(v,π)$ denote the expected length of an optimal stopping rule from $v$ to $π$. The \emph{best mixing time} for $G$ is $\min_{v \in V} H(v,π)$. We show that among all trees with $|V|=n$, the best mixing time is minimized uniquely by the star. For even $n$, the best mixing time is maximized by the uniquely path. Surprising, for odd $n$, the best mixing time is maximized uniquely by a path of length $n-1$ with a single leaf adjacent to one central vertex.

math.CO

Maker-Breaker games on random geometric graphs

In a Maker-Breaker game on a graph $G$, Breaker and Maker alternately claim edges of $G$. Maker wins if, after all edges have been claimed, the graph induced by his edges has some desired property. We consider four Maker-Breaker games played on random geometric graphs. For each of our four games we show that if we add edges between $n$ points chosen uniformly at random in the unit square by order of increasing edge-length then, with probability tending to one as $n\to\infty$, the graph becomes Maker-win the very moment it satisfies a simple necessary condition. In particular, with high probability, Maker wins the connectivity game as soon as the minimum degree is at least two; Maker wins the Hamilton cycle game as soon as the minimum degree is at least four; Maker wins the perfect matching game as soon as the minimum degree is at least two and every edge has at least three neighbouring vertices; and Maker wins the $H$-game as soon as there is a subgraph from a finite list of "minimal graphs". These results also allow us to give precise expressions for the limiting probability that $G(n,r)$ is Maker-win in each case, where $G(n,r)$ is the graph on $n$ points chosen uniformly at random on the unit square with an edge between two points if and only if their distance is at most $r$.

math.CO

On the minimum order of k-cop-win graphs

We consider the minimum order graphs with a given cop number. We prove that the minimum order of a connected graph with cop number 3 is 10, and show that the Petersen graph is the unique isomorphism type of graph with this property. We provide the results of a computational search on the cop number of all graphs up to and including order 10. A relationship is presented between the minimum order of graph with cop number $k$ and Meyniel's conjecture on the asymptotic maximum value of the cop number of a connected graph.

math.CO

The Petersen graph is the smallest 3-cop-win graph

In the game of \emph{cops and robbers} on a graph $G = (V,E)$, $k$ cops try to catch a robber. On the cop turn, each cop may move to a neighboring vertex or remain in place. On the robber's turn, he moves similarly. The cops win if there is some time at which a cop is at the same vertex as the robber. Otherwise, the robber wins. The minimum number of cops required to catch the robber is called the \emph{cop number} of $G$, and is denoted $c(G)$. Let $m_k$ be the minimum order of a connected graph satisfying $c(G) \geq k$. Recently, Baird and Bonato determined via computer search that $m_3=10$ and that this value is attained uniquely by the Petersen graph. Herein, we give a self-contained mathematical proof of this result. Along the way, we give some characterizations of graphs with $c(G) >2$ and very high maximum degree.

math.CO

On the Mixing Time of Geographical Threshold Graphs

We study the mixing time of random graphs in the $d$-dimensional toric unit cube $[0,1]^d$ generated by the geographical threshold graph (GTG) model, a generalization of random geometric graphs (RGG). In a GTG, nodes are distributed in a Euclidean space, and edges are assigned according to a threshold function involving the distance between nodes as well as randomly chosen node weights, drawn from some distribution. The connectivity threshold for GTGs is comparable to that of RGGs, essentially corresponding to a connectivity radius of $r=(\log n/n)^{1/d}$. However, the degree distributions at this threshold are quite different: in an RGG the degrees are essentially uniform, while RGGs have heterogeneous degrees that depend upon the weight distribution. Herein, we study the mixing times of random walks on $d$-dimensional GTGs near the connectivity threshold for $d \geq 2$. If the weight distribution function decays with $\mathbb{P}[W \geq x] = O(1/x^{d+ν})$ for an arbitrarily small constant $ν>0$ then the mixing time of GTG is $\mixbound$. This matches the known mixing bounds for the $d$-dimensional RGG.

math.PR

Cops and Robbers on Geometric Graphs

Cops and robbers is a turn-based pursuit game played on a graph $G$. One robber is pursued by a set of cops. In each round, these agents move between vertices along the edges of the graph. The cop number $c(G)$ denotes the minimum number of cops required to catch the robber in finite time. We study the cop number of geometric graphs. For points $x_1, ..., x_n \in \R^2$, and $r \in \R^+$, the vertex set of the geometric graph $G(x_1, ..., x_n; r)$ is the graph on these $n$ points, with $x_i, x_j$ adjacent when $ \norm{x_i -x_j} \leq r$. We prove that $c(G) \leq 9$ for any connected geometric graph $G$ in $R^2$ and we give an example of a connected geometric graph with $c(G) = 3$. We improve on our upper bound for random geometric graphs that are sufficiently dense. Let $G(n,r)$ denote the probability space of geometric graphs with $n$ vertices chosen uniformly and independently from $[0,1]^2$. For $G \in G(n,r)$, we show that with high probability (whp), if $r \geq K_1 (\log n/n)^{1/4}$, then $c(G) \leq 2$, and if $r \geq K_2(\log n/n)^{1/5}$, then $c(G) = 1$ where $K_1, K_2 > 0$ are absolute constants. Finally, we provide a lower bound near the connectivity regime of $G(n,r)$: if $r \leq K_3 \log n / \sqrt{n} $ then $c(G) > 1$ whp, where $K_3 > 0$ is an absolute constant.

math.CO