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Hirotaka Ono

Publications and source records attributed to Hirotaka Ono.

At least 19 recordsLinked to original sources

Multi-Winner Voting with Argumentative Ballots

We introduce multi-winner voting with argumentative ballots (MVArg) and investigate theoretical properties. As our conceptual contribution, we generalise approval ballots to argumentative ballots, thereby allowing voters to express defeasible preferences over candidates. We accordingly generalise voter cohesion and justified representation axioms JR, PJR and EJR. As our theoretical contribution, we establish several key results. First, MVArg is strictly more expressive than multi-winner voting with approval ballots (MV). Second, our notions of cohesion and justified representation are conservative generalisations of their counterparts in MV. Third, the MVArg counterpart of JR can always be satisfied, whereas the counterparts of PJR and EJR cannot always be. Fourth, although verifying whether a winner set satisfies the MVArg counterpart of JR is already coNP-hard, such a winner set can be constructed in polynomial time. All definitions, propositions, auxiliary lemmas and theorems have been formalised and mechanically checked in Lean 4.

cs.GT

A Moderatorless Protocol for WEREWOLF

Social deduction games, or hidden-role games, are multiplayer games in which players are assigned private roles and act under asymmetric information about other players' roles and actions. In the canonical example Werewolf, werewolves conceal their roles and mislead the other players, while the seer can obtain role information about a chosen player. Thus, a central functionality of such games is controlling which players can access which information. In typical play, this control is implemented by a trusted human moderator, who assigns roles, mediates secret actions, and reveals outcomes. This reliance raises the barrier to participation and introduces a trusted third party as a single point of failure. In this work, we show that Werewolf can be played without a moderator or any digital device, using only ordinary playing cards. Our construction maintains a shared pool of cards that is observable to all players and manipulated according to a common public procedure, while its interpretation depends on each player's private role. This induces role-dependent views from a single public sequence of card operations. Consequently, even without private messages, werewolves can identify one another and coordinate, and the seer can test whether a chosen player is a werewolf in each round. The proposed implementation is built from card-based physical cryptographic primitives, such as face-down commitments and verifiable shuffles, and higher-level subprotocols for intra-role information sharing, secret action designation, and attribute testing. These subprotocols implement the moderator's core functions while keeping all card operations public and auditable under standard assumptions on physical card operations. We show that the resulting complete moderatorless implementation of Werewolf scales to an arbitrary number n of players using O(n^3) cards.

cs.CR

Arrow-Type Impossibility for Genuinely Modal Judgments

Judgment aggregation studies how to combine individual judgments on logically related propositions into a collective judgment. Classical impossibility results show that sufficiently strong logical interconnections force dictatorship under natural aggregation axioms. In this paper, we ask whether such impossibility can still arise when the objects of aggregation are required to be genuinely modal judgments rather than plain factual propositions. Since modal logic contains propositional logic, this question is meaningful only if one excludes fact-based aggregation in disguise. We show that Arrow-type impossibility already re-emerges in a strikingly sparse modal setting. We prove an impossibility theorem on a simple cyclic frame for an agenda generated from a single propositional variable by repeated applications of a single modal operator, and we further demonstrate this phenomenon for an alternative family of frames satisfying a natural symmetry condition. Thus, even under a modal-operator requirement, semantic structure alone can generate the logical interconnections needed for dictatorship. Technically, our analysis has two layers. First, we prove a semantic reduction theorem showing that certain iterated modal patterns can be collapsed by shifting the evaluation point. Second, building on this reduction, we identify a local-to-global frame mechanism by which frame geometry yields minimally inconsistent modal judgment sets and the strong path-connectivity required for impossibility. The same reduction also turns consistency checking into a small combinatorial covering problem, which yields efficient implementations of non-dictatorial aggregation procedures.

cs.LO

The Complexity of Maximal/Closed Frequent Tree Mining for Bounded Height Trees

Frequent tree mining asks us to enumerate tree patterns that occur frequently in a database of rooted trees. This problem is motivated by tree-structured data in bioinformatics, such as glycans and pseudoknot-free RNA secondary structures. A direct enumeration of all frequent trees is often highly redundant, because every subtree of a frequent tree is again frequent. Closed and maximal frequent trees are standard ways to reduce this redundancy, but their enumeration can still be computationally hard. In this paper, we study the effect of bounding the height of the input trees. This is a natural restriction for rooted trees, since the height is the depth of the hierarchy. We ask whether closed/maximal frequent tree mining remains hard when every input tree has a small height. Our results show that the answer depends sharply on the model. For rooted unordered trees of height at most 2, we give a polynomial-delay algorithm for enumerating closed frequent trees. On the other hand, for rooted ordered trees of height at most 2, we show that an output-polynomial time algorithm for enumerating closed frequent trees would imply an output-polynomial time algorithm for Dualization. For maximal frequent tree enumeration, we prove that no output-polynomial time algorithm exists unless P = NP already for rooted ordered trees of height at most 2 and for rooted unordered trees of height at most 3. Thus, even very small height bounds do not make the enumeration problems easy in general. At the same time, the unordered closed case of height at most 2 admits polynomial-delay enumeration. These results give a height-based classification of the complexity of closed and maximal frequent tree mining on shallow rooted trees.

cs.DS

Further Results on Rendering Geometric Intersection Graphs Sparse by Dispersion

Removing overlaps is a central task in domains such as scheduling, visibility, and map labelling. This can be modelled using graphs, where overlap removals correspond to enforcing a certain sparsity constraint on the graph structure. We continue the study of the problem Geometric Graph Edit Distance (GGED), where the aim is to minimise the total cost of editing a geometric intersection graph to obtain a graph contained in a specific graph class. For us, the edit operation is the movement of objects, and the cost is the movement distance. We present an algorithm for rendering the intersection graph of a set of unit circular arcs edgeless and $k$-clique-free in $O(n\log n)$ time, where $n$ is the number of arcs. The algorithm can be also used to solve an open case of the points-spreading problem on cyclic domains [Li \& Wang, CGT 2025]. We also show that GGED remains strongly NP-hard on unweighted interval graphs, solving an open problem of Honorato-Droguett et al. [WADS 2025]. We complement this result by showing that GGED is strongly NP-hard on sets of $d$-balls and $d$-cubes, for any $d\ge 2$. Finally, we present an XP algorithm (parameterised by the number of maximal cliques) that removes all edges from the intersection graph of a set of weighted unit intervals.

cs.CG

Algorithms for Optimally Shifting Intervals under Intersection Graph Models

In well-studied graph modification problems, adding and deleting vertices and edges are used as graph editing operations. We propose a model for graph modification on geometric intersection graphs called Geometric Graph Edit Distance that moves objects as an edit operation. Our results are mainly focused on interval graphs. In particular, we give a linear-time algorithm to find the minimum total moving distance to render an interval graph complete. The approach of this algorithm can be applied for: (i) rendering a unit square graph complete over the $L_1$ distance and (ii) attaining the existence of a $k$-clique on unit interval graphs. In addition, we provide LP-formulations to achieve several properties in the associated graph of unit intervals.

cs.DS

Game-Theoretic and Algorithmic Analyses of Multi-Agent Routing under Crossing Costs

Coordinating the movement of multiple autonomous agents over a shared network is a fundamental challenge in algorithmic robotics, intelligent transportation, and distributed systems. The dominant approach, Multi-Agent Path Finding, relies on centralized control and synchronous collision avoidance, which often requires strict synchronization and guarantees of globally conflict-free execution. This paper introduces the Multi-Agent Routing under Crossing Cost model on mixed graphs, a novel framework tailored to asynchronous settings. In our model, instead of treating conflicts as hard constraints, each agent is assigned a path, and the system is evaluated through a cost function that measures potential head-on encounters. This ``crossing cost'', which is defined as the product of the numbers of agents traversing an edge in opposite directions, quantifies the risk of congestion and delay in decentralized execution. Our contributions are both game-theoretic and algorithmic. We model the setting as a congestion game with a non-standard cost function, prove the existence of pure Nash equilibria, and analyze the dynamics leading to them. Equilibria can be found in polynomial time under mild conditions, while the general case is PLS-complete. From an optimization perspective, minimizing the total crossing cost is NP-hard, as the problem generalizes Steiner Orientation. To address this hardness barrier, we design a suite of parameterized algorithms for minimizing crossing cost, with parameters including the number of arcs, edges, agents, and structural graph measures. These yield XP or FPT results depending on the parameter, offering algorithmic strategies for structurally restricted instances. Our framework provides a new theoretical foundation for decentralized multi-agent routing, bridging equilibrium analysis and parameterized complexity to support scalable and risk-aware coordination.

cs.MA

Finding a HIST: Chordality, Structural Parameters, and Diameter

A homeomorphically irreducible spanning tree (HIST) is a spanning tree with no degree-2 vertices, serving as a structurally minimal backbone of a graph. While the existence of HISTs has been widely studied from a structural perspective, the algorithmic complexity of finding them remains less understood. In this paper, we provide a comprehensive investigation of the HIST problem from both structural and algorithmic viewpoints. We present a simple characterization that precisely describes which chordal graphs of diameter at most~3 admit a HIST, leading to a polynomial-time decision procedure for this class. In contrast, we show that the problem is NP-complete for strongly chordal graphs of diameter~4. From the perspective of parameterized complexity, we establish that the HIST problem is W[1]-hard when parameterized by clique-width, indicating that the problem is unlikely to be efficiently solvable in general dense graphs. On the other hand, we present fixed-parameter tractable (FPT) algorithms when parameterized by treewidth, modular-width, or cluster vertex deletion number. Specifically, we develop an $O^*(4^{k})$-time algorithm parameterized by modular-width~$k$, and an FPT algorithm parameterized by the cluster vertex deletion number based on kernelization techniques that bound clique sizes while preserving the existence of a HIST. These results together provide a clearer understanding of the structural and computational boundaries of the HIST problem.

cs.CC

Hedonic Seat Arrangement Problems

In this paper, we study a variant of hedonic games, called \textsc{Seat Arrangement}. The model is defined by a bijection from agents with preferences for each other to vertices in a graph $G$. The utility of an agent depends on the neighbors assigned in the graph. More precisely, it is the sum over all neighbors of the preferences that the agent has towards the agent assigned to the neighbor. We first consider the price of stability and fairness for different classes of preferences. In particular, we show that there is an instance such that the price of fairness ({\sf PoF}) is unbounded in general. Moreover, we show an upper bound $\tilde{d}(G)$ and an almost tight lower bound $\tilde{d}(G)-1/4$ of {\sf PoF}, where $\tilde{d}(G)$ is the average degree of an input graph. Then we investigate the computational complexity of problems to find certain ``good'' seat arrangements, say \textsc{Utilitarian Arrangement}, \textsc{Egalitarian Arrangement}, \textsc{Stable Arrangement}, and \textsc{Envy-free Arrangement}. We give dichotomies of computational complexity of four \textsc{Seat Arrangement} problems from the perspective of the maximum order of connected components in an input graph. For the parameterized complexity, \textsc{Utilitarian Arrangement} can be solved in time $n^{O(γ)}$, while it cannot be solved in time $f(γ)n^{o(γ)}$ under ETH, where $n$ is the number of agents and $γ$ is the vertex cover number of an input graph. Moreover, we show that \textsc{Egalitarian Arrangement} and \textsc{Envy-free Arrangement} are weakly NP-hard even on graphs of bounded vertex cover number. Finally, we prove that determining whether a stable arrangement can be obtained from a given arrangement by $k$ swaps is W[1]-hard when parameterized by $k+γ$, whereas it can be solved in time $n^{O(k)}$.

cs.GT

Structural Parameters for Steiner Orientation

We consider the \textsc{Steiner Orientation} problem, where we are given as input a mixed graph $G=(V,E,A)$ and a set of $k$ demand pairs $(s_i,t_i)$, $i\in[k]$. The goal is to orient the undirected edges of $G$ in a way that the resulting directed graph has a directed path from $s_i$ to $t_i$ for all $i\in[k]$. We adopt the point of view of structural parameterized complexity and investigate the complexity of \textsc{Steiner Orientation} for standard measures, such as treewidth. Our results indicate that \textsc{Steiner Orientation} is a surprisingly hard problem from this point of view. In particular, our main contributions are the following: (1) We show that \textsc{Steiner Orientation} is NP-complete on instances where the underlying graph has feedback vertex number 2, treewidth 2, pathwidth 3, and vertex integrity 6; (2) We present an XP algorithm parameterized by vertex cover number $\mathrm{vc}$ of complexity $n^{\mathcal{O}(\mathrm{vc}^2)}$. Furthermore, we show that this running time is essentially optimal by proving that a running time of $n^{o(\mathrm{vc}^2)}$ would refute the ETH; (3) We consider parameterizations by the number of undirected or directed edges ($|E|$ or $|A|$) and we observe that the trivial $2^{|E|}n^{\mathcal{O}(1)}$-time algorithm for the former parameter is optimal under the SETH. Complementing this, we show that the problem admits a $2^{\mathcal{O}(|A|)}n^{\mathcal{O}(1)}$-time algorithm. In addition to the above, we consider the complexity of \textsc{Steiner Orientation} parameterized by $\mathrm{tw}+k$ (FPT), distance to clique (FPT), and $\mathrm{vc}+k$ (FPT with a polynomial kernel).

cs.DS

Battle Sheep is PSPACE-complete

Battle Sheep is a board game published by Blue Orange Games. With two players, it is a combinatorial game that uses normal play rules. We show that it is PSPACE-complete, even when each stack has only up to 3 tokens.

cs.CC

On the Complexity of Minimising the Moving Distance for Dispersing Objects

We study Geometric Graph Edit Distance (GGED), a graph-editing model to compute the minimum edit distance of intersection graphs that uses moving objects as an edit operation. We first show an $O(n\log n)$-time algorithm that minimises the total moving distance to disperse unit intervals. This algorithm is applied to render a given unit interval graph (i) edgeless, (ii) acyclic and (iii) $k$-clique-free. We next show that GGED becomes strongly NP-hard when rendering a weighted interval graph (i) edgeless, (ii) acyclic and (iii) $k$-clique-free. Lastly, we prove that minimising the maximum moving distance for rendering a unit disk graph edgeless is strongly NP-hard over the $L_1$ and $L_2$ distances.

cs.DS

On the complexity of finding a spanning even tree in a graph

A tree is said to be even if for every pair of distinct leaves, the length of the unique path between them is even. In this paper we discuss the problem of determining whether an input graph has a spanning even tree. Hofmann and Walsh [Australas. J Comb. 35, 2006] proved that this problem can be solved in polynomial time on bipartite graphs. In contrast to this, we show that this problem is NP-complete even on planar graphs. We also give polynomial-time algorithms for several restricted classes of graphs, such as split graphs, cographs, cobipartite graphs, unit interval graphs, and block graphs.

cs.DS

Enumerating minimal vertex covers and dominating sets with capacity and/or connectivity constraints

In this paper, we consider the problems of enumerating minimal vertex covers and minimal dominating sets with capacity and/or connectivity constraints. We develop polynomial-delay enumeration algorithms for these problems on bounded-degree graphs. For the case of minimal connected vertex covers, our algorithms run in polynomial delay even on the class of $d$-claw free graphs, extending the result on bounded-degree graphs, and in output quasi-polynomial time on general graphs. To complement these algorithmic results, we show that the problems of enumerating minimal connected vertex covers, minimal connected dominating sets, and minimal capacitated vertex covers in $2$-degenerated bipartite graphs are at least as hard as enumerating minimal transversals in hypergraphs.

cs.DS

Structural Parameterizations of Vertex Integrity

The graph parameter vertex integrity measures how vulnerable a graph is to a removal of a small number of vertices. More precisely, a graph with small vertex integrity admits a small number of vertex removals to make the remaining connected components small. In this paper, we initiate a systematic study of structural parameterizations of the problem of computing the unweighted/weighted vertex integrity. As structural graph parameters, we consider well-known parameters such as clique-width, treewidth, pathwidth, treedepth, modular-width, neighborhood diversity, twin cover number, and cluster vertex deletion number. We show several positive and negative results and present sharp complexity contrasts. We also show that the vertex integrity can be approximated within an $\mathcal{O}(\log \mathsf{opt})$ factor.

cs.DS

An improved spectral lower bound of treewidth

We show that for every $n$-vertex graph with at least one edge, its treewidth is greater than or equal to $n λ_{2} / (Δ+ λ_{2}) - 1$, where $Δ$ and $λ_{2}$ are the maximum degree and the second smallest Laplacian eigenvalue of the graph, respectively. This lower bound improves the one by Chandran and Subramanian [Inf. Process. Lett., 2003] and the subsequent one by the authors of the present paper [IEICE Trans. Inf. Syst., 2024]. The new lower bound is almost tight in the sense that there is an infinite family of graphs such that the lower bound is only $1$ less than the treewidth for each graph in the family. Additionally, using similar techniques, we also present a lower bound of treewidth in terms of the largest and the second smallest Laplacian eigenvalues.

math.CO

Theoretical Aspects of Generating Instances with Unique Solutions: Pre-assignment Models for Unique Vertex Cover

The uniqueness of an optimal solution to a combinatorial optimization problem attracts many fields of researchers' attention because it has a wide range of applications, it is related to important classes in computational complexity, and an instance with only one solution is often critical for algorithm designs in theory. However, as the authors know, there is no major benchmark set consisting of only instances with unique solutions, and no algorithm generating instances with unique solutions is known; a systematic approach to getting a problem instance guaranteed having a unique solution would be helpful. A possible approach is as follows: Given a problem instance, we specify a small part of a solution in advance so that only one optimal solution meets the specification. This paper formulates such a ``pre-assignment'' approach for the vertex cover problem as a typical combinatorial optimization problem and discusses its computational complexity. First, we show that the problem is $Σ^P_2$-complete in general, while the problem becomes NP-complete when an input graph is bipartite. We then present an $O(2.1996^n)$-time algorithm for general graphs and an $O(1.9181^n)$-time algorithm for bipartite graphs, where $n$ is the number of vertices. The latter is based on an FPT algorithm with $O^*(3.6791^τ)$ time for vertex cover number $τ$. Furthermore, we show that the problem for trees can be solved in $O(1.4143^n)$ time.

cs.DS

Maximizing Utilitarian and Egalitarian Welfare of Fractional Hedonic Games on Tree-like Graphs

Fractional hedonic games are coalition formation games where a player's utility is determined by the average value they assign to the members of their coalition. These games are a variation of graph hedonic games, which are a class of coalition formation games that can be succinctly represented. Due to their applicability in network clustering and their relationship to graph hedonic games, fractional hedonic games have been extensively studied from various perspectives. However, finding welfare-maximizing partitions in fractional hedonic games is a challenging task due to the nonlinearity of utilities. In fact, it has been proven to be NP-hard and can be solved in polynomial time only for a limited number of graph classes, such as trees. This paper presents (pseudo)polynomial-time algorithms to compute welfare-maximizing partitions in fractional hedonic games on tree-like graphs. We consider two types of social welfare measures: utilitarian and egalitarian. Tree-like graphs refer to graphs with bounded treewidth and block graphs. A hardness result is provided, demonstrating that the pseudopolynomial-time solvability is the best possible under the assumption P$\neq$NP.

cs.GT