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Matus Mihalak

Publications and source records attributed to Matus Mihalak.

8 recordsLinked to original sources

Approximation Ratio of the Min-Degree Greedy Algorithm for Maximum Independent Set on Interval and Chordal Graphs

In this article we prove that the minimum-degree greedy algorithm, with adversarial tie-breaking, is a $(2/3)$-approximation for the Maximum Independent Set problem on interval graphs. We show that this is tight, even on unit interval graphs of maximum degree 3. We show that on chordal graphs, the greedy algorithm is a $(1/2)$-approximation and that this is again tight. These results contrast with the known (tight) approximation ratio of $\frac{3}{Δ+2}$ of the greedy algorithm for general graphs of maximum degree $Δ$.

cs.DS

Snakes and Ladders: a Treewidth Story

Let $G$ be an undirected graph. We say that $G$ contains a ladder of length $k$ if the $2 \times (k+1)$ grid graph is an induced subgraph of $G$ that is only connected to the rest of $G$ via its four cornerpoints. We prove that if all the ladders contained in $G$ are reduced to length 4, the treewidth remains unchanged (and that this bound is tight). Our result indicates that, when computing the treewidth of a graph, long ladders can simply be reduced, and that minimal forbidden minors for bounded treewidth graphs cannot contain long ladders. Our result also settles an open problem from algorithmic phylogenetics: the common chain reduction rule, used to simplify the comparison of two evolutionary trees, is treewidth-preserving in the display graph of the two trees.

math.CO

Relaxed Agreement Forests

There are multiple factors which can cause the phylogenetic inference process to produce two or more conflicting hypotheses of the evolutionary history of a set X of biological entities. That is: phylogenetic trees with the same set of leaf labels X but with distinct topologies. This leads naturally to the goal of quantifying the difference between two such trees T_1 and T_2. Here we introduce the problem of computing a 'maximum relaxed agreement forest' (MRAF) and use this as a proxy for the dissimilarity of T_1 and T_2, which in this article we assume to be unrooted binary phylogenetic trees. MRAF asks for a partition of the leaf labels X into a minimum number of blocks S_1, S_2, ... S_k such that for each i, the subtrees induced in T_1 and T_2 by S_i are isomorphic up to suppression of degree-2 nodes and taking the labels X into account. Unlike the earlier introduced maximum agreement forest (MAF) model, the subtrees induced by the S_i are allowed to overlap. We prove that it is NP-hard to compute MRAF, by reducing from the problem of partitioning a permutation into a minimum number of monotonic subsequences (PIMS). Furthermore, we show that MRAF has a polynomial time O(log n)-approximation algorithm where n=|X| and permits exact algorithms with single-exponential running time. When at least one of the two input trees has a caterpillar topology, we prove that testing whether a MRAF has size at most k can be answered in polynomial time when k is fixed. We also note that on two caterpillars the approximability of MRAF is related to that of PIMS. Finally, we establish a number of bounds on MRAF, compare its behaviour to MAF both in theory and in an experimental setting and discuss a number of open problems.

cs.DS

Sequential Solutions in Machine Scheduling Games

We consider the classical machine scheduling, where $n$ jobs need to be scheduled on $m$ machines, and where job $j$ scheduled on machine $i$ contributes $p_{i,j}\in \mathbb{R}$ to the load of machine $i$, with the goal of minimizing the makespan, i.e., the maximum load of any machine in the schedule. We study inefficiency of schedules that are obtained when jobs arrive sequentially one by one, and the jobs choose themselves the machine on which they will be scheduled, aiming at being scheduled on a machine with small load. We measure the inefficiency of a schedule as the ratio of the makespan obtained in the worst-case equilibrium schedule, and of the optimum makespan. This ratio is known as the \emph{sequential price of anarchy}. We also introduce two alternative inefficiency measures, which allow for a favorable choice of the order in which the jobs make their decisions. As our first result, we disprove the conjecture of Hassin and Yovel claiming that the sequential price of anarchy for $m=2$ machines is at most 3. We show that the sequential price of anarchy grows at least linearly with the number $n$ of players, i.e., we show that $SPoA = Ω(n)$. Furthermore, we show that there exists an order of the jobs, resulting in makespan that is at most linearly larger than the optimum makespan. To the end, we show that if an authority can change the order of the jobs adaptively to the decisions made by the jobs so far (but cannot influence the decisions of the jobs), then there exists an adaptive ordering in which the jobs end up in an optimum schedule.

cs.GT

Collective fast delivery by energy-efficient agents

We consider k mobile agents initially located at distinct nodes of an undirected graph (on n nodes, with edge lengths) that have to deliver a single item from a given source node s to a given target node t. The agents can move along the edges of the graph, starting at time 0 with respect to the following: Each agent i has a weight w_i that defines the rate of energy consumption while travelling a distance in the graph, and a velocity v_i with which it can move. We are interested in schedules (operating the k agents) that result in a small delivery time T (time when the package arrives at t), and small total energy consumption E. Concretely, we ask for a schedule that: either (i) Minimizes T, (ii) Minimizes lexicographically (T,E) (prioritizing fast delivery), or (iii) Minimizes epsilon*T + (1-epsilon)*E, for a given epsilon, 0<epsilon<1. We show that (i) is solvable in polynomial time, and show that (ii) is polynomial-time solvable for uniform velocities and solvable in time O(n + k log k) for arbitrary velocities on paths, but in general is NP-hard even on planar graphs. As a corollary of our hardness result, (iii) is NP-hard, too. We show that there is a 3-approximation algorithm for (iii) using a single agent.

cs.DS

Partitioning Vectors into Quadruples: Worst-Case Analysis of a Matching-Based Algorithm

Consider a problem where 4k given vectors need to be partitioned into k clusters of four vectors each. A cluster of four vectors is called a quad, and the cost of a quad is the sum of the component-wise maxima of the four vectors in the quad. The problem is to partition the given 4k vectors into k quads with minimum total cost. We analyze a straightforward matching-based algorithm, and prove that this algorithm is a (3/2)-approximation algorithm for this problem. We further analyze the performance of this algorithm on a hierarchy of special cases of the problem, and prove that, in one particular case, the algorithm is a (5/4)-approximation algorithm. Our analysis is tight in all cases except one.

cs.DS

Multicast Network Design Game on a Ring

In this paper we study quality measures of different solution concepts for the multicast network design game on a ring topology. We recall from the literature a lower bound of 4/3 and prove a matching upper bound for the price of stability, which is the ratio of the social costs of a best Nash equilibrium and of a general optimum. Therefore, we answer an open question posed by Fanelli et al. in [12]. We prove an upper bound of 2 for the ratio of the costs of a potential optimizer and of an optimum, provide a construction of a lower bound, and give a computer-assisted argument that it reaches $2$ for any precision. We then turn our attention to players arriving one by one and playing myopically their best response. We provide matching lower and upper bounds of 2 for the myopic sequential price of anarchy (achieved for a worst-case order of the arrival of the players). We then initiate the study of myopic sequential price of stability and for the multicast game on the ring we construct a lower bound of 4/3, and provide an upper bound of 26/19. To the end, we conjecture and argue that the right answer is 4/3.

cs.GT

Tree Nash Equilibria in the Network Creation Game

In the network creation game with n vertices, every vertex (a player) buys a set of adjacent edges, each at a fixed amount α > 0. It has been conjectured that for α >= n, every Nash equilibrium is a tree, and has been confirmed for every α >= 273n. We improve upon this bound and show that this is true for every α >= 65n. To show this, we provide new and improved results on the local structure of Nash equilibria. Technically, we show that if there is a cycle in a Nash equilibrium, then α < 65n. Proving this, we only consider relatively simple strategy changes of the players involved in the cycle. We further show that this simple approach cannot be used to show the desired upper bound α < n (for which a cycle may exist), but conjecture that a slightly worse bound α < 1.3n can be achieved with this approach. Towards this conjecture, we show that if a Nash equilibrium has a cycle of length at most 10, then indeed α < 1.3n. We further provide experimental evidence suggesting that when the girth of a Nash equilibrium is increasing, the upper bound on α obtained by the simple strategy changes is not increasing. To the end, we investigate the approach for a coalitional variant of Nash equilibrium, where coalitions of two players cannot collectively improve, and show that if α >= 41n, then every such Nash equilibrium is a tree.

cs.GT