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Miloš Stojaković

Publications and source records attributed to Miloš Stojaković.

At least 19 recordsLinked to original sources

On the Multi-Robber Damage Number

We study a variant of the Cops and Robbers game on graphs in which the robbers damage the visited vertices, aiming to maximize the number of damaged vertices. For that game with one cop against $s$ robbers a conjecture was made by Carlson, Halloran and Reinhart that the cop can save three vertices from being damaged as soon as the maximum degree of the base graph is at least $\binom{s}{2} + 2$. We are able to verify the conjecture and prove that it is tight once we add the assumption that the base graph is triangle free. We also study the game without that assumption, disproving the conjecture in full generality and further attempting to locate the smallest maximum degree of a base graph which guarantees that the cop can save three vertices against $s$ robbers. We show that this number is between $2\binom{s}{2} - 3$ and $2\binom{s}{2} + 1$. Furthermore, after the game has been previously studied with one cop and multiple robbers, as well as with one robber and multiple cops, we initiate the study of the game with two cops and two robbers. In the case when the base graph is a cycle we determine the exact number of damaged vertices. Additionally, when the base graph is a path we provide bounds that differ by an additive constant.

math.CO↗

Patrolling cop vs omniscient robber

We study a variant of the classical Cops and Robbers game with one cop and one robber. The cop follows a fixed walk on the graph, called a patrol, that is chosen before the game begins. The robber is omniscient and knows the entire patrol in advance. A capture occurs when the robber comes within a given distance of the cop, and this distance is referred to as the capture distance. The patrol capture radius, $\tildeρ{(G)}$, is the minimum radius of capture required for the cop to always be able to capture the robber on a connected graph $G$, under optimal play. We initiate a systematic study of this parameter for several graph classes. We determine the exact value of $\tildeρ{(G)}$ for trees, establish upper and lower bounds for grids, and analyze the parameter for various families of chordal graphs, including interval graphs and caterpillars. Along the way, we develop general tools and structural results that may be of independent interest for the study of pursuit-evasion games with predetermined patrols and limited information.

math.CO↗

The Nesting Bird Box Problem is ER-complete: Sharp Hardness Results for the Hidden Set Problem

In the (Nesting) Bird Box Problem we are given a polygonal domain P and a number k and we want to know if there is a set B of k points inside P such that no two points in B can see each other. The underlying idea is that each point represents a birdhouse and many birds only use a birdhouse if there is no other occupied birdhouse in its vicinity. We say two points a,b see each other if the open segment ab intersects neither the exterior of P nor any vertex of P. We show that the Nesting Bird Box problem is ER-complete. The complexity class ER can be defined by the set of problems that are polynomial time equivalent to finding a solution to the equation $p(x) = 0$, with $x\in R^n$ and $p\in $Z[X_1,...,X_n]$. The proof builds on the techniques developed in the original ER-completeness proof of the Art Gallery problem. However our proof is significantly shorter for two reasons. First, we can use recently developed tools that were not available at the time. Second, we consider polygonal domains with holes instead of simple polygons.

cs.CG↗

Rainbow connectivity Maker-Breaker game

We study biased Maker-Breaker games on a graph system $\{G_1,\ldots,G_s\}$, in which Maker's goal is to claim certain rainbow structures, i.e., specified subgraphs consisting of at most one edge from each graph $G_i$. We consider the rainbow-connectivity game, in which Maker wants to claim a rainbow path between every pair of vertices. We analyse this game in detail, essentially determining the threshold bias when played on the system of complete graphs, and observing that whether the random graph intuition holds depends on the size of $s$. The key ingredient of our result is the analysis of a Maker's strategy that combines several randomized strategies with an appropriately designed balancing game. As a byproduct, we find the order of the threshold bias for the Maker-Breaker diameter game, and disprove a conjecture by Balogh, Martin and Pluhár. Another natural and general way to analyse Maker-Breaker games that are played on a colored board is to require Maker to occupy a rainbow winning set of a given positional game. In the case of the connectivity game, Maker's goal is to claim a rainbow spanning tree. For this game played on the system of complete graphs, we establish matching upper and lower bounds on the threshold bias, up to constant factors.

math.CO↗

Positional s-of-k games

We introduce a general framework for positional games in which players score points by claiming a prescribed portion of each winning set, extending the notion of scoring Maker-Breaker games. In the scoring variant, Maker gains a point by fully claiming a winning set, while Breaker aims to minimize Maker's total score. In this paper, we generalize these models for all k-uniform positional games by fixing an integer threshold s in {1,2,..., k} so that a player scores a point whenever she claims at least s elements of a winning set of size k. We refer to this class as s-of-k games. Such formulation allows for a flexible description of scoring objectives that appear in both theoretical models and real-life board games. We further investigate the impact of strategy restrictions on the achievable score. In particular, we analyze s-of-k games both under optimal play, where the score is denoted by SC, and under the additional constraint that Maker is restricted to a pairing strategy. The corresponding score in this setting is denoted by SC_2. While the unrestricted score captures the standard notion of optimal play in scoring positional games, the pairing-restricted score allows us to observe Maker's loss incurred by limiting her to these standard strategies. We comprehensively study s-of-k games played on regular grids, which provide a natural and uniform setting for illustrating the general framework. After developing several general tools for the analysis of both scores, we complement them by a number of ad-hoc strategies tailored for particular cases of these games, to obtain both upper and lower bounds for the two scores on triangular, square, rhombus and hexagonal grids.

cs.DM↗

On constructing small subgraphs in the budget-constrained random graph process

Consider the budget-constrained random graph process introduced by Frieze, Krivelevich and Michaeli, where each time an edge is offered through the (standard) random graph process we must irrevocably decide whether to "purchase" this edge or not, with our goal being to construct a graph which satisfies some property within a given time $t$ and while purchasing at most $b$ edges. We consider the problem of constructing graphs containing certain fixed small subgraphs. We provide an optimal strategy for building a graph which contains a copy of $K_4$, showing that budget $b=ω(\max\{n^8/t^5,n^2/t\})$ suffices and that if $b=o(\max\{n^8/t^5,n^2/t\})$ then no strategy can a.a.s. produce a graph containing a copy of $K_4$. This resolves a problem raised by Iľkovič, León and Shu. More generally, we obtain analogously tight results for containing a wheel of any fixed size, or a graph consisting of a tree plus one additional universal vertex. We also tackle the problem of constructing graphs containing a copy of $K_5$, obtaining both lower and upper bounds on the optimal budget, though a gap remains in this case.

math.CO↗

Maker playing against an invisible Breaker

We initiate the study of the phantom version of Maker-Breaker positional games. In a phantom game, the moves of one of the players are hidden from the other player, who still has the complete information. We look at the biased $(a:b)$ Maker-PhantomBreaker games where the board is the edge set of the complete graph on $n$ vertices, $K_n$, and Maker has no information about PhantomBreaker's choices of edges. We give randomized strategies for both players in four classical games: connectivity game, perfect matching game, mindegree-$k$ game and Hamiltonicity game. In particular, we focus on characterizing all biases $(a:b)$ for which Maker wins asymptotically almost surely.

math.CO↗

Generalized saturation game

We study the following game version of the generalized graph Turán problem. For two fixed graphs F and H, two players, Max and Mini, alternately claim unclaimed edges of the complete graph Kn such that the graph G of the claimed edges must remain F-free throughout the game. The game ends when no further edges can be claimed, i.e. when G becomes F-saturated. The H-score of the game is the number of copies of H in G. Max aims to maximize the H-score, while Mini wants to minimize it. The H-score of the game when both players play optimally is denoted by s1(n, #H, F) when Max starts, and by s2(n, #H, F) when Mini starts. We study these values for several natural choices of F and H.

math.CO↗

Optimizing Symbol Visibility through Displacement

In information visualization, the position of symbols often encodes associated data values. When visualizing data elements with both a numerical and a categorical dimension, positioning in the categorical axis admits some flexibility. This flexibility can be exploited to reduce symbol overlap, and thereby increase legibility. In this paper, we initialize the algorithmic study of optimizing symbol legibility via a limited displacement of the symbols. Specifically, we consider closed unit square symbols that need to be placed at specified $y$-coordinates. We optimize the drawing order of the symbols as well as their $x$-displacement, constrained within a rectangular container, to maximize the minimum visible perimeter over all squares. If the container has width and height at most $2$, there is a point that stabs all squares. In this case, we prove that a staircase layout is arbitrarily close to optimality and can be computed in $O(n\log n)$ time. If the width is at most $2$, there is a vertical line that stabs all squares, and in this case, we design a 2-approximation algorithm (assuming fixed container height) that runs in $O(n\log n)$ time. As it turns out that a minimum visible perimeter of 2 is always achievable with a generic construction, we measure this approximation with respect to the visible perimeter exceeding 2. We show that, despite its simplicity, the algorithm gives asymptotically optimal results for certain instances.

cs.CG↗

Polychromatic Coloring of Tuples in Hypergraphs

A hypergraph $H$ consists of a set $V$ of vertices and a set $E$ of hyperedges that are subsets of $V$. A $t$-tuple of $H$ is a subset of $t$ vertices of $V$. A $t$-tuple $k$-coloring of $H$ is a mapping of its $t$-tuples into $k$ colors. A coloring is called $(t,k,f)$-polychromatic if each hyperedge of $E$ that has at least $f$ vertices contains tuples of all the $k$ colors. Let $f_H(t,k)$ be the minimum $f$ such that $H$ has a $(t,k,f)$-polychromatic coloring. For a family of hypergraphs $\cal{H}$ let $f_{\cal{H}}(t,k)$ be the maximum $f_H(t,k)$ over all hypergraphs $H$ in $\cal{H}$. We present several bounds on $f_{\cal{H}}(t,k)$ for $t\ge 2$. - Let $\cal{H}$ be the family of hypergraphs $H$ that is obtained by taking any set $P$ of points in $\Re^2$, setting $V:=P$ and $E:=\{d\cap P\colon d\text{ is a disk in }\Re^2\}$. We prove that $f_\cal{H}(2,k)\le 3.7^k$, that is, the pairs of points (2-tuples) can be $k$-colored such that any disk containing at least $3.7^k$ points has pairs of all colors. - For the family $\mathcal{H}$ of shrinkable hypergraphs of VC-dimension at most $d$ we prove that $ f_\cal{H}(d{+}1,k) \leq c^k$ for some constant $c=c(d)$. We also prove that every hypergraph with $n$ vertices and with VC-dimension at most $d$ has a $(d{+}1)$-tuple $T$ of depth at least $\frac{n}{c}$, i.e., any hyperedge that contains $T$ also contains $\frac{n}{c}$ other vertices. - For the relationship between $t$-tuple coloring and vertex coloring in any hypergraph $H$ we establish the inequality $\frac{1}{e}\cdot tk^{\frac{1}{t}}\le f_H(t,k)\le f_H(1,tk^{\frac{1}{t}})$. For the special case of $k=2$, we prove that $t+1\le f_H(t,2)\le\max\{f_H(1,2), t+1\}$; this improves upon the previous best known upper bound. - We generalize some of our results to higher dimensions, other shapes, pseudo-disks, and also study the relationship between tuple coloring and epsilon nets.

cs.CG↗

Criticality for Maker-Breaker domination games with predomination

A predominated graph is a pair $(G,D)$, where $G$ is a graph and the vertices in $D\subseteq V(G)$ are considered already dominated. Maker-Breaker domination game critical (MBD critical) predominated graphs are introduced as the predominated graphs $(G,D)$ on which Staller wins the game, but Dominator wins on $(G, D \cup \{v\})$ for every vertex $v \in V(G) \setminus D$. Tools are developed for handling the Maker-Breaker domination game on trees which lead to a characterization of Staller-win predominated trees. MBD critical predominated trees are characterized and an algorithm is designed which verifies in linear time whether a given predominated tree is MBD critical. A large class of MBD critical predominated cacti is presented and Maker-Breaker critical hypergraphs constructed.

math.CO↗

Complexity of Maker-Breaker Games on Edge Sets of Graphs

We study the algorithmic complexity of Maker-Breaker games played on the edge sets of general graphs. We mainly consider the perfect matching game and the $H$-game. Maker wins if she claims the edges of a perfect matching in the first, and a copy of a fixed graph $H$ in the second. We prove that deciding who wins the perfect matching game and the $H$-game is PSPACE-complete, even for the latter in small-diameter graphs if $H$ is a tree. Toward finding the smallest graph $H$ for which the $H$-game is PSPACE-complete, we also prove that such an $H$ of order 51 and size 57 exists. We then give several positive results for the $H$-game. As the $H$-game is already PSPACE-complete when $H$ is a tree, we mainly consider the case where $H$ belongs to a subclass of trees. In particular, we design two linear-time algorithms, both based on structural characterizations, to decide the winners of the $P_4$-game in general graphs and the $K_{1,\ell}$-game in trees. Then, we prove that the $K_{1,\ell}$-game in any graph, and the $H$-game in trees are both FPT parameterized by the length of the game, notably adding to the short list of games with this property, which is of independent interest. Another natural direction to take is to consider the $H$-game when $H$ is a cycle. While we were unable to resolve this case, we prove that the related arboricity-$k$ game is polynomial-time solvable. In particular, when $k=2$, Maker wins this game if she claims the edges of any cycle.

cs.CC↗

Poset Positional Games

We propose a generalization of positional games, supplementing them with a restriction on the order in which the elements of the board are allowed to be claimed. We introduce poset positional games, which are positional games with an additional structure -- a poset on the elements of the board. Throughout the game play, based on this poset and the set of the board elements that are claimed up to that point, we reduce the set of available moves for the player whose turn it is -- an element of the board can only be claimed if all the smaller elements in the poset are already claimed. We proceed to analyse these games in more detail, with a prime focus on the most studied convention, the Maker-Breaker games. First we build a general framework around poset positional games. Then, we perform a comprehensive study of the complexity of determining the game outcome, conditioned on the structure of the family of winning sets on the one side and the structure of the poset on the other.

math.CO↗

The Constructor-Blocker Game

We study the following game version of the generalized graph Turán problem. For two fixed graphs $F$ and $H$, two players, Constructor and Blocker, alternately claim unclaimed edges of the complete graph $K_n$. Constructor can only claim edges so that he never claims all edges of any copy of $F$, i.e. his graph must remain $F$-free, while Blocker can claim unclaimed edges without restrictions. The game ends when Constructor cannot claim further edges or when all edges have been claimed. The score of the game is the number of copies of $H$ with all edges claimed by Constructor. Constructor's aim is to maximize the score, while Blocker tries to keep the score as low as possible. We denote by $g(n,H,F)$ the score of the game when both players play optimally and Constructor starts the game. In this paper, we obtain the exact value of $g(n,H,F)$ when both $F$ and $H$ are stars and when $F=P_4$, $H=P_3$. We determine the asymptotics of $g(n,H,F)$ when $F$ is a star and $H$ is a tree and when $F=P_5$, $H=K_3$, and we derive upper and lower bounds on $g(n,P_4,P_5)$.

math.CO↗

On strong avoiding games

Given an increasing graph property $\cal F$, the strong Avoider-Avoider $\cal F$ game is played on the edge set of a complete graph. Two players, Red and Blue, take turns in claiming previously unclaimed edges with Red going first, and the player whose graph possesses $\cal F$ first loses the game. If the property $\cal F$ is "containing a fixed graph $H$", we refer to the game as the $H$ game. We prove that Blue has a winning strategy in two strong Avoider-Avoider games, $P_4$ game and ${\cal CC}_{>3}$ game, where ${\cal CC}_{>3}$ is the property of having at least one connected component on more than three vertices. We also study a variant, the strong CAvoider-CAvoider games, with additional requirement that the graph of each of the players must stay connected throughout the game. We prove that Blue has a winning strategy in the strong CAvoider-CAvoider games $S_3$ and $P_4$, as well as in the $Cycle$ game, where the players aim at avoiding all cycles.

cs.GT↗

Avoider-Enforcer Game is NP-hard

In an Avoider-Enforcer game, we are given a hypergraph. Avoider and Enforcer alternate in claiming an unclaimed vertex, until all the vertices of the hypergraph are claimed. Enforcer wins if Avoider claims all vertices of an edge; Avoider wins otherwise. We show that it is NP-hard to decide if Avoider has a winning strategy.

cs.CC↗

Structural Properties of Bichromatic Non-crossing Matchings

Given a set of $n$ red and $n$ blue points in the plane, we are interested in matching red points with blue points by straight line segments so that the segments do not cross. We develop a range of tools for dealing with the non-crossing matchings of points in convex position. It turns out that the points naturally partition into groups that we refer to as orbits, with a number of properties that prove useful for studying and efficiently processing the non-crossing matchings. Bottleneck matching is such a matching that minimizes the length of the longest segment. Illustrating the use of the developed tools, we solve the problem of finding bottleneck matchings of points in convex position in $O(n^2)$ time. Subsequently, combining our tools with a geometric analysis we design an $O(n)$-time algorithm for the case where the given points lie on a circle. Previously best known results were $O(n^3)$ for points in convex position, and $O(n \log n$) for points on a circle.

cs.CG↗

Semi-random graph process

We introduce and study a novel semi-random multigraph process, described as follows. The process starts with an empty graph on $n$ vertices. In every round of the process, one vertex $v$ of the graph is picked uniformly at random and independently of all previous rounds. We then choose an additional vertex (according to a strategy of our choice) and connect it by an edge to $v$. For various natural monotone increasing graph properties $P$, we prove tight upper and lower bounds on the minimum (extended over the set of all possible strategies) number of rounds required by the process to obtain, with high probability, a graph that satisfies $P$. Along the way, we show that the process is general enough to approximate (using suitable strategies) several well-studied random graph models.

math.CO↗