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Miloš Stojaković

Publications and source records attributed to Miloš Stojaković.

31 records · Page 2Linked to original sources

The Toucher-Isolator game

We introduce a new positional game called `Toucher-Isolator', which is a quantitative version of a Maker-Breaker type game. The playing board is the set of edges of a given graph G, and the two players, Toucher and Isolator, claim edges alternately. The aim of Toucher is to `touch' as many vertices as possible (i.e. to maximise the number of vertices that are incident to at least one of her chosen edges), and the aim of Isolator is to minimise the number of vertices that are so touched. We analyse the number of untouched vertices u(G) at the end of the game when both Toucher and Isolator play optimally, obtaining results both for general graphs and for particularly interesting classes of graphs, such as cycles, paths, trees, and k-regular graphs. We also provide tight examples.

math.CO↗

Fast strategies in biased Maker--Breaker games

We study the biased $(1:b)$ Maker--Breaker positional games, played on the edge set of the complete graph on $n$ vertices, $K_n$. Given Breaker's bias $b$, possibly depending on $n$, we determine the bounds for the minimal number of moves, depending on $b$, in which Maker can win in each of the two standard graph games, the Perfect Matching game and the Hamilton Cycle game.

math.CO↗

Hamiltonian Maker-Breaker games on small graphs

We look at the unbiased Maker-Breaker Hamiltonicity game played on the edge set of a complete graph $K_n$, where Maker's goal is to claim a Hamiltonian cycle. First, we prove that, independent of who starts, Maker can win the game for $n = 8$ and $n = 9$. Then we use an inductive argument to show that, independent of who starts, Maker can win the game if and only if $n \geq 8$. This, in particular, resolves in the affirmative the long-standing conjecture of Papaioannou. We also study two standard positional games related to Hamiltonicity game. For Hamiltonian Path game, we show that Maker can claim a Hamiltonian path if and only if $n \geq 5$, independent of who starts. Next, we look at Fixed Hamiltonian Path game, where the goal of Maker is to claim a Hamiltonian path between two predetermined vertices. We prove that if Maker starts the game, he wins if and only if $n \geq 7$, and if Breaker starts, Maker wins if and only if $n \geq 8$. Using this result, we are able to improve the previously best upper bound on the smallest number of edges a graph on $n$ vertices can have, knowing that Maker can win the Maker-Breaker Hamiltonicity game played on its edges. To resolve the outcomes of the mentioned games on small (finite) boards, we devise algorithms for efficiently searching game trees and then obtain our results with the help of a computer.

math.CO↗

Zero-Error Capacity of $P$-ary Shift Channels and FIFO Queues

The objects of study of this paper are communication channels in which the dominant type of noise are symbol shifts, the main motivating examples being timing and bit-shift channels. Two channel models are introduced and their zero-error capacities and zero-error-detection capacities determined by explicit constructions of optimal codes. Model A can be informally described as follows: 1) The information is stored in an $ n $-cell register, where each cell is either empty or contains a particle of one of $ P $ possible types, and 2) due to the imperfections of the device each of the particles may be shifted several cells away from its original position over time. Model B is an abstraction of a single-server queue: 1) The transmitter sends packets from a $ P $-ary alphabet through a queuing system with an infinite buffer and a First-In-First-Out (FIFO) service procedure, and 2) each packet is being processed by the server for a random number of time slots. More general models including additional types of noise that the particles/packets can experience are also studied, as are the continuous-time versions of these problems.

cs.IT↗

Faster Bottleneck Non-crossing Matchings of Points in Convex Position

Given an even number of points in a plane, we are interested in matching all the points by straight line segments so that the segments do not cross. Bottleneck matching is a matching that minimizes the length of the longest segment. For points in convex position, we present a quadratic-time algorithm for finding a bottleneck non-crossing matching, improving upon the best previously known algorithm of cubic time complexity.

cs.CG↗

On saturation games

A graph $G = (V,E)$ is said to be saturated with respect to a monotone increasing graph property ${\mathcal P}$, if $G \notin {\mathcal P}$ but $G \cup \{e\} \in {\mathcal P}$ for every $e \in \binom{V}{2} \setminus E$. The saturation game $(n, {\mathcal P})$ is played as follows. Two players, called Mini and Max, progressively build a graph $G \subseteq K_n$, which does not satisfy ${\mathcal P}$. Starting with the empty graph on $n$ vertices, the two players take turns adding edges $e \in \binom{V(K_n)}{2} \setminus E(G)$, for which $G \cup \{e\} \notin {\mathcal P}$, until no such edge exists (i.e. until $G$ becomes ${\mathcal P}$-saturated), at which point the game is over. Max's goal is to maximize the length of the game, whereas Mini aims to minimize it. The score of the game, denoted by $s(n, {\mathcal P})$, is the number of edges in $G$ at the end of the game, assuming both players follow their optimal strategies. We prove lower and upper bounds on the score of games in which the property the players need to avoid is being $k$-connected, having chromatic number at least $k$, and admitting a matching of a given size. In doing so we demonstrate that the score of certain games can be as large as the Turán number or as low as the saturation number of the respective graph property. We also demonstrate that the score might strongly depend on the identity of the first player to move.

math.CO↗

On the threshold for the Maker-Breaker $H$-game

We study the Maker-Breaker $H$-game played on the edge set of the random graph $G_{n,p}$. In this game two players, Maker and Breaker, alternately claim unclaimed edges of $G_{n,p}$, until all the edges are claimed. Maker wins if he claims all the edges of a copy of a fixed graph $H$; Breaker wins otherwise. In this paper we show that, with the exception of trees and triangles, the threshold for an $H$-game is given by the threshold of the corresponding Ramsey property of $G_{n,p}$ with respect to the graph $H$.

math.CO↗

Many collinear k-tuples with no k+1 collinear points

For every $k>3$, we give a construction of planar point sets with many collinear $k$-tuples and no collinear $(k+1)$-tuples. We show that there are $n_0=n_0(k)$ and $c=c(k)$ such that if $n\geq n_0$, then there exists a set of $n$ points in the plane that does not contain $k+1$ points on a line, but it contains at least $n^{2-\frac{c}{\sqrt{\log n}}}$ collinear $k$-tuples of points. Thus, we significantly improve the previously best known lower bound for the largest number of collinear $k$-tuples in such a set, and get reasonably close to the trivial upper bound $O(n^2)$.

math.CO↗

Linear Time Algorithm for Optimal Feed-link Placement

Given a polygon representing a transportation network together with a point p in its interior, we aim to extend the network by inserting a line segment, called a feed-link, which connects p to the boundary of the polygon. Once a feed link is fixed, the geometric dilation of some point q on the boundary is the ratio between the length of the shortest path from p to q through the extended network, and their Euclidean distance. The utility of a feed-link is inversely proportional to the maximal dilation over all boundary points. We give a linear time algorithm for computing the feed-link with the minimum overall dilation, thus improving upon the previously known algorithm of complexity that is roughly O(n log n).

cs.CG↗

Doubly biased Maker-Breaker Connectivity game

In this paper we study the (a : b) Maker-Breaker Connectivity game, played on the edge-set of the complete graph on n vertices. We determine the winner for almost all values of a and b.

math.CO↗

Consistent digital line segments

We introduce a novel and general approach for digitalization of line segments in the plane that satisfies a set of axioms naturally arising from Euclidean axioms. In particular, we show how to derive such a system of digital segments from any total order on the integers. As a consequence, using a well-chosen total order, we manage to define a system of digital segments such that all digital segments are, in Hausdorff metric, optimally close to their corresponding Euclidean segments, thus giving an explicit construction that resolves the main question of Chun et al.

cs.DM↗

On winning fast in Avoider-Enforcer games

We analyze the duration of the unbiased Avoider-Enforcer game for three basic positional games. All the games are played on the edges of the complete graph on $n$ vertices, and Avoider's goal is to keep his graph outerplanar, diamond-free and $k$-degenerate, respectively. It is clear that all three games are Enforcer's wins, and our main interest lies in determining the largest number of moves Avoider can play before losing. Extremal graph theory offers a general upper bound for the number of Avoider's moves. As it turns out, for all three games we manage to obtain a lower bound that is just an additive constant away from that upper bound. In particular, we exhibit a strategy for Avoider to keep his graph outerplanar for at least $2n-8$ moves, being just 6 short of the maximum possible. A diamond-free graph can have at most $d(n)=\lceil\frac{3n-5}{2}\rceil$ edges, and we prove that Avoider can play for at least $d(n)-3$ moves. Finally, if $k$ is small compared to $n$, we show that Avoider can keep his graph $k$-degenerate for as many as $e(n)$ moves, where $e(n)$ is the maximum number of edges a $k$-degenerate graph can have.

math.CO↗

Fast winning strategies in Avoider-Enforcer games

In numerous positional games the identity of the winner is easily determined. In this case one of the more interesting questions is not {\em who} wins but rather {\em how fast} can one win. These type of problems were studied earlier for Maker-Breaker games; here we initiate their study for unbiased Avoider-Enforcer games played on the edge set of the complete graph $K_n$ on $n$ vertices. For several games that are known to be an Enforcer's win, we estimate quite precisely the minimum number of moves Enforcer has to play in order to win. We consider the non-planarity game, the connectivity game and the non-bipartite game.

math.CO↗