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Onur Çağırıcı

Publications and source records attributed to Onur Çağırıcı.

8 recordsLinked to original sources

Beyond circular-arc graphs -- recognizing lollipop graphs and medusa graphs

In 1992 Biró, Hujter and Tuza introduced, for every fixed connected graph $H$, the class of $H$-graphs, defined as the intersection graphs of connected subgraphs of some subdivision of $H$. Recently, quite a lot of research has been devoted to understanding the tractability border for various computational problems, such as recognition or isomorphism testing, in classes of $H$-graphs for different graphs $H$. In this work we undertake this research topic, focusing on the recognition problem. Chaplick, Töpfer, Voborn\'ık, and Zeman showed, for every fixed tree $T$, a polynomial-time algorithm recognizing $T$-graphs. Tucker showed a polynomial time algorithm recognizing $K_3$-graphs (circular-arc graphs). On the other hand, Chaplick at al. showed that recognition of $H$-graphs is $NP$-hard if $H$ contains two different cycles sharing an edge. The main two results of this work narrow the gap between the $NP$-hard and $P$ cases of $H$-graphs recognition. First, we show that recognition of $H$-graphs is $NP$-hard when $H$ contains two different cycles. On the other hand, we show a polynomial-time algorithm recognizing $L$-graphs, where $L$ is a graph containing a cycle and an edge attached to it ($L$-graphs are called lollipop graphs). Our work leaves open the recognition problems of $M$-graphs for every unicyclic graph $M$ different from a cycle and a lollipop. Other results of this work, which shed some light on the cases that remain open, are as follows. Firstly, the recognition of $M$-graphs, where $M$ is a fixed unicyclic graph, admits a polynomial time algorithm if we restrict the input to graphs containing particular holes (hence recognition of $M$-graphs is probably most difficult for chordal graphs). Secondly, the recognition of medusa graphs, which are defined as the union of $M$-graphs, where $M$ runs over all unicyclic graphs, is $NP$-complete.

cs.DS↗

APUD(1,1) Recognition in Polynomial Time

A unit disk graph is the intersection graph of a set of disk of unit radius in the Euclidean plane. In 1998, Breu and Kirkpatrick showed that the recognition problem for unit disk graphs is NP-hard. Given $k$ horizontal and $m$ vertical lines, an APUD($k,m$) is a unit disk graph such that each unit disk is centered either on a given horizontal or vertical line. Çağırıcı showed in 2020 that APUD($k,m$) recognition is NP-hard. In this paper, we show that APUD($1,1$) recognition is polynomial time solvable.

cs.CG↗

Computational Aspects of Problems on Visibility and Disk Graph Representations

This thesis focuses on two concepts which are widely studied in the field of computational geometry. Namely, visibility and unit disk graphs. In the field of visibility, we have studied the conflict-free chromatic guarding of polygons, for which we have described a polynomial-time algorithm that uses $O(n \log^2 n)$ colors to guard a polygon in a conflict-free setting, and proper coloring of polygon visibility graphs, for which we have described an algorithm that returns a proper 4-coloring for a simple polygon. Besides, we have shown that the 5-colorability problem is NP-complete on visibility graphs of simple polygons, and 4-colorability is NP-complete on visibility graphs of polygons with holes. Then, we move further with the notion of visibility, and define a graph class which considers the real-world limitations for the applications of visibility graphs. That is, no physical object has infinite range, and two objects might not be mutually visible from a certain distance although there are no obstacles in-between. To model this property, we introduce unit disk visibility graphs, and show that the 3-colorability problem is NP-complete for unit disk visibility graphs of a set of line segments, and a polygon with holes. After bridging the gap between the visibility and the unit disk graphs, we then present our results on the recognition of unit disk graphs in a restricted setting -- axes-parallel unit disk graphs. We show that the recognition of unit disk graphs is NP-complete when the disks are centered on pre-given parallel lines. If, on the other hand, the lines are not parallel to one another, the recognition problem is NP-hard even though the pre-given lines are axes-parallel (i.e. any pair is either parallel or perpendicular).

cs.CG↗

Unit Disk Visibility Graphs

We study unit disk visibility graphs, where the visibility relation between a pair of geometric entities is defined by not only obstacles, but also the distance between them. That is, two entities are not mutually visible if they are too far apart, regardless of having an obstacle between them. This particular graph class models real world scenarios more accurately compared to the conventional visibility graphs. We first define and classify the unit disk visibility graphs, and then show that the 3-coloring problem is NP-complete when unit disk visibility model is used for a set of line segments (which applies to a set of points) and for a polygon with holes.

cs.CG↗

On conflict-free chromatic guarding of simple polygons

We study the problem of colouring the vertices of a polygon, such that every viewer in it can see a unique colour. The goal is to minimise the number of colours used. This is also known as the conflict-free chromatic guarding problem with vertex guards, and is motivated, e.g., by the problem of radio frequency assignment to sensors placed at the polygon vertices. We first study the scenario in which viewers can be all points of the polygon (such as a mobile robot which moves in the interior of the polygon). We efficiently solve the related problem of minimising the number of guards and approximate (up to only an additive error) the number of colours required in the special case of polygons called funnels. Then we give an upper bound of O(log^2 n) colours on n-vertex weak visibility polygons, by decomposing the problem into sub-funnels. This bound generalises to all simple polygons. We briefly look also at the second scenario, in which the viewers are only the vertices of the polygon. We show a lower bound of 3 colours in the general case of simple polygons and conjecture that this is tight. We also prove that already deciding whether 1 or 2 colours are enough is NP-complete.

cs.CG↗

Clique-Width of Point Configurations

While structural width parameters (of the input) belong to the standard toolbox of graph algorithms, it is not the usual case in computational geometry. As a case study we propose a natural extension of the structural graph parameter of clique-width to geometric point configurations represented by their order type. We study basic properties of this clique-width notion, and relate it to the monadic second-order logic of point configurations. As an application, we provide several linear FPT time algorithms for geometric point problems which are NP-hard in general, in the special case that the input point set is of bounded clique-width and the clique-width expression is also given.

cs.LO↗

On embeddability of unit disk graphs onto straight lines

Unit disk graphs are the intersection graphs of unit radius disks in the Euclidean plane. Deciding whether there exists an embedding of a given unit disk graph, i.e. unit disk graph recognition, is an important geometric problem, and has many application areas. In general, this problem is known to be $\exists\mathbb{R}$-complete. In some applications, the objects that correspond to unit disks, have predefined (geometrical) structures to be placed on. Hence, many researchers attacked this problem by restricting the domain of the disk centers. One example to such applications is wireless sensor networks, where each disk corresponds to a wireless sensor node, and a pair of intersecting disks corresponds to a pair of sensors being able to communicate with one another. It is usually assumed that the nodes have identical sensing ranges, and thus a unit disk graph model is used to model problems concerning wireless sensor networks. We consider the unit disk graph realization problem on a restricted domain, by assuming a scenario where the wireless sensor nodes are deployed on the corridors of a building. Based on this scenario, we impose a geometric constraint such that the unit disks must be centered onto given straight lines. In this paper, we first describe a polynomial-time reduction which shows that deciding whether a graph can be realized as unit disks onto given straight lines is NP-hard, when the given lines are parallel to either $x$-axis or $y$-axis. Using the reduction we described, we also show that this problem is NP-complete when the given lines are only parallel to $x$-axis (and one another). We obtain those results using the idea of the logic engine introduced by Bhatt and Cosmadakis in 1987.

cs.CG↗

Utilizing hyperplanar substructures to perform efficient range-based WSN localization

A wireless sensor network (WSN) consists of multiple wireless sensor nodes that communicate each other to fulfill a particular task. In this paper, we emphasize on the networks whose deployments admit lower dimensional substructures, such as collinear groups in 2D, or coplanar groups in 3D. When these groups are given as a part of the input, we describe an algorithm to utilize this information to perform a low-cost localization. In emergency situations such as fire, earthquake etc. inside a building, wireless sensor networks might be very crucial to provide critical information and help the rescue teams to move very quickly by decreasing their burden of exploring the environment. Thus, it is very important to develop a system that provides information quickly and without consuming too much energy. We observe that in these type of environments, sensor nodes tend to form hyperplanar groups. A hyperplane is a subspace of one dimension less than its ambient space, and accordingly, a hyperplanar group of sensor nodes is a group of nodes that sit on the same hyperplane. When we consider a floor of a building, the nodes can be deployed on the corridors to form collinear groups, and when we consider the whole building, the sensor nodes will sit on the floors to form coplanar groups. Therefore, we study range-based WSN localization problem in 3D environments that induce hyperplanar groupings. First, we show that it is an \NP-hard problem to obtain hyperplanar groups, even if we are given the equations of the hyperplanes. Then, we describe an algorithm that assumes each sensor node is aware of its hyperplanar group, and performs a localization when the sensor nodes are deployed in the corridors on each floor of a building. In this case, grouping information allows us to localize a network, which cannot be localized by conventional range-based localization algorithms.

cs.NI↗