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Ralph Keusch

Publications and source records attributed to Ralph Keusch.

8 recordsLinked to original sources

A Solution to the 1-2-3 Conjecture

We show that for every graph without isolated edge, the edges can be assigned weights from {1,2,3} so that no two neighbors receive the same sum of incident edge weights. This solves a conjecture of Karoński, Luczak, and Thomason from 2004.

math.CO

Vertex-coloring graphs with 4-edge-weightings

An edge-weighting of a graph is called vertex-coloring if the weighted degrees yield a proper vertex coloring of the graph. It is conjectured that for every graph without isolated edge, a vertex-coloring edge-weighting with the set {1,2,3} exists. In this note, we show that the statement is true for the weight set {1,2,3,4}.

math.CO

Average Distance in a General Class of Scale-Free Networks with Underlying Geometry

In Chung-Lu random graphs, a classic model for real-world networks, each vertex is equipped with a weight drawn from a power-law distribution, and two vertices form an edge independently with probability proportional to the product of their weights. Chung-Lu graphs have average distance O(log log n) and thus reproduce the small-world phenomenon, a key property of real-world networks. Modern, more realistic variants of this model also equip each vertex with a random position in a specific underlying geometry. The edge probability of two vertices then depends, say, inversely polynomial on their distance. In this paper we study a generic augmented version of Chung-Lu random graphs. We analyze a model where the edge probability of two vertices can depend arbitrarily on their positions, as long as the marginal probability of forming an edge (for two vertices with fixed weights, one fixed position, and one random position) is as in Chung-Lu random graphs. The resulting class contains Chung-Lu random graphs, hyperbolic random graphs, and geometric inhomogeneous random graphs as special cases. Our main result is that every random graph model in this general class has the same average distance as Chung-Lu random graphs, up to a factor 1+o(1). This shows in particular that specific choices, such as the underlying geometry being Euclidean or the dependence on the distance being inversely polynomial, do not significantly influence the average distance. The proof also yields that our model has a giant component and polylogarithmic diameter with high probability.

cs.DM

Colorability Saturation Games

We consider the following two-player game: Maxi and Mini start with the empty graph on $n$ vertices and take turns, always adding one additional edge to the graph such that the chromatic number is at most $k$, where $k \in \mathbb{N}$ is a given parameter. The game is over when the graph is saturated and no further edge can be inserted. Maxi wants to maximize the length of the game while Mini wants to minimize it. The score $s(n,χ_{>k})$ denotes the number of edges in the final graph, given that both players followed an optimal strategy. This colorability game belongs to the family of \emph{saturation games} that are known to provide beautiful and challenging problems despite being defined via simple combinatorial rules. The analysis of colorability saturation games has been initiated recently by Hefetz, Krivelevich, Naor, and Stojaković (2016). In this paper, we improve their results by providing almost matching lower and upper bounds on the score of the game that hold for arbitrary choices of $k$ and $n>k$. In addition, we study the specific game with $k=4$ in more details and prove that its score is $n^2/3+O(n)$.

math.CO

A new upper bound on the game chromatic index of graphs

We study the two-player game where Maker and Breaker alternately color the edges of a given graph $G$ with $k$ colors such that adjacent edges never get the same color. Maker's goal is to play such that at the end of the game, all edges are colored. Vice-versa, Breaker wins as soon as there is an uncolored edge where every color is blocked. The game chromatic index $χ'_g(G)$ denotes the smallest $k$ for which Maker has a winning strategy. The trivial bounds $Δ(G) \le χ_g'(G) \le 2Δ(G)-1$ hold for every graph $G$, where $Δ(G)$ is the maximum degree of $G$. In 2008, Beveridge, Bohman, Frieze, and Pikhurko proved that for every $δ>0$ there exists a constant $c>0$ such that $χ'_g(G) \le (2-c)Δ(G)$ holds for any graph with $Δ(G) \ge (\frac{1}{2}+δ)v(G)$, and conjectured that the same holds for every graph $G$. In this paper, we show that $χ'_g(G) \le (2-c)Δ(G)$ is true for all graphs $G$ with $Δ(G) \ge C \log v(G)$. In addition, we consider a biased version of the game where Breaker is allowed to color $b$ edges per turn and give bounds on the number of colors needed for Maker to win this biased game.

math.CO

Sampling Geometric Inhomogeneous Random Graphs in Linear Time

Real-world networks, like social networks or the internet infrastructure, have structural properties such as large clustering coefficients that can best be described in terms of an underlying geometry. This is why the focus of the literature on theoretical models for real-world networks shifted from classic models without geometry, such as Chung-Lu random graphs, to modern geometry-based models, such as hyperbolic random graphs. With this paper we contribute to the theoretical analysis of these modern, more realistic random graph models. Instead of studying directly hyperbolic random graphs, we use a generalization that we call geometric inhomogeneous random graphs (GIRGs). Since we ignore constant factors in the edge probabilities, GIRGs are technically simpler (specifically, we avoid hyperbolic cosines), while preserving the qualitative behaviour of hyperbolic random graphs, and we suggest to replace hyperbolic random graphs by this new model in future theoretical studies. We prove the following fundamental structural and algorithmic results on GIRGs. (1) As our main contribution we provide a sampling algorithm that generates a random graph from our model in expected linear time, improving the best-known sampling algorithm for hyperbolic random graphs by a substantial factor O(n^0.5). (2) We establish that GIRGs have clustering coefficients in Ω(1), (3) we prove that GIRGs have small separators, i.e., it suffices to delete a sublinear number of edges to break the giant component into two large pieces, and (4) we show how to compress GIRGs using an expected linear number of bits.

cs.SI

Greedy Routing and the Algorithmic Small-World Phenomenom

The algorithmic small-world phenomenon, empirically established by Milgram's letter forwarding experiments from the 60s, was theoretically explained by Kleinberg in 2000. However, from today's perspective his model has several severe shortcomings that limit the applicability to real-world networks. In order to give a more convincing explanation of the algorithmic small-world phenomenon, we study decentralized greedy routing in a more flexible random graph model (geometric inhomogeneous random graphs) which overcomes all previous shortcomings. Apart from exhibiting good properties in theory, it has also been extensively experimentally validated that this model reasonably captures real-world networks. In this model, the greedy routing protocol is purely distributed as each vertex only needs to know information about its direct neighbors. We prove that it succeeds with constant probability, and in case of success almost surely finds an almost shortest path of length θ(loglog n), where our bound is tight including the leading constant. Moreover, we study natural local patching methods which augment greedy routing by backtracking and which do not require any global knowledge. We show that such methods can ensure success probability 1 in an asymptotically tight number of steps. These results also address the question of Krioukov et al. whether there are efficient local routing protocols for the internet graph. There were promising experimental studies, but the question remained unsolved theoretically. Our results give for the first time a rigorous and analytical affirmative answer.

cs.SI

The game chromatic number of dense random graphs

Suppose that two players take turns coloring the vertices of a given graph G with k colors. In each move the current player colors a vertex such that neighboring vertices get different colors. The first player wins this game if and only if at the end, all the vertices are colored. The game chromatic number $χ_g(G)$ is defined as the smallest k for which the first player has a winning strategy. Recently, Bohman, Frieze and Sudakov [Random Structures and Algorithms 2008] analysed the game chromatic number of random graphs and obtained lower and upper bounds of the same order of magnitude. In this paper we improve existing results and show that with high probability, the game chromatic number $χ_g(G_{n,p})$ of dense random graphs is asymptotically twice as large as the ordinary chromatic number $χ(G_{n,p})$.

math.CO