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Simon D. Fink

Publications and source records attributed to Simon D. Fink.

17 recordsLinked to original sources

The (Parameterized) Complexity of Ordering a Graph While Avoiding a Forbidden Pattern

In this paper, we study the Pattern Avoidance problem of determining whether a given graph $G$ admits a linear vertex order which avoids a given pattern $P$, i.e., a vertex sequence with some forced and forbidden edges, on every suborder. Such patterns form a natural ordered counterpart to induced subgraphs in the order-invariant setting, and it is known that Pattern Avoidance captures a broad variety of graph problems including Bandwidth, Vertex Coloring, Queue Number, and extends to vertex-deletion problems such as Odd Cycle Transversal. We show that Pattern Avoidance is $Σ_2^{\textsf{P}}$-complete and furthermore remains intractable (in both the classical and parameterized sense) even under a variety of severe restrictions to both the pattern $P$ and the graph $G$. As our main contributions, we complement these lower bounds with the following tractability results, which provide a unifying framework for recognizing pattern-definable graph classes: - a fixed-parameter algorithm w.r.t. the vertex integrity of $G$ plus $|V(P)|$, - a fixed-parameter algorithm w.r.t. the neighborhood diversity of $G$ plus $|E(P)|$, and - a polynomial algorithm for Pattern Avoidance on forests for almost all constant-sized patterns.

cs.DS

The Parameterized Complexity of Extending Stack Layouts

An $\ell$-page stack layout (also known as an $\ell$-page book embedding) of a graph is a linear order of the vertex set together with a partition of the edge set into $\ell$ stacks (or pages), such that the endpoints of no two edges on the same stack alternate. We study the problem of extending a given partial $\ell$-page stack layout into a complete one, which is a natural generalization of the classical NP-hard problem of computing a stack layout of an input graph from scratch. Given the inherent intractability of the problem, we focus on identifying tractable fragments through the refined lens of parameterized-complexity analysis. Our results paint a detailed and surprisingly rich complexity-theoretic landscape of the problem which includes the identification of paraNP-hard, W[1]-hard and XP-tractable, as well as fixed-parameter tractable fragments of stack layout extension via a natural sequence of parameterizations.

cs.CG

On Reconstructing a Convex Polygon from Partial Information

The reconstruction problem asks to construct a (convex) polygon that has a specified set of features, such as an ordered set of edge-lengths or an ordered set of polygon-angles. In this paper, we do a systematic exploration of the reconstruction problem in all scenarios where one or two sets of features have been specified. Some of these scenarios were well-studied already, for some we develop testing-algorithms and/or hardness results, and many give rise to interesting open problems for future study.

cs.CG

Monotone Clustered Level Planarity

We consider the combination of the two constrained planarity problems Level- and Clustered Planarity. Traditionally, level-planar drawings with convex clusters have been studied in this setting. Fink et al. (EuroCG 2024) recently introduced a different way of combining level- and clustered planarity by mimicking a classic characterization of clustered planarity in the level-planar setting: The problem (y-)monotone Clustered Level Planarity (mCLP) seeks a level-planar drawing in which it is possible to augment each cluster with edges that do not cross cluster boundaries so that it becomes connected while maintaining level-planarity. This is in line with previous research on clustered planarity that poses certain requirements on the augmentation edges that make each cluster connected, e.g., that they form a path. Fink et al. (EuroCG 2024) showed that mCLP is NP-complete even for biconnected single-source graphs and instances with a constant number of levels and clusters. We further classify the parameterized complexity of the mCLP problem by, on the one hand, showing hardness even for instances that consist of a forest with trees of bounded size, no isolated vertices, and a small constant number of either clusters or levels. This excludes fixed-parameter tractability for almost all graph-structural parameters, except for vertex cover, even in conjunction with the number of clusters. We complement this by showing fixed-parameter tractability when parameterizing by the vertex cover number and the number of clusters. A major obstacle is the fact that mCLP is non-hereditary, i.e., subinstances of yes-instances may be no-instances and vice versa, which makes it challenging to apply usual reduction techniques.

cs.DS

Garment numbers of bi-colored point sets in the plane

We consider colored variants of a class of geometric-combinatorial questions on $k$-gons and empty $k$-gons that have been started around 1935 by Erdős and Szekeres. In our setting we have $n$ points in general position in the plane, each one colored either red or blue. A structure on $k$ points is a geometric graph where the edges are spanned by (some of) these points and is called monochromatic if all $k$ points have the same color. Already for $k=4$ there exist interesting open problems. Most prominently, it is still open whether for any sufficiently large bichromatic set there always exists a convex empty, monochromatic quadrilateral. In order to shed more light on the underlying geometry we study the existence of five different monochromatic structures that all use exactly 4 points of a bichromatic point set. We provide several improved lower and upper bounds on the smallest $n$ such that every bichromatic set of at least $n$ points contains (some of) those monochromatic structures.

cs.CG

Hexasort -- The Complexity of Stacking Colors on Graphs

Many popular puzzle and matching games have been analyzed through the lens of computational complexity. Prominent examples include Sudoku, Candy Crush, and Flood-It. A common theme among these widely played games is that their generalized decision versions are NP-hard, which is often thought of as a source of their inherent difficulty and addictive appeal to human players. In this paper, we study a popular single-player stacking game commonly known as Hexasort. The game can be modelled as placing colored stacks onto the vertices of a graph, where adjacent stacks of the same color merge and vanish according to deterministic rules. We prove that Hexasort is NP-hard, even when restricted to single-color stacks and progressively more constrained classes of graphs, culminating in strong NP-hardness on trees of either bounded height or degree. Towards fixed-parameter tractable algorithms, we identify settings in which the problem becomes polynomial-time solvable and present dynamic programming algorithms.

cs.CC

Linear Layouts Revisited: Stacks, Queues, and Exact Algorithms

In spite of the extensive study of stack and queue layouts, many fundamental questions remain open concerning the complexity-theoretic frontiers for computing stack and queue layouts. A stack (resp. queue) layout places vertices along a line and assigns edges to pages so that no two edges on the same page are crossing (resp. nested). We provide three new algorithms which together substantially expand our understanding of these problems: (1) A fixed-parameter algorithm for computing minimum-page stack and queue layouts w.r.t. the vertex integrity of an n-vertex graph G. This result is motivated by an open question in the literature and generalizes the previous algorithms parameterizing by the vertex cover number of G. The proof relies on a newly developed Ramsey pruning technique. Vertex integrity intuitively measures the vertex deletion distance to a subgraph with only small connected components. (2) An n^(O(q * l)) algorithm for computing l-page stack and queue layouts of page width at most q. This is the first algorithm avoiding a double-exponential dependency on the parameters. The page width of a layout measures the maximum number of edges one needs to cross on any page to reach the outer face. (3) A 2^(O(n)) algorithm for computing 1-page queue layouts. This improves upon the previously fastest n^(O(n)) algorithm and can be seen as a counterpart to the recent subexponential algorithm for computing 2-page stack layouts [ICALP'24], but relies on an entirely different technique.

cs.DS

The Peculiarities of Extending Queue Layouts

We consider the problem of computing $\ell$-page queue layouts, which are linear arrangements of vertices accompanied with an assignment of the edges to pages from one to $\ell$ that avoid the nesting of edges on any of the pages. Inspired by previous work in the extension of stack layouts, here we consider the setting of extending a partial $\ell$-page queue layout into a complete one and primarily analyze the problem through the refined lens of parameterized complexity. We obtain novel algorithms and lower bounds which provide a detailed picture of the problem's complexity under various measures of incompleteness, and identify surprising distinctions between queue and stack layouts in the extension setting.

cs.CG

Parameterized Complexity of Simultaneous Planarity

Given $k$ input graphs $G_1, \dots ,G_k$, where each pair $G_i$, $G_j$ with $i \neq j$ shares the same graph $G$, the problem Simultaneous Embedding With Fixed Edges (SEFE) asks whether there exists a planar drawing for each input graph such that all drawings coincide on $G$. While SEFE is still open for the case of two input graphs, the problem is NP-complete for $k \geq 3$ [Schaefer, JGAA 13]. In this work, we explore the parameterized complexity of SEFE. We show that SEFE is FPT with respect to $k$ plus the vertex cover number or the feedback edge set number of the the union graph $G^\cup = G_1 \cup \dots \cup G_k$. Regarding the shared graph $G$, we show that SEFE is NP-complete, even if $G$ is a tree with maximum degree 4. Together with a known NP-hardness reduction [Angelini et al., TCS 15], this allows us to conclude that several parameters of $G$, including the maximum degree, the maximum number of degree-1 neighbors, the vertex cover number, and the number of cutvertices are intractable. We also settle the tractability of all pairs of these parameters. We give FPT algorithms for the vertex cover number plus either of the first two parameters and for the number of cutvertices plus the maximum degree, whereas we prove all remaining combinations to be intractable.

cs.DS

Segment Intersection Representations, Level Planarity and Constrained Ordering Problems

In the Segment Intersection Graph Representation Problem, we want to represent the vertices of a graph as straight line segments in the plane such that two segments cross if and only if there is an edge between the corresponding vertices. This problem is NP-hard (even $\exists\mathbb{R}$-complete [Schaefer, 2010]) in the general case [Kratochvíl & Neŝetril, 1992] and remains so if we restrict the segments to be axis-aligned, i.e., horizontal and vertical [Kratochvíl, 1994]. A long standing open question for the latter variant is its complexity when the order of segments along one axis (say the vertical order of horizontal segments) is already given [Kratochvíl & Neŝetril, 1992; Kratochvíl, 1994]. We resolve this question by giving efficient solutions using two very different approaches that are interesting on their own. First, using a graph-drawing perspective, we relate the problem to a variant of the well-known Level Planarity problem, where vertices have to lie on pre-assigned horizontal levels. In our case, each level also carries consecutivity constraints on its vertices; this Level Planarity variant is known to have a quadratic solution. Second, we use an entirely combinatorial approach, and show that both problems can equivalently be formulated as a linear ordering problem subject to certain consecutivity constraints. While the complexity of such problems varies greatly, we show that in this case the constraints are well-structured in a way that allows a direct quadratic solution. Thus, we obtain three different-but-equivalent perspectives on this problem: the initial geometric one, one from planar graph drawing and a purely combinatorial one.

cs.CG

A Simple Partially Embedded Planarity Test Based on Vertex-Addition

In the Partially Embedded Planarity problem, we are given a graph $G$ together with a topological drawing of a subgraph $H$ of $G$. The task is to decide whether the drawing can be extended to a drawing of the whole graph such that no two edges cross. Angelini et al. gave a linear-time algorithm for solving this problem in 2010 (SODA '10). While their paper constitutes a significant result, the algorithm described therein is highly complex: it uses several layers of decompositions according to connectivity of both $G$ and $H$, its description spans more than 30 pages, and can hardly be considered implementable. We give an independent linear-time algorithm that works along the well-known vertex-addition planarity test by Booth and Lueker. We modify the PC-tree as underlying data structure used for representing all planar drawing possibilities in a natural way to also respect the restrictions given by the prescribed drawing of the subgraph $H$. The testing algorithm and its proof of correctness only require small adaptations from the comparatively much simpler generic planarity test, of which several implementations exist. If the test succeeds, an embedding can be constructed using the same approaches that are used for the generic planarity test.

cs.CG

Level Planarity Is More Difficult Than We Thought

We consider three simple quadratic time algorithms for the problem Level Planarity and give a level-planar instance that they either falsely report as negative or for which they output a drawing that is not level planar.

cs.DM

Clustered Planarity Variants for Level Graphs

We consider variants of the clustered planarity problem for level-planar drawings. So far, only convex clusters have been studied in this setting. We introduce two new variants that both insist on a level-planar drawing of the input graph but relax the requirements on the shape of the clusters. In unrestricted Clustered Level Planarity (uCLP) we only require that they are bounded by simple closed curves that enclose exactly the vertices of the cluster and cross each edge of the graph at most once. The problem y-monotone Clustered Level Planarity (y-CLP) requires that additionally it must be possible to augment each cluster with edges that do not cross the cluster boundaries so that it becomes connected while the graph remains level-planar, thereby mimicking a classic characterization of clustered planarity in the level-planar setting. We give a polynomial-time algorithm for uCLP if the input graph is biconnected and has a single source. By contrast, we show that y-CLP is hard under the same restrictions and it remains NP-hard even if the number of levels is bounded by a constant and there is only a single non-trivial cluster.

cs.CG

Constrained Planarity in Practice -- Engineering the Synchronized Planarity Algorithm

In the constrained planarity setting, we ask whether a graph admits a planar drawing that additionally satisfies a given set of constraints. These constraints are often derived from very natural problems; prominent examples are Level Planarity, where vertices have to lie on given horizontal lines indicating a hierarchy, and Clustered Planarity, where we additionally draw the boundaries of clusters which recursively group the vertices in a crossing-free manner. Despite receiving significant amount of attention and substantial theoretical progress on these problems, only very few of the found solutions have been put into practice and evaluated experimentally. In this paper, we describe our implementation of the recent quadratic-time algorithm by Bläsius et al. [TALG Vol 19, No 4] for solving the problem Synchronized Planarity, which can be seen as a common generalization of several constrained planarity problems, including the aforementioned ones. Our experimental evaluation on an existing benchmark set shows that even our baseline implementation outperforms all competitors by at least an order of magnitude. We systematically investigate the degrees of freedom in the implementation of the Synchronized Planarity algorithm for larger instances and propose several modifications that further improve the performance. Altogether, this allows us to solve instances with up to 100 vertices in milliseconds and instances with up to 100 000 vertices within a few minutes.

cs.DS

Maintaining Triconnected Components under Node Expansion

SPQR-trees are a central component of graph drawing and are also important in many further areas of computer science. From their inception onwards, they have always had a strong relation to dynamic algorithms maintaining information, e.g., on planarity and triconnectivity, under edge insertion and, later on, also deletion. In this paper, we focus on a special kind of dynamic update, the expansion of vertices into arbitrary biconnected graphs, while maintaining the SPQR-tree and further information. This will also allow us to efficiently merge two SPQR-trees by identifying the edges incident to two vertices with each other. We do this working along an axiomatic definition lifting the SPQR-tree to a stand-alone data structure that can be modified independently from the graph it might have been derived from. Making changes to this structure, we can now observe how the graph represented by the SPQR-tree changes, instead of having to reason which updates to the SPQR-tree are necessary after a change to the represented graph. Using efficient expansions and merges allows us to improve the runtime of the Synchronized Planarity algorithm by Bläsius et al. [ESA 2021] from $O(m^2)$ to $O(m\cdot Δ)$, where $Δ$ is the maximum pipe degree. This also reduces the time for solving several constrained planarity problems, e.g. for Clustered Planarity from $O((n+d)^2)$ to $O(n+d\cdot Δ)$, where $d$ is the total number of crossings between cluster borders and edges and $Δ$ is the maximum number of edge crossings on a single cluster border.

cs.DS

Synchronized Planarity with Applications to Constrained Planarity Problems

We introduce the problem Synchronized Planarity. Roughly speaking, its input is a loop-free multi-graph together with synchronization constraints that, e.g., match pairs of vertices of equal degree by providing a bijection between their edges. Synchronized Planarity then asks whether the graph admits a crossing-free embedding into the plane such that the orders of edges around synchronized vertices are consistent. We show, on the one hand, that Synchronized Planarity can be solved in quadratic time, and, on the other hand, that it serves as a powerful modeling language that lets us easily formulate several constrained planarity problems as instances of Synchronized Planarity. In particular, this lets us solve Clustered Planarity in quadratic time, where the most efficient previously known algorithm has an upper bound of $O(n^{8})$.

cs.DS

Experimental Comparison of PC-Trees and PQ-Trees

PQ-trees and PC-trees are data structures that represent sets of linear and circular orders, respectively, subject to constraints that specific subsets of elements have to be consecutive. While equivalent to each other, PC-trees are conceptually much simpler than PQ-trees; updating a PC-trees so that a set of elements becomes consecutive requires only a single operation, whereas PQ-trees use an update procedure that is described in terms of nine transformation templates that have to be recursively matched and applied. Despite these theoretical advantages, to date no practical PC-tree implementation is available. This might be due to the original description by Hsu and McConnell in some places only sketching the details of the implementation. In this paper, we describe two alternative implementations of PC-trees. For the first one, we follow the approach by Hsu and McConnell, filling in the necessary details and also proposing improvements on the original algorithm. For the second one, we use a different technique for efficiently representing the tree using a Union-Find data structure. In an extensive experimental evaluation we compare our implementations to a variety of other implementations of PQ-trees that are available on the web as part of academic and other software libraries. Our results show that both PC-tree implementations beat their closest fully correct competitor, the PQ-tree implementation from the OGDF library, by a factor of 2 to 4, showing that PC-trees are not only conceptually simpler but also fast in practice. Moreover, we find the Union-Find-based implementation, while having a slightly worse asymptotic runtime, to be twice as fast as the one based on the description by Hsu and McConnell.

cs.DS