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Tobias Friedrich

Publications and source records attributed to Tobias Friedrich.

At least 73 records · Page 4Linked to original sources

Space-Efficient Fault-Tolerant Diameter Oracles

We design $f$-edge fault-tolerant diameter oracles ($f$-FDOs). We preprocess a given graph $G$ on $n$ vertices and $m$ edges, and a positive integer $f$, to construct a data structure that, when queried with a set $F$ of $|F| \leq f$ edges, returns the diameter of $G-F$. For a single failure ($f=1$) in an unweighted directed graph of diameter $D$, there exists an approximate FDO by Henzinger et al. [ITCS 2017] with stretch $(1+\varepsilon)$, constant query time, space $O(m)$, and a combinatorial preprocessing time of $\widetilde{O}(mn + n^{1.5} \sqrt{Dm/\varepsilon})$.We present an FDO for directed graphs with the same stretch, query time, and space. It has a preprocessing time of $\widetilde{O}(mn + n^2/\varepsilon)$. The preprocessing time nearly matches a conditional lower bound for combinatorial algorithms, also by Henzinger et al. With fast matrix multiplication, we achieve a preprocessing time of $\widetilde{O}(n^{2.5794} + n^2/\varepsilon)$. We further prove an information-theoretic lower bound showing that any FDO with stretch better than $3/2$ requires $Ω(m)$ bits of space. For multiple failures ($f>1$) in undirected graphs with non-negative edge weights, we give an $f$-FDO with stretch $(f+2)$, query time $O(f^2\log^2{n})$, $\widetilde{O}(fn)$ space, and preprocessing time $\widetilde{O}(fm)$. We complement this with a lower bound excluding any finite stretch in $o(fn)$ space. We show that for unweighted graphs with polylogarithmic diameter and up to $f = o(\log n/ \log\log n)$ failures, one can swap approximation for query time and space. We present an exact combinatorial $f$-FDO with preprocessing time $mn^{1+o(1)}$, query time $n^{o(1)}$, and space $n^{2+o(1)}$. When using fast matrix multiplication instead, the preprocessing time can be improved to $n^{ω+o(1)}$, where $ω< 2.373$ is the matrix multiplication exponent.

cs.DS↗

Near-Optimal Deterministic Single-Source Distance Sensitivity Oracles

Given a graph with a source vertex $s$, the Single Source Replacement Paths (SSRP) problem is to compute, for every vertex $t$ and edge $e$, the length $d(s,t,e)$ of a shortest path from $s$ to $t$ that avoids $e$. A Single-Source Distance Sensitivity Oracle (Single-Source DSO) is a data structure that answers queries of the form $(t,e)$ by returning the distance $d(s,t,e)$. We show how to deterministically compress the output of the SSRP problem on $n$-vertex, $m$-edge graphs with integer edge weights in the range $[1,M]$ into a Single-Source DSO of size $O(M^{1/2}n^{3/2})$ with query time $\widetilde{O}(1)$. The space requirement is optimal (up to the word size) and our techniques can also handle vertex failures. Chechik and Cohen [SODA 2019] presented a combinatorial, randomized $\widetilde{O}(m\sqrt{n}+n^2)$ time SSRP algorithm for undirected and unweighted graphs. Grandoni and Vassilevska Williams [FOCS 2012, TALG 2020] gave an algebraic, randomized $\widetilde{O}(Mn^ω)$ time SSRP algorithm for graphs with integer edge weights in the range $[1,M]$, where $ω<2.373$ is the matrix multiplication exponent. We derandomize both algorithms for undirected graphs in the same asymptotic running time and apply our compression to obtain deterministic Single-Source DSOs. The $\widetilde{O}(m\sqrt{n}+n^2)$ and $\widetilde{O}(Mn^ω)$ preprocessing times are polynomial improvements over previous $o(n^2)$-space oracles. On sparse graphs with $m=O(n^{5/4-\varepsilon}/M^{7/4})$ edges, for any constant $\varepsilon > 0$, we reduce the preprocessing to randomized $\widetilde{O}(M^{7/8}m^{1/2}n^{11/8})=O(n^{2-\varepsilon/2})$ time. This is the first truly subquadratic time algorithm for building Single-Source DSOs on sparse graphs.

cs.DS↗

Balanced Crown Decomposition for Connectivity Constraints

We introduce the balanced crown decomposition that captures the structure imposed on graphs by their connected induced subgraphs of a given size. Such subgraphs are a popular modeling tool in various application areas, where the non-local nature of the connectivity condition usually results in very challenging algorithmic tasks. The balanced crown decomposition is a combination of a crown decomposition and a balanced partition which makes it applicable to graph editing as well as graph packing and partitioning problems. We illustrate this by deriving improved kernelization and approximation algorithms for a variety of such problems. In particular, through this structure, we obtain the first constant-factor approximation for the Balanced Connected Partition (BCP) problem, where the task is to partition a vertex-weighted graph into $k$ connected components of approximately equal weight. We derive a 3-approximation for the two most commonly used objectives of maximizing the weight of the lightest component or minimizing the weight of the heaviest component.

cs.DS↗

Efficiency and Stability in Euclidean Network Design

Network Design problems typically ask for a minimum cost sub-network from a given host network. This classical point-of-view assumes a central authority enforcing the optimum solution. But how should networks be designed to cope with selfish agents that own parts of the network? In this setting, agents will deviate from a minimum cost network if this decreases their individual cost. Hence, designed networks should be both efficient in terms of total cost and stable in terms of the agents' willingness to accept the network. We study this novel type of Network Design problem by investigating the creation of $(β,γ)$-networks, that are in $β$-approximate Nash equilibrium and have a total cost of at most $γ$ times the optimal cost, for the recently proposed Euclidean Generalized Network Creation Game by Bilò et al. [SPAA 2019]. There, $n$ agents corresponding to points in Euclidean space create costly edges among themselves to optimize their centrality in the created network. Our main result is a simple $\mathcal{O}(n^2)$-time algorithm that computes a $(β,β)$-network with low $β$ for any given set of points. Moreover, on integer grid point sets or random point sets our algorithm achieves a low constant $β$. Besides these results, we discuss a generalization of our algorithm to instances with arbitrary, even non-metric, edge lengths. Moreover, we show that no such positive results are possible when focusing on either optimal networks or perfectly stable networks as in both cases NP-hard problems arise, there exist instances with very unstable optimal networks, and there are instances for perfectly stable networks with high total cost. Along the way, we significantly improve several results from Bilò et al. and we asymptotically resolve their conjecture about the Price of Anarchy by providing a tight bound.

cs.GT↗

The Complexity of Dependency Detection and Discovery in Relational Databases

Multi-column dependencies in relational databases come associated with two different computational tasks. The detection problem is to decide whether a dependency of a certain type and size holds in a given database, the discovery problem asks to enumerate all valid dependencies of that type. We settle the complexity of both of these problems for unique column combinations (UCCs), functional dependencies (FDs), and inclusion dependencies (INDs). We show that the detection of UCCs and FDs is W[2]-complete when parameterized by the solution size. The discovery of inclusion-wise minimal UCCs is proven to be equivalent under parsimonious reductions to the transversal hypergraph problem of enumerating the minimal hitting sets of a hypergraph. The discovery of FDs is equivalent to the simultaneous enumeration of the hitting sets of multiple input hypergraphs. We further identify the detection of INDs as one of the first natural W[3]-complete problems. The discovery of maximal INDs is shown to be equivalent to enumerating the maximal satisfying assignments of antimonotone, 3-normalized Boolean formulas.

cs.DS↗

The Flip Schelling Process on Random Geometric and Erdös-Rényi Graphs

Schelling's classical segregation model gives a coherent explanation for the wide-spread phenomenon of residential segregation. We consider an agent-based saturated open-city variant, the Flip Schelling Process (FSP), in which agents, placed on a graph, have one out of two types and, based on the predominant type in their neighborhood, decide whether to changes their types; similar to a new agent arriving as soon as another agent leaves the vertex. We investigate the probability that an edge $\{u,v\}$ is monochrome, i.e., that both vertices $u$ and $v$ have the same type in the FSP, and we provide a general framework for analyzing the influence of the underlying graph topology on residential segregation. In particular, for two adjacent vertices, we show that a highly decisive common neighborhood, i.e., a common neighborhood where the absolute value of the difference between the number of vertices with different types is high, supports segregation and moreover, that large common neighborhoods are more decisive. As an application, we study the expected behavior of the FSP on two common random graph models with and without geometry: (1) For random geometric graphs, we show that the existence of an edge $\{u,v\}$ makes a highly decisive common neighborhood for $u$ and $v$ more likely. Based on this, we prove the existence of a constant $c > 0$ such that the expected fraction of monochrome edges after the FSP is at least $1/2 + c$. (2) For Erdös-Rényi graphs we show that large common neighborhoods are unlikely and that the expected fraction of monochrome edges after the FSP is at most $1/2 + o(1)$. Our results indicate that the cluster structure of the underlying graph has a significant impact on the obtained segregation strength.

math.PR↗

Shortest Distances as Enumeration Problem

We investigate the single source shortest distance (SSSD) and all pairs shortest distance (APSD) problems as enumeration problems (on unweighted and integer weighted graphs), meaning that the elements $(u, v, d(u, v))$ -- where $u$ and $v$ are vertices with shortest distance $d(u, v)$ -- are produced and listed one by one without repetition. The performance is measured in the RAM model of computation with respect to preprocessing time and delay, i.e., the maximum time that elapses between two consecutive outputs. This point of view reveals that specific types of output (e.g., excluding the non-reachable pairs $(u, v, \infty)$, or excluding the self-distances $(u, u, 0)$) and the order of enumeration (e.g., sorted by distance, sorted row-wise with respect to the distance matrix) have a huge impact on the complexity of APSD while they appear to have no effect on SSSD. In particular, we show for APSD that enumeration without output restrictions is possible with delay in the order of the average degree. Excluding non-reachable pairs, or requesting the output to be sorted by distance, increases this delay to the order of the maximum degree. Further, for weighted graphs, a delay in the order of the average degree is also not possible without preprocessing or considering self-distances as output. In contrast, for SSSD we find that a delay in the order of the maximum degree without preprocessing is attainable and unavoidable for any of these requirements.

cs.DS↗

A spectral independence view on hardspheres via block dynamics

The hard-sphere model is one of the most extensively studied models in statistical physics. It describes the continuous distribution of spherical particles, governed by hard-core interactions. An important quantity of this model is the normalizing factor of this distribution, called the partition function. We propose a Markov chain Monte Carlo algorithm for approximating the grand-canonical partition function of the hard-sphere model in $d$ dimensions. Up to a fugacity of $λ< \text{e}/2^d$, the runtime of our algorithm is polynomial in the volume of the system. This covers the entire known real-valued regime for the uniqueness of the Gibbs measure. Key to our approach is to define a discretization that closely approximates the partition function of the continuous model. This results in a discrete hard-core instance that is exponential in the size of the initial hard-sphere model. Our approximation bound follows directly from the correlation decay threshold of an infinite regular tree with degree equal to the maximum degree of our discretization. To cope with the exponential blow-up of the discrete instance we use clique dynamics, a Markov chain that was recently introduced in the setting of abstract polymer models. We prove rapid mixing of clique dynamics up to the tree threshold of the univariate hard-core model. This is achieved by relating clique dynamics to block dynamics and adapting the spectral expansion method, which was recently used to bound the mixing time of Glauber dynamics within the same parameter regime.

math.PR↗

Adaptive Sampling for Fast Constrained Maximization of Submodular Function

Several large-scale machine learning tasks, such as data summarization, can be approached by maximizing functions that satisfy submodularity. These optimization problems often involve complex side constraints, imposed by the underlying application. In this paper, we develop an algorithm with poly-logarithmic adaptivity for non-monotone submodular maximization under general side constraints. The adaptive complexity of a problem is the minimal number of sequential rounds required to achieve the objective. Our algorithm is suitable to maximize a non-monotone submodular function under a $p$-system side constraint, and it achieves a $(p + O(\sqrt{p}))$-approximation for this problem, after only poly-logarithmic adaptive rounds and polynomial queries to the valuation oracle function. Furthermore, our algorithm achieves a $(p + O(1))$-approximation when the given side constraint is a $p$-extendible system. This algorithm yields an exponential speed-up, with respect to the adaptivity, over any other known constant-factor approximation algorithm for this problem. It also competes with previous known results in terms of the query complexity. We perform various experiments on various real-world applications. We find that, in comparison with commonly used heuristics, our algorithm performs better on these instances.

cs.DS↗

Selfish Creation of Social Networks

Understanding real-world networks has been a core research endeavor throughout the last two decades. Network Creation Games are a promising approach for this from a game-theoretic perspective. In these games, selfish agents corresponding to nodes in a network strategically decide which links to form to optimize their centrality. Many versions have been introduced and analyzed, but none of them fits to modeling the evolution of social networks. In real-world social networks, connections are often established by recommendations from common acquaintances or by a chain of such recommendations. Thus establishing and maintaining a contact with a friend of a friend is easier than connecting to complete strangers. This explains the high clustering, i.e., the abundance of triangles, in real-world social networks. We propose and analyze a network creation model inspired by real-world social networks. Edges are formed in our model via bilateral consent of both endpoints and the cost for establishing and maintaining an edge is proportional to the distance of the endpoints before establishing the connection. We provide results for generic cost functions, which essentially only must be convex functions in the distance of the endpoints without the respective edge. For this broad class of cost functions, we provide many structural properties of equilibrium networks and prove (almost) tight bounds on the diameter, the Price of Anarchy and the Price of Stability. Moreover, as a proof-of-concept we show via experiments that the created equilibrium networks of our model indeed closely mimics real-world social networks. We observe degree distributions that seem to follow a power-law, high clustering, and low diameters. This can be seen as a promising first step towards game-theoretic network creation models that predict networks featuring all core real-world properties.

cs.GT↗

The Minimization of Random Hypergraphs

We investigate the maximum-entropy model $\mathcal{B}_{n,m,p}$ for random $n$-vertex, $m$-edge multi-hypergraphs with expected edge size $pn$. We show that the expected size of the minimization of $\mathcal{B}_{n,m,p}$, i.e., the number of its inclusion-wise minimal edges, undergoes a phase transition with respect to $m$. If $m$ is at most $1/(1-p)^{(1-p)n}$, then the minimization is of size $Θ(m)$. Beyond that point, for $α$ such that $m = 1/(1-p)^{αn}$ and $\mathrm{H}$ being the entropy function, it is $Θ(1) \cdot \min\!\left(1, \, \frac{1}{(α\,{-}\,(1-p)) \sqrt{(1\,{-}\,α) n}}\right) \cdot 2^{(\mathrm{H}(α) + (1-α) \log_2 p) n}.$ This implies that the maximum expected size over all $m$ is $Θ((1+p)^n/\sqrt{n})$. Our structural findings have algorithmic implications for minimizing an input hypergraph, which in turn has applications in the profiling of relational databases as well as for the Orthogonal Vectors problem studied in fine-grained complexity. The main technical tool is an improvement of the Chernoff--Hoeffding inequality, which we make tight up to constant factors. We show that for a binomial variable $X \sim \mathrm{Bin}(n,p)$ and real number $0 < x \le p$, it holds that $\mathrm{P}[X \le xn] = Θ(1) \cdot \min\!\left(1, \, \frac{1}{(p-x) \sqrt{xn}}\right) \cdot 2^{-\!\mathrm{D}(x \,{\|}\, p) n}$, where $\mathrm{D}$ denotes the Kullback--Leibler divergence between Bernoulli distributions. The result remains true if $x$ depends on $n$ as long as it is bounded away from $0$.

cs.DM↗

Fair Tree Connection Games with Topology-Dependent Edge Cost

How do rational agents self-organize when trying to connect to a common target? We study this question with a simple tree formation game which is related to the well-known fair single-source connection game by Anshelevich et al. (FOCS'04) and selfish spanning tree games by Gourvès and Monnot (WINE'08). In our game agents correspond to nodes in a network that activate a single outgoing edge to connect to the common target node (possibly via other nodes). Agents pay for their path to the common target, and edge costs are shared fairly among all agents using an edge. The main novelty of our model is dynamic edge costs that depend on the in-degree of the respective endpoint. This reflects that connecting to popular nodes that have increased internal coordination costs is more expensive since they can charge higher prices for their routing service. In contrast to related models, we show that equilibria are not guaranteed to exist, but we prove the existence for infinitely many numbers of agents. Moreover, we analyze the structure of equilibrium trees and employ these insights to prove a constant upper bound on the Price of Anarchy as well as non-trivial lower bounds on both the Price of Anarchy and the Price of Stability. We also show that in comparison with the social optimum tree the overall cost of an equilibrium tree is more fairly shared among the agents. Thus, we prove that self-organization of rational agents yields on average only slightly higher cost per agent compared to the centralized optimum, and at the same time, it induces a more fair cost distribution. Moreover, equilibrium trees achieve a beneficial trade-off between a low height and low maximum degree, and hence these trees might be of independent interest from a combinatorics point-of-view. We conclude with a discussion of promising extensions of our model.

cs.GT↗

Efficiently Computing Maximum Flows in Scale-Free Networks

We study the maximum-flow/minimum-cut problem on scale-free networks, i.e., graphs whose degree distribution follows a power-law. We propose a simple algorithm that capitalizes on the fact that often only a small fraction of such a network is relevant for the flow. At its core, our algorithm augments Dinitz's algorithm with a balanced bidirectional search. Our experiments on a scale-free random network model indicate sublinear run time. On scale-free real-world networks, we outperform the commonly used highest-label Push-Relabel implementation by up to two orders of magnitude. Compared to Dinitz's original algorithm, our modifications reduce the search space, e.g., by a factor of 275 on an autonomous systems graph. Beyond these good run times, our algorithm has an additional advantage compared to Push-Relabel. The latter computes a preflow, which makes the extraction of a minimum cut potentially more difficult. This is relevant, for example, for the computation of Gomory-Hu trees. On a social network with 70000 nodes, our algorithm computes the Gomory-Hu tree in 3 seconds compared to 12 minutes when using Push-Relabel.

cs.DS↗

A Strategic Routing Framework and Algorithms for Computing Alternative Paths

Traditional navigation services find the fastest route for a single driver. Though always using the fastest route seems desirable for every individual, selfish behavior can have undesirable effects such as higher energy consumption and avoidable congestion, even leading to higher overall and individual travel times. In contrast, strategic routing aims at optimizing the traffic for all agents regarding a global optimization goal. We introduce a framework to formalize real-world strategic routing scenarios as algorithmic problems and study one of them, which we call Single Alternative Path (SAP), in detail. There, we are given an original route between a single origin--destination pair. The goal is to suggest an alternative route to all agents that optimizes the overall travel time under the assumption that the agents distribute among both routes according to a psychological model, for which we introduce the concept of Pareto-conformity. We show that the SAP problem is NP-complete, even for such models. Nonetheless, assuming Pareto-conformity, we give multiple algorithms for different variants of SAP, using multi-criteria shortest path algorithms as subroutines. Moreover, we prove that several natural models are in fact Pareto-conform. The implementation of our algorithms serves as a proof of concept, showing that SAP can be solved in reasonable time even though the algorithms have exponential running time in the worst case.

cs.DS↗

Geometric Network Creation Games

Network Creation Games are a well-known approach for explaining and analyzing the structure, quality and dynamics of real-world networks like the Internet and other infrastructure networks which evolved via the interaction of selfish agents without a central authority. In these games selfish agents which correspond to nodes in a network strategically buy incident edges to improve their centrality. However, past research on these games has only considered the creation of networks with unit-weight edges. In practice, e.g. when constructing a fiber-optic network, the choice of which nodes to connect and also the induced price for a link crucially depends on the distance between the involved nodes and such settings can be modeled via edge-weighted graphs. We incorporate arbitrary edge weights by generalizing the well-known model by Fabrikant et al.[PODC'03] to edge-weighted host graphs and focus on the geometric setting where the weights are induced by the distances in some metric space. In stark contrast to the state-of-the-art for the unit-weight version, where the Price of Anarchy is conjectured to be constant and where resolving this is a major open problem, we prove a tight non-constant bound on the Price of Anarchy for the metric version and a slightly weaker upper bound for the non-metric case. Moreover, we analyze the existence of equilibria, the computational hardness and the game dynamics for several natural metrics. The model we propose can be seen as the game-theoretic analogue of a variant of the classical Network Design Problem. Thus, low-cost equilibria of our game correspond to decentralized and stable approximations of the optimum network design.

cs.GT↗

Flow-Based Network Creation Games

Network Creation Games(NCGs) model the creation of decentralized communication networks like the Internet. In such games strategic agents corresponding to network nodes selfishly decide with whom to connect to optimize some objective function. Past research intensively analyzed models where the agents strive for a central position in the network. This models agents optimizing the network for low-latency applications like VoIP. However, with today's abundance of streaming services it is important to ensure that the created network can satisfy the increased bandwidth demand. To the best of our knowledge, this natural problem of the decentralized strategic creation of networks with sufficient bandwidth has not yet been studied. We introduce Flow-Based NCGs where the selfish agents focus on bandwidth instead of latency. In essence, budget-constrained agents create network links to maximize their minimum or average network flow value to all other network nodes. Equivalently, this can also be understood as agents who create links to increase their connectivity and thus also the robustness of the network. For this novel type of NCG we prove that pure Nash equilibria exist, we give a simple algorithm for computing optimal networks, we show that the Price of Stability is 1 and we prove an (almost) tight bound of 2 on the Price of Anarchy. Last but not least, we show that our models do not admit a potential function.

cs.GT↗

A Practical Maximum Clique Algorithm for Matching with Pairwise Constraints

A popular paradigm for 3D point cloud registration is by extracting 3D keypoint correspondences, then estimating the registration function from the correspondences using a robust algorithm. However, many existing 3D keypoint techniques tend to produce large proportions of erroneous correspondences or outliers, which significantly increases the cost of robust estimation. An alternative approach is to directly search for the subset of correspondences that are pairwise consistent, without optimising the registration function. This gives rise to the combinatorial problem of matching with pairwise constraints. In this paper, we propose a very efficient maximum clique algorithm to solve matching with pairwise constraints. Our technique combines tree searching with efficient bounding and pruning based on graph colouring. We demonstrate that, despite the theoretical intractability, many real problem instances can be solved exactly and quickly (seconds to minutes) with our algorithm, which makes our approach an excellent alternative to standard robust techniques for 3D registration.

cs.CV↗

From Symmetry to Asymmetry: Generalizing TSP Approximations by Parametrization

We generalize the tree doubling and Christofides algorithm, the two most common approximations for TSP, to parameterized approximations for ATSP. The parameters we consider for the respective parameterizations are upper bounded by the number of asymmetric distances in the given instance, which yields algorithms to efficiently compute constant factor approximations also for moderately asymmetric TSP instances. As generalization of the Christofides algorithm, we derive a parameterized 2.5-approximation, where the parameter is the size of a vertex cover for the subgraph induced by the asymmetric edges. Our generalization of the tree doubling algorithm gives a parameterized 3-approximation, where the parameter is the number of asymmetric edges in a given minimum spanning arborescence. Both algorithms are also stated in the form of additive lossy kernelizations, which allows to combine them with known polynomial time approximations for ATSP. Further, we combine them with a notion of symmetry relaxation which allows to trade approximation guarantee for runtime. We complement our results by experimental evaluations, which show that generalized tree-doubling frequently outperforms generalized Christofides with respect to parameter size.

cs.DS↗