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Tom C. van der Zanden

Publications and source records attributed to Tom C. van der Zanden.

15 recordsLinked to original sources

A polynomial delay algorithm generating all potential maximal cliques in triconnected planar graphs

We develop a new characterization of potential maximal cliques of a triconnected planar graph and, using this characterization, give a polynomial delay algorithm generating all potential maximal cliques of a given triconnected planar graph. Combined with the dynamic programming algorithms due to Bouchitt{é} and Todinca, this algorithm leads to a treewidth algorithm for general planar graphs that runs in time linear in the number of potential maximal cliques and polynomial in the number of vertices.

cs.DS↗

Hedonic Seat Arrangement Problems

In this paper, we study a variant of hedonic games, called \textsc{Seat Arrangement}. The model is defined by a bijection from agents with preferences for each other to vertices in a graph $G$. The utility of an agent depends on the neighbors assigned in the graph. More precisely, it is the sum over all neighbors of the preferences that the agent has towards the agent assigned to the neighbor. We first consider the price of stability and fairness for different classes of preferences. In particular, we show that there is an instance such that the price of fairness ({\sf PoF}) is unbounded in general. Moreover, we show an upper bound $\tilde{d}(G)$ and an almost tight lower bound $\tilde{d}(G)-1/4$ of {\sf PoF}, where $\tilde{d}(G)$ is the average degree of an input graph. Then we investigate the computational complexity of problems to find certain ``good'' seat arrangements, say \textsc{Utilitarian Arrangement}, \textsc{Egalitarian Arrangement}, \textsc{Stable Arrangement}, and \textsc{Envy-free Arrangement}. We give dichotomies of computational complexity of four \textsc{Seat Arrangement} problems from the perspective of the maximum order of connected components in an input graph. For the parameterized complexity, \textsc{Utilitarian Arrangement} can be solved in time $n^{O(γ)}$, while it cannot be solved in time $f(γ)n^{o(γ)}$ under ETH, where $n$ is the number of agents and $γ$ is the vertex cover number of an input graph. Moreover, we show that \textsc{Egalitarian Arrangement} and \textsc{Envy-free Arrangement} are weakly NP-hard even on graphs of bounded vertex cover number. Finally, we prove that determining whether a stable arrangement can be obtained from a given arrangement by $k$ swaps is W[1]-hard when parameterized by $k+γ$, whereas it can be solved in time $n^{O(k)}$.

cs.GT↗

Finding Order-Preserving Subgraphs

(Induced) Subgraph Isomorphism and Maximum Common (Induced) Subgraph are fundamental problems in graph pattern matching and similarity computation. In graphs derived from time-series data or protein structures, a natural total ordering of vertices often arises from their underlying structure, such as temporal sequences or amino acid sequences. This motivates the study of problem variants that respect this inherent ordering. This paper addresses Ordered (Induced) Subgraph Isomorphism (O(I)SI) and its generalization, Maximum Common Ordered (Induced) Subgraph (MCO(I)S), which seek to find subgraph isomorphisms that preserve the vertex orderings of two given ordered graphs. Our main contributions are threefold: (1) We prove that these problems remain NP-complete even when restricted to small graph classes, such as trees of depth 2 and threshold graphs. (2) We establish a gap in computational complexity between OSI and OISI on certain graph classes. For instance, OSI is polynomial-time solvable for interval graphs with their interval orderings, whereas OISI remains NP-complete under the same setting. (3) We demonstrate that the tractability of these problems can depend on the vertex ordering. For example, while OISI is NP-complete on threshold graphs, its generalization, MCOIS, can be solved in polynomial time if the specific vertex orderings that characterize the threshold graphs are provided.

cs.DS↗

Minimum Separator Reconfiguration

We study the problem of reconfiguring one minimum $s$-$t$-separator $A$ into another minimum $s$-$t$-separator $B$ in some $n$-vertex graph $G$ containing two non-adjacent vertices $s$ and $t$. We consider several variants of the problem as we focus on both the token sliding and token jumping models. Our first contribution is a polynomial-time algorithm that computes (if one exists) a minimum-length sequence of slides transforming $A$ into $B$. We additionally establish that the existence of a sequence of jumps (which need not be of minimum length) can be decided in polynomial time (by an algorithm that also outputs a witnessing sequence when one exists). In contrast, and somewhat surprisingly, we show that deciding if a sequence of at most $\ell$ jumps can transform $A$ into $B$ is an $\textsf{NP}$-complete problem. To complement this negative result, we investigate the parameterized complexity of what we believe to be the two most natural parameterized counterparts of the latter problem; in particular, we study the problem of computing a minimum-length sequence of jumps when parameterized by the size $k$ of the minimum \stseps and when parameterized by the number of jumps $\ell$. For the first parameterization, we show that the problem is fixed-parameter tractable, but does not admit a polynomial kernel unless $\textsf{NP} \subseteq \textsf{coNP/poly}$. We complete the picture by designing a kernel with $\mathcal{O}(\ell^2)$ vertices and edges for the length $\ell$ of the sequence as a parameter.

cs.CC↗

Efficiently Computing the Shapley Value of Connectivity Games in Low-Treewidth Graphs

The Shapley value is the solution concept in cooperative game theory that is most used in both theoretical as practical settings. Unfortunately, computing the Shapley value is computationally intractable in general. This paper focuses on computing the Shapley value of (weighted) connectivity games. For these connectivity games, that are defined on an underlying (weighted) graph, computing the Shapley value is #P-hard, and thus (likely) intractable even for graphs with a moderate number of vertices. We present an algorithm that can efficiently compute the Shapley value if the underlying graph has bounded treewidth. Next, we apply our algorithm to several real-world (covert) networks. We show that our algorithm can compute exact Shapley values for these networks quickly, whereas in prior work these values could only be approximated using a heuristic method. Finally, it is shown that our algorithm can also compute the Shapley value time efficiently for several larger (artificial) benchmark graphs from the PACE 2018 challenge.

cs.GT↗

A Framework for ETH-Tight Algorithms and Lower Bounds in Geometric Intersection Graphs

We give an algorithmic and lower-bound framework that facilitates the construction of subexponential algorithms and matching conditional complexity bounds. It can be applied to intersection graphs of similarly-sized fat objects, yielding algorithms with running time $2^{O(n^{1-1/d})}$ for any fixed dimension $d \geq 2$ for many well known graph problems, including Independent Set, $r$-Dominating Set for constant $r$, and Steiner Tree. For most problems, we get improved running times compared to prior work; in some cases, we give the first known subexponential algorithm in geometric intersection graphs. Additionally, most of the obtained algorithms are representation-agnostic, i.e., they work on the graph itself and do not require the geometric representation. Our algorithmic framework is based on a weighted separator theorem and various treewidth techniques. The lower bound framework is based on a constructive embedding of graphs into d-dimensional grids, and it allows us to derive matching $2^{Ω(n^{1-1/d})}$ lower bounds under the Exponential Time Hypothesis even in the much more restricted class of $d$-dimensional induced grid graphs.

cs.CG↗

Gourds: a sliding-block puzzle with turning

We propose a new kind of sliding-block puzzle, called Gourds, where the objective is to rearrange 1 x 2 pieces on a hexagonal grid board of 2n + 1 cells with n pieces, using sliding, turning and pivoting moves. This puzzle has a single empty cell on a board and forms a natural extension of the 15-puzzle to include rotational moves. We analyze the puzzle and completely characterize the cases when the puzzle can always be solved. We also study the complexity of determining whether a given set of colored pieces can be placed on a colored hexagonal grid board with matching colors. We show this problem is NP-complete for arbitrarily many colors, but solvable in randomized polynomial time if the number of colors is a fixed constant.

cs.DS↗

How does object fatness impact the complexity of packing in d dimensions?

Packing is a classical problem where one is given a set of subsets of Euclidean space called objects, and the goal is to find a maximum size subset of objects that are pairwise non-intersecting. The problem is also known as the Independent Set problem on the intersection graph defined by the objects. Although the problem is NP-complete, there are several subexponential algorithms in the literature. One of the key assumptions of such algorithms has been that the objects are fat, with a few exceptions in two dimensions; for example, the packing problem of a set of polygons in the plane surprisingly admits a subexponential algorithm. In this paper we give tight running time bounds for packing similarly-sized non-fat objects in higher dimensions. We propose an alternative and very weak measure of fatness called the stabbing number, and show that the packing problem in Euclidean space of constant dimension $d \geq 3$ for a family of similarly sized objects with stabbing number $α$ can be solved in $2^{O(n^{1-1/d}α)}$ time. We prove that even in the case of axis-parallel boxes of fixed shape, there is no $2^{o(n^{1-1/d}α)}$ algorithm under ETH. This result smoothly bridges the whole range of having constant-fat objects on one extreme ($α=1$) and a subexponential algorithm of the usual running time, and having very "skinny" objects on the other extreme ($α=n^{1/d}$), where we cannot hope to improve upon the brute force running time of $2^{O(n)}$, and thereby characterizes the impact of fatness on the complexity of packing in case of similarly sized objects. We also study the same problem when parameterized by the solution size $k$, and give a $n^{O(k^{1-1/d}α)}$ algorithm, with an almost matching lower bound.

cs.CG↗

Subgraph Isomorphism on Graph Classes that Exclude a Substructure

We study Subgraph Isomorphism on graph classes defined by a fixed forbidden graph. Although there are several ways for forbidding a graph, we observe that it is reasonable to focus on the minor relation since other well-known relations lead to either trivial or equivalent problems. When the forbidden minor is connected, we present a near dichotomy of the complexity of Subgraph Isomorphism with respect to the forbidden minor, where the only unsettled case is $P_{5}$, the path of five vertices. We then also consider the general case of possibly disconnected forbidden minors. We show fixed-parameter tractable cases and randomized XP-time solvable cases parameterized by the size of the forbidden minor $H$. We also show that by slightly generalizing the tractable cases, the problem becomes NP-complete. All unsettle cases are equivalent to $P_{5}$ or the disjoint union of two $P_{5}$'s. As a byproduct, we show that Subgraph Isomorphism is fixed-parameter tractable parameterized by vertex integrity. Using similar techniques, we also observe that Subgraph Isomorphism is fixed-parameter tractable parameterized by neighborhood diversity.

cs.DS↗

Stable divisorial gonality is in NP

Divisorial gonality and stable divisorial gonality are graph parameters, which have an origin in algebraic geometry. Divisorial gonality of a connected graph $G$ can be defined with help of a chip firing game on $G$. The stable divisorial gonality of $G$ is the minimum divisorial gonality over all subdivisions of edges of $G$. In this paper we prove that deciding whether a given connected graph has stable divisorial gonality at most a given integer $k$ belongs to the class NP. Combined with the result that (stable) divisorial gonality is NP-hard by Gijswijt, we obtain that stable divisorial gonality is NP-complete. The proof consist of a partial certificate that can be verified by solving an Integer Linear Programming instance. As a corollary, we have that the number of subdivisions needed for minimum stable divisorial gonality of a graph with $n$ vertices is bounded by $2^{p(n)}$ for a polynomial $p$.

cs.CC↗

Computing Treewidth on the GPU

We present a parallel algorithm for computing the treewidth of a graph on a GPU. We implement this algorithm in OpenCL, and experimentally evaluate its performance. Our algorithm is based on an $O^*(2^{n})$-time algorithm that explores the elimination orderings of the graph using a Held-Karp like dynamic programming approach. We use Bloom filters to detect duplicate solutions. GPU programming presents unique challenges and constraints, such as constraints on the use of memory and the need to limit branch divergence. We experiment with various optimizations to see if it is possible to work around these issues. We achieve a very large speed up (up to $77\times$) compared to running the same algorithm on the CPU.

cs.DC↗

Improved Lower Bounds for Graph Embedding Problems

In this paper, we give new, tight subexponential lower bounds for a number of graph embedding problems. We introduce two related combinatorial problems, which we call String Crafting and Orthogonal Vector crafting, and show that these cannot be solved in time $2^{o(|s|/\log{|s|})}$, unless the Exponential Time Hypothesis fails. These results are used to obtain simplified hardness results for several graph embedding problems, on more restricted graph classes than previously known: assuming the Exponential Time Hypothesis, there do not exist algorithms that run in $2^{o(n/\log n)}$ time for Subgraph Isomorphism on graphs of pathwidth 1, Induced Subgraph Isomorphism on graphs of pathwidth 1, Graph Minor on graphs of pathwidth 1, Induced Graph Minor on graphs of pathwidth 1, Intervalizing 5-Colored Graphs on trees, and finding a tree or path decomposition with width at most $c$ with a minimum number of bags, for any fixed $c\geq 16$. $2^{Θ(n/\log n)}$ appears to be the "correct" running time for many packing and embedding problems on restricted graph classes, and we think String Crafting and Orthogonal Vector Crafting form a useful framework for establishing lower bounds of this form.

cs.CC↗

Parameterized Complexity of Graph Constraint Logic

Graph constraint logic is a framework introduced by Hearn and Demaine, which provides several problems that are often a convenient starting point for reductions. We study the parameterized complexity of Constraint Graph Satisfiability and both bounded and unbounded versions of Nondeterministic Constraint Logic (NCL) with respect to solution length, treewidth and maximum degree of the underlying constraint graph as parameters. As a main result we show that restricted NCL remains PSPACE-complete on graphs of bounded bandwidth, strengthening Hearn and Demaine's framework. This allows us to improve upon existing results obtained by reduction from NCL. We show that reconfiguration versions of several classical graph problems (including independent set, feedback vertex set and dominating set) are PSPACE-complete on planar graphs of bounded bandwidth and that Rush Hour, generalized to $k\times n$ boards, is PSPACE-complete even when $k$ is at most a constant.

cs.CC↗

PSPACE-completeness of Bloxorz and of Games with 2-Buttons

Bloxorz is an online puzzle game where players move a 1 by 1 by 2 block by tilting it on a subset of the two dimensional grid. Bloxorz features switches that open and close trapdoors. The puzzle is to move the block from its initial position to an upright position on the destination square. We show that the problem of deciding whether a given Bloxorz level is solvable is PSPACE-complete and that this remains so even when all trapdoors are initially closed or all trapdoors are initially open. We also answer an open question of Viglietta, showing that 2-buttons are sufficient for PSPACE-hardness of general puzzle games. We also examine the hardness of some variants of Bloxorz, including variants where the block is a 1 by 1 by 1 cube, and variants with single-use tiles.

cs.CC↗