Memory paging for connectivity and path problems in graphs.
We provide an algorithm for listing all minimal 2-dominating sets of a tree of order n in time 𝒪(1.3248n). This implies that every tree has at most 1.3248n minimal 2-dominating sets. We also show that this bound is tight.
We present briefly some results we obtained with known methods to solve minimum cost tension problems, comparing their performance on non-specific graphs and on series-parallel graphs. These graphs are shown to be of interest to approximate many tension problems, like synchronization in hypermedia documents. We propose a new aggregation method to solve the minimum convex piecewise linear cost tension problem on series-parallel graphs in operations.
We present briefly some results we obtained with known methods to solve minimum cost tension problems, comparing their performance on non-specific graphs and on series-parallel graphs. These graphs are shown to be of interest to approximate many tension problems, like synchronization in hypermedia documents. We propose a new aggregation method to solve the minimum convex piecewise linear cost tension problem on series-parallel graphs in O(m3) operations.
A vertex k-ranking of a simple graph is a coloring of its vertices with k colors in such a way that each path connecting two vertices of the same color contains a vertex with a bigger color. Consider the minimum vertex ranking spanning tree (MVRST) problem where the goal is to find a spanning tree of a given graph G which has a vertex ranking using the minimal number of colors over vertex rankings of all spanning trees of G. K. Miyata et al. proved in [NP-hardness proof and an approximation algorithm...
In response to [3] and [4] we prove that the recognition of cover graphs of finite posets is an NP-hard problem.
Let G be an undirected graph with n vertices. Assume that a robot is placed on a vertex and n − 2 obstacles are placed on the other vertices. A vertex on which neither a robot nor an obstacle is placed is said to have a hole. Consider a single player game in which a robot or obstacle can be moved to adjacent vertex if it has a hole. The objective is to take the robot to a fixed destination vertex using minimum number of moves. In general, it is not necessary that the robot will take a shortest path...