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The maximum 3-star packing problem in claw-free cubic graphs 无爪立方图中的最大三星堆积问题
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-18 DOI: 10.1007/s10878-024-01115-z
Wenying Xi, Wensong Lin

A 3-star is a complete bipartite graph (K_{1,3}). A 3-star packing of a graph G is a collection of vertex-disjoint subgraphs of G in which each subgraph is a 3-star. The maximum 3-star packing problem is to find a 3-star packing of a given graph with the maximum number of 3-stars. A 2-independent set of a graph G is a subset S of V(G) such that for each pair of vertices (u,vin S), paths between u and v are all of length at least 3. In cubic graphs, the maximum 3-star packing problem is equivalent to the maximum 2-independent set problem. The maximum 2-independent set problem was proved to be NP-hard on cubic graphs (Kong and Zhao in Congressus Numerantium 143:65–80, 2000), and the best approximation algorithm of maximum 2-independent set problem for cubic graphs has approximation ratio (frac{8}{15}) (Miyano et al. in WALCOM 2017, Proceedings, pp 228–240). In this paper, we first prove that the maximum 3-star packing problem is NP-hard in claw-free cubic graphs and then design a linear-time algorithm which can find a 3-star packing of a connected claw-free cubic graph G covering at least (frac{3v(G)-8}{4}) vertices, where v(G) denotes the number of vertices of G.

三星图是一个完整的双方形图(K_{1,3})。图 G 的三星堆积是 G 的顶点相交子图的集合,其中每个子图都是三星图。最大三星堆积问题就是为给定的图找到一个拥有最多三星的三星堆积。图 G 的 2-independent 集是 V(G) 的子集 S,对于每一对顶点 (u,vin S) ,u 和 v 之间的路径长度都至少为 3。在立方图中,最大三星堆积问题等价于最大 2-independent 集问题。最大 2-independent set 问题在立方图上被证明是 NP-hard(Kong 和 Zhao,载于 Congressus Numerantium 143:65-80, 2000),立方图最大 2-independent set 问题的最佳近似算法的近似率为 (frac{8}{15})(Miyano 等,载于 WALCOM 2017,论文集,第 228-240 页)。本文首先证明了无爪立方图中的最大三星打包问题是 NP-hard,然后设计了一种线性时间算法,可以找到一个连通的无爪立方图 G 的三星打包,至少覆盖 (frac{3v(G)-8}{4}) 个顶点,其中 v(G) 表示 G 的顶点数。
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引用次数: 0
The critical node game 关键节点游戏
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-18 DOI: 10.1007/s10878-024-01173-3
Gabriele Dragotto, Amine Boukhtouta, Andrea Lodi, Mehdi Taobane

In this work, we introduce a game-theoretic model that assesses the cyber-security risk of cloud networks and informs security experts on the optimal security strategies. Our approach combines game theory, combinatorial optimization, and cyber-security and aims to minimize the unexpected network disruptions caused by malicious cyber-attacks under uncertainty. Methodologically, we introduce the the critical node game, a simultaneous and non-cooperative attacker-defender game where each player solves a combinatorial optimization problem parametrized in the variables of the other player. Each player simultaneously commits to a defensive (or attacking) strategy with limited knowledge about the choices of their adversary. We provide a realistic model for the critical node game and propose an algorithm to compute its stable solutions, i.e., its Nash equilibria. Practically, our approach enables security experts to assess the security posture of the cloud network and dynamically adapt the level of cyber-protection deployed on the network. We provide a detailed analysis of a real-world cloud network and demonstrate the efficacy of our approach through extensive computational tests.

在这项工作中,我们引入了一个博弈论模型,用于评估云网络的网络安全风险,并告知安全专家最佳安全策略。我们的方法结合了博弈论、组合优化和网络安全,旨在最大限度地减少不确定情况下恶意网络攻击造成的意外网络中断。在方法上,我们引入了关键节点博弈,这是一种攻击者与防御者同时进行的非合作博弈,每个博弈方都要解决一个以对方变量为参数的组合优化问题。在对对手的选择知之甚少的情况下,每个玩家都会同时采取一种防御(或攻击)策略。我们为关键节点博弈提供了一个现实模型,并提出了一种计算其稳定解(即纳什均衡)的算法。实际上,我们的方法使安全专家能够评估云网络的安全态势,并动态调整部署在网络上的网络保护级别。我们对真实世界的云网络进行了详细分析,并通过大量计算测试证明了我们方法的有效性。
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引用次数: 0
An intensification approach based on fitness landscape characteristics for job shop scheduling problem 基于作业车间调度问题适配景观特征的强化方法
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-18 DOI: 10.1007/s10878-024-01176-0
Aparecida de Fátima Castello Rosa, Fabio Henrique Pereira

This work deals with the classical Job Shop Scheduling Problem (JSSP) of minimizing the makespan. Metaheuristics are often used on the JSSP solution, but a performance comparable to the state-of-the-art depends on an efficient exploration of the solutions space characteristics. Thus, it is proposed an intensification approach based on the concepts of attraction basins and big valley. Suboptimal solutions obtained by the metaheuristic genetic algorithm are selected and subjected to intensification, in which a binary Bidimensional Genetic Algorithm (BGA) is utilized to enlarge the search neighborhood from a current solution, to escape of attraction basins. Then, the best solution found in this neighborhood is used as the final point of the path relinking strategy derived from the initial suboptimal solution, for exploring possible big valleys. Finally, the best solution in the path is inserted into the population. Trials with usual instances of the literature show that the proposed approach yields greater results with regards to local search, based on permutation of operations on critical blocks, either on the makespan reduction or on the number of generations, and competitive results regarding the contemporary literature.

这项工作研究的是经典的工作车间调度问题(JSSP),即最大限度地缩短工作时间。元启发式算法通常用于 JSSP 的求解,但要获得与最先进算法相媲美的性能,取决于对求解空间特征的有效探索。因此,我们提出了一种基于吸引盆地和大山谷概念的强化方法。通过元启发式遗传算法获得的次优解被选中并进行强化,在强化过程中,利用二进制双维遗传算法(BGA)扩大搜索邻域,从当前解中逃离吸引盆地。然后,将在该邻域中找到的最佳解决方案作为从初始次优解决方案中得出的路径重新连接策略的最终点,以探索可能的大山谷。最后,将路径中的最优解插入到群体中。对文献中的常规实例进行的试验表明,基于对临界区块的排列组合操作,所提出的方法在局部搜索方面取得了更大的成果,无论是在时间跨度的缩短上还是在代数上,与当代文献相比都具有竞争力。
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引用次数: 0
Online learning under one sided $$sigma $$ -smooth function 单边 $$sigma $$ 平滑函数下的在线学习
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-18 DOI: 10.1007/s10878-024-01174-2
Hongxiang Zhang, Dachuan Xu, Ling Gai, Zhenning Zhang

The online optimization model was first introduced in the research of machine learning problems (Zinkevich, Proceedings of ICML, 928–936, 2003). It is a powerful framework that combines the principles of optimization with the challenges of online decision-making. The present research mainly consider the case that the reveal objective functions are convex or submodular. In this paper, we focus on the online maximization problem under a special objective function (varPhi (x):[0,1]^nrightarrow mathbb {R}_{+}) which satisfies the inequality (frac{1}{2}langle u^{T}nabla ^{2}varPhi (x),urangle le sigma cdot frac{Vert uVert _{1}}{Vert xVert _{1}}langle u,nabla varPhi (x)rangle ) for any (x,uin [0,1]^n, xne 0). This objective function is named as one sided (sigma )-smooth (OSS) function. We achieve two conclusions here. Firstly, under the assumption that the gradient function of OSS function is L-smooth, we propose an ((1-exp ((theta -1)(theta /(1+theta ))^{2sigma })))- approximation algorithm with (O(sqrt{T})) regret upper bound, where T is the number of rounds in the online algorithm and (theta , sigma in mathbb {R}_{+}) are parameters. Secondly, if the gradient function of OSS function has no L-smoothness, we provide an (left( 1+((theta +1)/theta )^{4sigma }right) ^{-1})-approximation projected gradient algorithm, and prove that the regret upper bound of the algorithm is (O(sqrt{T})). We think that this research can provide different ideas for online non-convex and non-submodular learning.

在线优化模型最早出现在机器学习问题的研究中(Zinkevich,Proceedings of ICML,928-936,2003)。它是一个功能强大的框架,将优化原理与在线决策的挑战相结合。目前的研究主要考虑揭示目标函数为凸函数或次模函数的情况。本文主要研究特殊目标函数 (varPhi (x):[0,1]^nrightarrow(mathbb {R}_{+})满足不等式((frac{1}{2}langle u^{T}nabla ^{2}varPhi (x)、uranglelesigmacdot fracVert uVert _{1}}{Vert xVert _{1}}langle u,nabla varPhi (x)rangle) for any (x,uin [0,1]^n, xne 0).这个目标函数被命名为单边平滑(OSS)函数。我们在此得出两个结论。首先,在假设OSS函数的梯度函数是L-光滑的前提下,我们提出了一种具有(O(sqrt{T}))遗憾上限的((1-exp ((theta -1)(theta /(1+theta ))^{2sigma })))-近似算法、其中,T 是在线算法的轮数,(theta , sigma in mathbb {R}_{+}) 是参数。其次,如果 OSS 函数的梯度函数不具有 L 平滑性,我们提供了一种 (left( 1+((theta +1)/theta )^{4sigma }right) ^{-1}) 近似的投影梯度算法,并证明该算法的遗憾上限为 (O(sqrt{T}))。我们认为这项研究可以为在线非凸和非次模块学习提供不同的思路。
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引用次数: 0
A novel local search approach with connected dominating degree-based incremental neighborhood evaluation for the minimum 2-connected dominating set problem 针对最小 2 连接支配集问题的基于连接支配度增量邻域评估的新型局部搜索方法
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-14 DOI: 10.1007/s10878-024-01175-1
Mao Luo, Huigang Qin, Xinyun Wu, Caiquan Xiong

The minimum connected dominating set problem is widely studied due to its applicability to mobile ad-hoc networks and sensor grids. Its variant the minimum 2-connected dominating set (M-2CDS) problem has become increasingly important because its critical role in designing fault-tolerant network. This paper presents a connected dominating degree-based local search (CDD-LS) tailored for solving the M-2CDS. The proposed algorithm implements an improved swap-based neighborhood structure as well as the corresponding fast neighborhood evaluation method using connected dominating degree data structure. The diversification techniques including tabu strategy and perturbaistion help the search jump out of the local optima improving the efficiency. This study investigates the performance of the CDD-LS algorithm on 38 publicly available benchmark datasets. The results demonstrate that the CDD-LS algorithm significantly improves the best runtime in 19 instances, while providing the equivalent performance in 8 instances. Furthermore, the CDD-LS is tested on 18 newly generated instances to check its capability on large-scale scenarios. To gain a deeper understanding of the algorithm’s effectiveness, an investigation into the key components of the CDD-LS algorithm is conducted.

最小连接支配集问题因其适用于移动 ad-hoc 网络和传感器网格而被广泛研究。它的变种--最小二连接支配集(M-2CDS)问题在设计容错网络中起着至关重要的作用,因此变得越来越重要。本文提出了一种基于连接支配度的局部搜索(CDD-LS),专门用于解决 M-2CDS 问题。所提出的算法实现了一种改进的基于交换的邻域结构,并利用连通支配度数据结构实现了相应的快速邻域评估方法。包括塔布策略和 perturbaistion 在内的多样化技术有助于搜索跳出局部最优,从而提高效率。本研究调查了 CDD-LS 算法在 38 个公开基准数据集上的性能。结果表明,CDD-LS 算法在 19 个实例中显著提高了最佳运行时间,同时在 8 个实例中提供了同等性能。此外,CDD-LS 还在 18 个新生成的实例上进行了测试,以检验其在大规模场景中的能力。为了更深入地了解该算法的有效性,我们对 CDD-LS 算法的关键组件进行了研究。
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引用次数: 0
Multiple shooting approach for finding approximately shortest paths for autonomous robots in unknown environments in 2D 在二维未知环境中为自主机器人寻找近似最短路径的多重射击方法
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-11 DOI: 10.1007/s10878-024-01148-4
Phan Thanh An, Nguyen Thi Le

An autonomous robot with a limited vision range finds a path to the goal in an unknown environment in 2D avoiding polygonal obstacles. In the process of discovering the environmental map, the robot has to return to some positions marked previously, the regions where the robot traverses to reach that position are defined as sequences of bundles of line segments. This paper presents a novel algorithm for finding approximately shortest paths along the sequences of bundles of line segments based on the method of multiple shooting. Three factors of the approach including bundle partition, collinear condition, and update of shooting points are presented. We then show that if the collinear condition holds, the exact shortest path of the problem is determined, otherwise, the sequence lengths of paths obtained by the update of the method converges. The algorithm is implemented in Python and some numerical examples show that the running time of path-planing for autonomous robots using our method is faster than that using the rubber band technique of Li and Klette in Euclidean Shortest Paths, Springer, 53–89 (2011).

一个视觉范围有限的自主机器人要在二维未知环境中避开多边形障碍物找到一条通往目标的路径。在发现环境地图的过程中,机器人必须返回之前标记的一些位置,机器人为到达该位置所穿越的区域被定义为线段束序列。本文提出了一种基于多次射击法的新算法,用于沿着线段束序列寻找近似最短路径。本文介绍了该方法的三个要素,包括线束分割、碰撞条件和拍摄点更新。然后我们证明,如果碰撞条件成立,就能确定问题的精确最短路径,否则,通过该方法更新获得的路径序列长度就会收敛。该算法用 Python 实现,一些数值示例表明,使用我们的方法进行自主机器人路径规划的运行时间比使用 Li 和 Klette 在《欧几里得最短路径》(Euclidean Shortest Paths, Springer, 53-89 (2011))一书中提出的橡皮筋技术更快。
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引用次数: 0
Some results on 2-distance coloring of planar graphs with girth five 关于周长为 5 的平面图的 2-距离着色的一些结果
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-05 DOI: 10.1007/s10878-024-01169-z
Zakir Deniz

A vertex coloring of a graph G is called a 2-distance coloring if any two vertices at distance at most 2 from each other receive different colors. Suppose that G is a planar graph with girth 5 and maximum degree (Delta ). We prove that G admits a 2-distance (Delta +7) coloring, which improves the result of Dong and Lin (J Comb Optim 32(2):645–655, 2016). Moreover, we prove that G admits a 2-distance (Delta +6) coloring when (Delta ge 10).

如果相距至多 2 的任意两个顶点获得了不同的颜色,那么图 G 的顶点着色被称为 2-距离着色。假设 G 是一个平面图,周长为 5,最大度数为 (Delta )。我们证明 G 允许 2 距离着色,这改进了 Dong 和 Lin 的结果(J Comb Optim 32(2):645-655, 2016)。此外,我们还证明了当(Delta ge 10) 时,G允许一个2-distance (Delta +6) 着色。
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引用次数: 0
Proper colorability of segment intersection graphs 线段交叉图的适当着色
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-05 DOI: 10.1007/s10878-024-01149-3
Robert D. Barish, Tetsuo Shibuya

We consider the vertex proper coloring problem for highly restricted instances of geometric intersection graphs of line segments embedded in the plane. Provided a graph in the class UNIT-PURE-k-DIR, corresponding to intersection graphs of unit length segments lying in at most k directions with all parallel segments disjoint, and provided explicit coordinates for segments whose intersections induce the graph, we show for (k = 4) that it is NP-complete to decide if a proper 3-coloring exists, and moreover, (#P)-complete under many-one counting reductions to determine the number of such colorings. In addition, under the more relaxed constraint that segments have at most two distinct lengths, we show these same hardness results hold for finding and counting proper (left( k-1right) )-colorings for every (k ge 5). More generally, we establish that the problem of proper 3-coloring an arbitrary graph with m edges can be reduced in ({mathcal {O}}left( m^2right) ) time to the problem of proper 3-coloring a UNIT-PURE-4-DIR graph. This can then be shown to imply that no (2^{oleft( sqrt{n}right) }) time algorithm can exist for proper 3-coloring PURE-4-DIR graphs under the Exponential Time Hypothesis (ETH), and by a slightly more elaborate construction, that no (2^{oleft( sqrt{n}right) }) time algorithm can exist for counting the such colorings under the Counting Exponential Time Hypothesis (#ETH). Finally, we prove an NP-hardness result for the optimization problem of finding a maximum order proper 3-colorable induced subgraph of a UNIT-PURE-4-DIR graph.

我们考虑的是嵌入平面的线段几何交点图的高度受限实例的顶点适当着色问题。如果提供一个 UNIT-PURE-k-DIR 类的图,对应于单位长度线段在最多 k 个方向上的交点图,且所有平行线段都不相交,并提供明确的线段坐标,那么对于 (k = 4) ,我们证明决定是否存在适当的 3 个着色是 NP-完备的,而且,在多一计数还原下,确定这种着色的数量是 (#P) -完备的。此外,在更宽松的约束条件下,即线段最多有两个不同的长度,我们证明了这些同样的困难结果也适用于为每一个(k)寻找和计算适当的(left( k-1right) )着色。更广义地说,我们证明了对一个有m条边的任意图进行适当3着色的问题可以在({mathcal {O}}left( m^2right) )时间内简化为对一个UNIT-PURE-4-DIR图进行适当3着色的问题。这就意味着,在指数时间假说(ETH)下,不可能有任何(2^{oleft( sqrt{n}right) })时间算法可以对 PURE-4-DIR 图进行适当的 3 着色,而且通过稍微复杂一点的构造,在计数指数时间假说(#ETH)下,不可能有任何(2^{oleft( sqrt{n}right) })时间算法可以对这种着色进行计数。最后,我们证明了寻找 UNIT-PURE-4-DIR 图的最大阶适当 3 色诱导子图这一优化问题的 NP 难度结果。
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引用次数: 0
The doubly metric dimensions of cactus graphs and block graphs 仙人掌图和块状图的双重度量维数
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-05 DOI: 10.1007/s10878-024-01168-0
Kairui Nie, Kexiang Xu

Given a connected graph G, two vertices (u,vin V(G)) doubly resolve (x,yin V(G)) if (d_{G}(x,u)-d_{G}(y,u)ne d_{G}(x,v)-d_{G}(y,v)). The doubly metric dimension (psi (G)) of G is the cardinality of a minimum set of vertices that doubly resolves each pair of vertices from V(G). It is well known that deciding the doubly metric dimension of G is NP-hard. In this work we determine the exact values of doubly metric dimensions of unicyclic graphs which completes the known result. Furthermore, we give formulae for doubly metric dimensions of cactus graphs and block graphs.

给定一个连通图 G,如果 (d_{G}(x,u)-d_{G}(y,u)ne d_{G}(x,v)-d_{G}(y,v)) ,则两个顶点 (u,vin V(G)) 双解 (x,yin V(G)) 。G 的双重度量维度((psi (G)))是双重解析 V(G) 中每对顶点的最小顶点集的心数。众所周知,决定 G 的双重度量维度是 NP 难的。在这项工作中,我们确定了单环图的双重度量维度的精确值,从而完善了已知结果。此外,我们还给出了仙人掌图和块状图的双重度量维数公式。
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引用次数: 0
Verifying the first nonzero term: physical ZKPs for ABC End View, Goishi Hiroi, and Toichika 验证第一个非零项:ABC 的物理 ZKPs End View、Goishi Hiroi 和 Toichika
IF 1 4区 数学 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-05 DOI: 10.1007/s10878-024-01170-6
Suthee Ruangwises

In this paper, we propose a physical protocol to verify the first nonzero term of a sequence using a deck of cards. The protocol lets a prover show the value of the first nonzero term of a given sequence to a verifier without revealing which term it is. Our protocol uses (varTheta (1)) shuffles, which is asymptotically lower than that of an existing protocol of Fukusawa and Manabe which uses (varTheta (n)) shuffles, where n is the length of the sequence. We also apply our protocol to construct zero-knowledge proof protocols for three well-known logic puzzles: ABC End View, Goishi Hiroi, and Toichika. These protocols enable a prover to physically show that he/she know solutions of the puzzles without revealing them.

在本文中,我们提出了一种使用扑克牌验证序列第一个非零项的物理协议。该协议可以让验证者向验证者展示给定序列的第一个非零项的值,而无需透露它是哪个项。我们的协议使用了 (varTheta (1)) 次洗牌,这比福泽(Fukusawa)和真锅(Manabe)的现有协议使用 (varTheta (n)) 次洗牌的次数要少,其中 n 是序列的长度。我们还应用我们的协议为三个著名的逻辑谜题构建了零知识证明协议:ABC End View、Goishi Hiroi 和 Toichika。通过这些协议,证明者可以在不透露谜题解的情况下物理证明他/她知道谜题的解。
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引用次数: 0
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Journal of Combinatorial Optimization
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