Filtry
wszystkich: 16
Wyniki wyszukiwania dla: PRZESZUKIWANIE GRAFÓW
-
Metaheurystyki w kolorowaniu grafów
PublikacjaW rozdziale opisano cztery metaheurystyki wykorzystywane w problemie koloro-wania grafów: symulowane wyżarzanie, przeszukiwanie tabu, algorytmy gene-tyczne, algorytmy mrówkowe. Skupiono się głównie na zagadnieniach wykorzys-tania tych metod w badanym problemie.
-
Gwarantowanie bezpieczeństwa w systemie z połączeniami awaryjnymi
PublikacjaRozważamy zapewnianie bezpieczeństwa przed zewnętrznym intruzem w systemie o topologii drzewa, w którym wprowadzono dodatkowe połączenia awaryjne. Grupa mobilnych autonomicznych agentów musi przechwycić intruza, niezależnie od przyjętej przez niego strategii unikania. W literaturze problem ten jest modelowany jako przeszukiwanie grafów. W pracy zawężamy dotychczasowe oszacowanie na liczbę przeszukiwawczą kaktusów podkubicznych,...
-
Comparison of reproduction strategies in genetic algorithm approach to graph searching
Publikacjagenetic algorithms (ga) are a well-known tool used to obtain approximate solutions to optimization problems. successful application of genetic algorithm in solving given problem is largely dependant on selecting appropriate genetic operators. selection, mutation and crossover techniques play a fundamental role in both time needed to obtain results and their accuracy. in this paper we focus on applying genetic algorithms in calculating...
-
Connected searching of weighted trees
PublikacjaW artykule rozważamy problem spójnego przeszukiwania drzew obciążonych. Autorzy w [L. Barriere i inni, Capture of an intruder by mobile agents, SPAA'02 (2002) 200-209] twierdzą, że istnieje wielomianowy algorytm dla problemu obliczania optymalnej strategii przeszukiwania obciążonego drzewa. W niniejszej pracy pokazano, że problem ten jest obliczeniowo trudny nawet dla wierzchołkowo-obciążonych drzew (wagi krawędzi równe 1) oraz...
-
Application of genetic algorithms in graph searching problem
PublikacjaGraph searching is a common approach to solving a problem of capturing a hostile intruder by a group of mobile agents. We assume that this task is performed in environment which we are able to model as a graph G. The question asked is how many agents are needed to capture an arbitrary fast, invisible and smart intruder. This number is called the (edge) search number of G. The strategy which must be performed by agents is called...
-
From Pathwidth to Connected Pathwidth
PublikacjaW pracy przedstawiono dowód faktu, że spójna szerokość ścieżkowa grafu wynosi co najwyżek 2k+1, gdzie k jest jego szerokością ścieżkową. Dowód jest konstruktywny, tzn., został skonstruowany algorytm, który dla podanej na wejściu dekompozycji grafu o szerekości k zwraca dekompozycję spóją o szerekości co najwyżej 2k+1.
-
Approximate search strategies for weighted trees
PublikacjaW pracy podajemy 3-przybliżony algorytm dla problemu spójnego przeszukiwania drzew ważonych.
-
The complexity of minimum-length path decompositions
PublikacjaWe consider a bi-criteria generalization of the pathwidth problem, where, for given integers k, l and a graph G, we ask whether there exists a path decomposition P of G such that the width of P is at most k and the number of bags in P, i.e., the length of P, is at most l. We provide a complete complexity classification of the problem in terms of k and l for general graphs. Contrary to the original pathwidth problem, which is fixed-parameter...
-
Connected searching of weighted trees
PublikacjaW pracy pokazano, że problem spójnego przeszukiwania drzew ważonych jest silnie NP-zupełny. Problem pozostaje trudnym dla drzew z jednym wierzchołkiem o stopniu większym niż 2. Ponadto, przedstawiony został wielomianowy optymalny algorytm dla klasy drzew z ograniczonym stopniem.
-
The complexity of zero-visibility cops and robber
PublikacjaWe consider the zero-visibility cops & robber game restricted to trees. We produce a characterisation of trees of copnumber k and We consider the computational complexity of the zero-visibility Cops and Robber game. We present a heavily modified version of an already-existing algorithm that computes the zero-visibility copnumber of a tree in linear time and we show that the corresponding decision problem is NP-complete on a nontrivial...
-
Zero-Visibility Cops and Robber Game on a Graph
PublikacjaWe examine the zero-visibility cops and robber graph searching model, which differs from the classical cops & robber game in one way: the robber is invisible. We show that this model is not monotonic. We also provide bounds on both the zero-visibility copnumber and monotonic zero-visibility copnumber in terms of the pathwidth.
-
On minimum cost edge searching
PublikacjaWe consider the problem of finding edge search strategies of minimum cost. The cost of a search strategy is the sum of searchers used in the clearing steps of the search. One of the natural questions is whether it is possible to find a search strategy that minimizes both the cost and the number of searchers used to clear a given graph G. We call such a strategy ideal. We prove, by an example, that ideal search strategies do not...
-
Three-fast-searchable graphs
PublikacjaIn the edge searching problem, searchers move from vertex to vertex in a graph to capture an invisible, fast intruder that may occupy either vertices or edges. Fast searching is a monotonic internal model in which, at every move, a new edge of the graph G must be guaranteed to be free of the intruder. That is, once all searchers are placed the graph G is cleared in exactly |E(G)| moves. Such a restriction obviously necessitates...
-
Zero-visibility cops and robber and the pathwidth of a graph
PublikacjaWe examine the zero-visibility cops and robber graph searching model, which differs from the classical cops and robber game in one way: the robber is invisible. We show that this model is not monotonic. We show that the zero-visibility copnumber of a graph is bounded above by its pathwidth and cannot be bounded below by any nontrivial function of the pathwidth. As well, we define a monotonic version of this game and show that the...
-
The Complexity of Zero-Visibility Cops and Robber
PublikacjaIn this work we deal with the computational complexity aspects of the zero-visibility Cops and Robber game. We provide an algorithm that computes the zero-visibility copnumber of a tree in linear time and show that the corresponding decision problem is NP-complete even for the class of starlike graphs.
-
A Framework for Searching in Graphs in the Presence of Errors
PublikacjaWe consider a problem of searching for an unknown target vertex t in a (possibly edge-weighted) graph. Each vertex-query points to a vertex v and the response either admits that v is the target or provides any neighbor s of v that lies on a shortest path from v to t. This model has been introduced for trees by Onak and Parys [FOCS 2006] and for general graphs by Emamjomeh-Zadeh et al. [STOC 2016]. In the latter, the authors provide...