Related papers: Linear-Time Safe-Alternating DFS and SCCs
We address the problem of testing whether a dynamic graph is temporally connected, i.e. a temporal path ({\em journey}) exists between all pairs of vertices. We consider a discrete version of the problem, where the topology is given as an…
Temporal graphs are graphs where the presence or properties of their vertices and edges change over time. When time is discrete, a temporal graph can be defined as a sequence of static graphs over a discrete time span, called lifetime, or…
Parity games are games that are played on directed graphs whose vertices are labeled by natural numbers, called priorities. The players push a token along the edges of the digraph. The winner is determined by the parity of the greatest…
We study a dynamical system motivated by our earlier work on the statistical physics of social balance on graphs that can be viewed as a generalization of annihilating walks along two directions: first, the interaction topology is a…
We present a data structure that can maintain a simple planar graph under edge contractions in linear total time. The data structure supports adjacency queries and provides access to neighbor lists in $O(1)$ time. Moreover, it can report…
We introduce a new abstract graph game, Swap Planarity, where the goal is to reach a state without edge intersections and a move consists of swapping the locations of two vertices connected by an edge. We analyze this puzzle game using…
Graph convolutional networks (GCNs) are vulnerable to perturbations of the graph structure that are either random, or, adversarially designed. The perturbed links modify the graph neighborhoods, which critically affects the performance of…
This paper introduced a pursuit and evasion game to be played on a connected graph. One player moves invisibly around the graph, and the other player must guess his position. At each time step the second player guesses a vertex, winning if…
Games on graphs provide the appropriate framework to study several central problems in computer science, such as the verification and synthesis of reactive systems. One of the most basic objectives for games on graphs is the liveness (or…
In an atomic splittable flow over time game, finitely many players route flow dynamically through a network, in which edges are equipped with transit times, specifying the traversing time, and with capacities, restricting flow rates.…
We study distributed computation in synchronous dynamic networks where an omniscient adversary controls the unidirectional communication links. Its behavior is modeled as a sequence of directed graphs representing the active (i.e. timely)…
A directed graph $G=(V,E)$ is twinless strongly connected if it contains a strongly connected spanning subgraph without any pair of antiparallel (or twin) edges. The twinless strongly connected components (TSCCs) of a directed graph $G$ are…
We study strategic games on weighted directed graphs, in which the payoff of a player is defined as the sum of the weights on the edges from players who chose the same strategy, augmented by a fixed non-negative integer bonus for picking a…
In a directed graph $D$ on vertex set $v_1,\dots ,v_n$, a \emph{forward arc} is an arc $v_iv_j$ where $i<j$. A pair $v_i,v_j$ is \emph{forward connected} if there is a directed path from $v_i$ to $v_j$ consisting of forward arcs. In the…
Graph burning is a discrete-time process that models the spread of influence in a network. Vertices are either burning or unburned, and in each round, a burning vertex causes all of its neighbours to become burning before a new fire source…
We consider a patrolling game on a graph recently introduced by Alpern et al. (2011) where the Patroller wins if he is at the attacked node while the attack is taking place. This paper studies the periodic patrolling game in the case that…
Treasure hunt and rendezvous are fundamental tasks performed by mobile agents in graphs. In treasure hunt, an agent has to find an inert target (called treasure) situated at an unknown node of the graph. In rendezvous, two agents, initially…
We present faster algorithms for computing the 2-edge and 2-vertex strongly connected components of a directed graph, which are straightforward generalizations of strongly connected components. While in undirected graphs the 2-edge and…
We study hedonic coalition formation games in which cooperation among the players is restricted by a graph structure: a subset of players can form a coalition if and only if they are connected in the given graph. We investigate the…
We consider the problem of self-healing in peer-to-peer networks that are under repeated attack by an omniscient adversary. We assume that, over a sequence of rounds, an adversary either inserts a node with arbitrary connections or deletes…