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We study randomness properties of graphs and hypergraphs generated by simple hash functions. Several hashing applications can be analyzed by studying the structure of $d$-uniform random ($d$-partite) hypergraphs obtained from a set $S$ of…
We present a shared-memory algorithm to compute high-quality solutions to the balanced $k$-way hypergraph partitioning problem. This problem asks for a partition of the vertex set into $k$ disjoint blocks of bounded size that minimizes the…
Motivated by a game of Battleship, we consider the problem of efficiently hitting a ship of an uncertain shape within a large playing board. Formally, we fix a dimension $d\in\{1,2\}$. A ship is a subset of $\mathbb{Z}^d$. Given a family…
A Structural Hole Spanner (SHS) is a set of nodes in a network that act as a bridge among different otherwise disconnected communities. Numerous solutions have been proposed to discover SHSs that generally require high run time on…
Plotting is a tile-matching puzzle video game published by Taito in 1989. Its objective is to reduce a given grid of coloured blocks down to a goal number or fewer. This is achieved by the avatar character repeatedly shooting the block it…
The tangram and Sei Shonagon Chie no Ita are popular dissection puzzles consisting of seven pieces. Each puzzle can be formed by identifying edges from sixteen identical right isosceles triangles. It is known that the tangram can form 13…
Origami structures are characterized by a network of folds and vertices joining unbendable plates. For applications to mechanical design and self-folding structures, it is essential to understand the interplay between the set of folds in…
The online Ramsey turnaround game is a game between two players, Builder and Painter, on a board of $n$ vertices using $3$ colors, for a fixed graph $H$ on at most $n$ vertices. The goal of Painter is to force a monochromatic copy of $H$,…
A sliding puzzle is a combination puzzle where a player slide pieces along certain routes on a board to reach a certain end-configuration. In this paper, we propose a novel measurement of complexity of massive sliding puzzles with…
The notion of treewidth, introduced by Robertson and Seymour in their seminal Graph Minors series, turned out to have tremendous impact on graph algorithmics. Many hard computational problems on graphs turn out to be efficiently solvable in…
Given a persistence diagram with $n$ points, we give an algorithm that produces a sequence of $n$ persistence diagrams converging in bottleneck distance to the input diagram, the $i$th of which has $i$ distinct (weighted) points and is a…
This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question by Zubaran and Ritt. Push-pull block puzzles are a type of…
Higher-dimensional sliding puzzles are constructed on the vertices of a $d$-dimensional hypercube, where $2^d-l$ vertices are distinctly coloured. Rings with the same colours are initially set randomly on the vertices of the hypercube. The…
The famous Tower of Hanoi puzzle involves moving $n$ discs of distinct sizes from one of $p\geq 3$ pegs (traditionally $p=3$) to another of the pegs, subject to the constraints that only one disc may be moved at a time, and no disc can ever…
We prove that Hamiltonicity in maximum-degree-3 grid graphs (directed or undirected) is ASP-complete, i.e., it has a parsimonious reduction from every NP search problem (including a polynomial-time bijection between solutions). As a…
The Harary-Hill Conjecture states that for $n\geq 3$ every drawing of $K_n$ has at least \begin{align*} H(n) :=…
We consider the {\em stochastic matching} problem. An edge-weighted general (i.e., not necessarily bipartite) graph $G(V, E)$ is given in the input, where each edge in $E$ is {\em realized} independently with probability $p$; the…
This paper aims to reduce the communication and computation costs of the Nash equilibrium seeking strategy for the $N$-coalition noncooperative games proposed in [1]. The objective is achieved in two manners: 1. An interference graph is…
We present a near-linear-time algorithm that, given a bridgeless cubic graph, finds a perfect matching intersecting every 3-edge-cut in exactly one edge. This improves over a cubic algorithm of Boyd et al. for the same problem, and over our…
The main purpose of the note is to show that Yoshinaga's arrangement of $18$ lines having $48$ triple and $9$ double intersection points leads to a new (short) series of non-containment examples for $I^{(3)} \subset I^{2}$, the question…