Related papers: I/O complexity and pebble games with partial compu…
In observational studies, the true causal model is typically unknown and needs to be estimated from available observational and limited experimental data. In such cases, the learned causal model is commonly represented as a partially…
A multi-graph $G$ on $n$ vertices is $(k,\ell)$-sparse if every subset of $n'\leq n$ vertices spans at most $kn'- \ell$ edges. $G$ is {\em tight} if, in addition, it has exactly $kn - \ell$ edges. For integer values $k$ and $\ell \in [0,…
Graph pebbling is a network optimization model for satisfying vertex demands with vertex supplies (called pebbles), with partial loss of pebbles in transit. The pebbling number of a demand in a graph is the smallest number for which every…
Scientific workflows are often represented as directed acyclic graphs (DAGs), where vertices correspond to tasks and edges represent the dependencies between them. Since these graphs are often large in both the number of tasks and their…
Given a configuration of indistinguishable pebbles on the vertices of a graph, a pebbling move consists of removing two pebbles from one vertex and placing one pebble on an adjacent vertex. The pebbling number of a graph is the least…
The last decade has seen a revival of interest in pebble games in the context of proof complexity. Pebbling has proven a useful tool for studying resolution-based proof systems when comparing the strength of different subsystems, showing…
Bubbling is a run-time graph transformation studied for the execution of non-deterministic steps in functional logic computations. This transformation has been proven correct, but as currently formulated it requires information about the…
A classic result in the theory of extensive-form games asserts that the set of strategies available to any perfect-recall player is strategically equivalent to a low-dimensional convex polytope, called the sequence-form polytope. Online…
Pebbling on graphs is a two-player game which involves repeatedly moving a pebble from one vertex to another by removing another pebble from the first vertex. The pebbling number $\pi(G)$ is the least number of pebbles required so that,…
Graph pebbling is a combinatorial game played on an undirected graph with an initial configuration of pebbles. A pebbling move consists of removing two pebbles from one vertex and placing one pebble on an adjacent vertex. The pebbling…
The pebble motion problem (PMP) asks whether one configuration of labeled pebbles on a graph can be transformed into another by moving pebbles to adjacent unoccupied vertices. It is a fundamental model of graph reconfiguration and is…
"Pebble games," an abstraction from classical reversible computing, have found use in the design of quantum circuits for inherently sequential tasks. Gidney showed that allowing Hadamard basis measurements during pebble games can…
The efficient parallel execution of complex computations requires balancing the workload across processors while minimizing the communication between them. This inherent trade-off is often captured by graph partitioning or DAG scheduling…
We describe a new algorithm, the $(k,\ell)$-pebble game with colors, and use it obtain a characterization of the family of $(k,\ell)$-sparse graphs and algorithmic solutions to a family of problems concerning tree decompositions of graphs.…
Directed acyclic graphs (DAGs) are commonly used to model causal relationships among random variables. In general, learning the DAG structure is both computationally and statistically challenging. Moreover, without additional information,…
A pebbling move on a weighted graph removes some pebbles at a vertex and adds one pebble at an adjacent vertex. The number of pebbles removed is the weight of the edge connecting the vertices. A vertex is reachable from a pebble…
Suppose that pebbles are distributed on the vertices of a graph G. A pebbling step along an edge uv removes two pebbles from u and places one pebble on v. We introduce two new graph parameters: stack(G): the least integer t such that every…
We present semi-streaming algorithms for basic graph problems that have optimal per-edge processing times and therefore surpass all previous semi-streaming algorithms for these tasks. The semi-streaming model, which is appropriate when…
In this paper we introduce the first efficient external-memory algorithm to compute the bisimilarity equivalence classes of a directed acyclic graph (DAG). DAGs are commonly used to model data in a wide variety of practical applications,…
The optimal value computation for turned-based stochastic games with reachability objectives, also known as simple stochastic games, is one of the few problems in $NP \cap coNP$ which are not known to be in $P$. However, there are some…