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Graph edge partitioning is an important preprocessing step to optimize distributed computing jobs on graph-structured data. The edge set of a given graph is split into $k$ equally-sized partitions, such that the replication of vertices…
Consider a vertex colouring game played on a simple graph with $k$ permissible colours. Two players, a maker and a breaker, take turns to colour an uncoloured vertex such that adjacent vertices receive different colours. The game ends once…
Graph kernels have recently emerged as a promising approach for tackling the graph similarity and learning tasks at the same time. In this paper, we propose a general framework for designing graph kernels. The proposed framework capitalizes…
Consider an undirected graph modeling a social network, where the vertices represent users, and the edges do connections among them. In the competitive diffusion game, each of a number of players chooses a vertex as a seed to propagate…
Graph burning is a process of information spreading through the network by an agent in discrete steps. The problem is to find an optimal sequence of nodes which have to be given information so that the network is covered in least number of…
Global placement, a critical step in designing the physical layout of computer chips, is essential to optimize chip performance. Prior global placement methods optimize each circuit design individually from scratch. Their neglect of…
Numerous approaches study the vulnerability of networks against social contagion. Graph burning studies how fast a contagion, modeled as a set of fires, spreads in a graph. The burning process takes place in synchronous, discrete rounds. In…
A team of players plays the following game. After a strategy session, each player is randomly fitted with a blue or red hat. Then, without further communication, everybody can try to guess simultaneously his or her own hat color by looking…
A simple model of cyclically competing species on a directed graph with quenched disorder is proposed as an extension of the rock-paper-scissors model. By assuming that the effects of loops in a directed random graph can be ignored in the…
A simple but empirically efficient heuristic algorithm for the edge-coloring of graphs is presented. Its basic idea is the displacement of "conflicts" (repeated colors in the edges incident to a vertex) along paths of adjacent vertices…
In this paper, we establish a zero-sum, hybrid state stochastic game model for designing defense policies for cyber-physical systems against different types of attacks. With the increasingly integrated properties of cyber-physical systems…
A Stackelberg Vertex Cover game is played on an undirected graph $\mathcal{G}$ where some of the vertices are under the control of a \emph{leader}. The remaining vertices are assigned a fixed weight. The game is played in two stages. First,…
We describe algorithms for drawing media, systems of states, tokens and actions that have state transition graphs in the form of partial cubes. Our algorithms are based on two principles: embedding the state transition graph in a…
Graph burning is a round-based game or process that discretely models the spread of influence throughout a network. We introduce a generalization of graph burning which applies to hypergraphs, as well as a variant called ''lazy'' hypergraph…
A proper vertex colouring of a graph is \emph{nested} if the vertices of each of its colour classes can be ordered by inclusion of their open neighbourhoods. Through a relation to partially ordered sets, we show that the nested chromatic…
We introduce Shortest Connection Game, a two-player game played on a directed graph with edge costs. Given two designated vertices in which they start, the players take turns in choosing edges emanating from the vertex they are currently…
Coordination games have been of interest to game theorists, economists, and ecologists for many years to study such problems as the emergence of local conventions and the evolution of cooperative behavior. Approaches for understanding the…
Nonlocal games provide application-level benchmarks for quantum hardware whose classical performance bounds are information-theoretic, holding against all classical strategies regardless of computational resources. We implement a 14-vertex…
The control of dynamical, networked systems continues to receive much attention across the engineering and scientific research fields. Of particular interest is the proper way to determine which nodes of the network should receive external…
Pose graph optimization is a non-convex optimization problem encountered in many areas of robotics perception. Its convergence to an accurate solution is conditioned by two factors: the non-linearity of the cost function in use and the…