A star graph is a tree of diameter at most two. A star forest is a graph that consists of node-disjoint star graphs. In the spanning star forest problem, given an unweighted graph G, the objective is to find a star forest that contains all the vertices of G and has the maximum number of edges. This problem is the complement of the dominating set problem in the following sense: On a graph with n vertices, the size of the maximum spanning star forest is equal to n minus the size of the minimum dominating set. We present a 0.71-approximation algorithm for this problem, improving upon the approximation factor of 0.6 of Nguyen et al. [9]. We also present a 0.64-approximation algorithm for the problem on node-weighted graphs. Finally, we present improved hardness of approximation results for the weighted versions of the problem.
Abstract. Weakly-acyclic games -a superclass of potential gamescapture distributed environments where simple, globally-asynchronous interactions between strategic agents are guaranteed to converge to an equilibrium. We explore the class of routing games in [4,12], which models important aspects of routing on the Internet. We show that, in interesting contexts, such routing games are weakly acyclic and, moreover, that pure Nash equilibria in such games can be found in a computationally efficient manner.
We study budgeted variants of classical cut problems: the Multiway Cut problem, the Multicut problem, and the k-Cut problem, and provide approximation algorithms for these problems. Specifically, for the budgeted multiway cut and the k-cut problems we provide constant factor approximation algorithms. We show that the budgeted multicut problem is at least as hard to approximate as the sparsest cut problem, and we provide a bi-criteria approximation algorithm for it.
Abstract. Weakly-acyclic games -a superclass of potential gamescapture distributed environments where simple, globally-asynchronous interactions between strategic agents are guaranteed to converge to an equilibrium. We explore the class of routing games in [4,12], which models important aspects of routing on the Internet. We show that, in interesting contexts, such routing games are weakly acyclic and, moreover, that pure Nash equilibria in such games can be found in a computationally efficient manner.
We study budgeted variants of classical cut problems: the Multiway Cut problem, the Multicut problem, and the k-Cut problem, and provide approximation algorithms for these problems. Specifically, for the budgeted multiway cut and the k-cut problems we provide constant factor approximation algorithms. We show that the budgeted multicut problem is at least as hard to approximate as the sparsest cut problem, and we provide a bi-criteria approximation algorithm for it.
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