TY - GEN
T1 - Bottleneck paths and trees and deterministic Graphical games
AU - Chechik, Shiri
AU - Kaplan, Haim
AU - Thorup, Mikkel
AU - Zamir, Or
AU - Zwick, Uri
N1 - Publisher Copyright:
© Shiri Chechik, Haim Kaplan, Mikkel Thorup, Or Zamir, and Uri Zwick licensed under Creative Commons License CC-BY.
PY - 2016/2/1
Y1 - 2016/2/1
N2 - Gabow and Tarjan showed that the Bottleneck Path (BP) problem, i.e., finding a path between a given source and a given target in a weighted directed graph whose largest edge weight is minimized, as well as the Bottleneck spanning tree (BST) problem, i.e., finding a directed spanning tree rooted at a given vertex whose largest edge weight is minimized, can both be solved deterministically in O(m log∗ n) time, where m is the number of edges and n is the number of vertices in the graph. We present a slightly improved randomized algorithm for these problems with an expected running time of O(mβ(m, n)), where β(m,n) = min{k ≥ 1 | log(k) n ≤ m/n} < log∗ n - log∗ (m/n) + 1. This is the first improvement for these problems in over 25 years. In particular, if m ≥ n log(k) n, for some constant k, the expected running time of the new algorithm is O(m). Our algorithm, as that of Gabow and Tarjan, work in the comparison model. We also observe that in the word-RAM model, both problems can be solved deterministically in O(m) time. Finally, we solve an open problem of Andersson et al., giving a deterministic O(m)-time comparison-based algorithm for solving deterministic 2-player turn-based zero-sum terminal payoff games, also known as Deterministic Graphical Games (DGG).
AB - Gabow and Tarjan showed that the Bottleneck Path (BP) problem, i.e., finding a path between a given source and a given target in a weighted directed graph whose largest edge weight is minimized, as well as the Bottleneck spanning tree (BST) problem, i.e., finding a directed spanning tree rooted at a given vertex whose largest edge weight is minimized, can both be solved deterministically in O(m log∗ n) time, where m is the number of edges and n is the number of vertices in the graph. We present a slightly improved randomized algorithm for these problems with an expected running time of O(mβ(m, n)), where β(m,n) = min{k ≥ 1 | log(k) n ≤ m/n} < log∗ n - log∗ (m/n) + 1. This is the first improvement for these problems in over 25 years. In particular, if m ≥ n log(k) n, for some constant k, the expected running time of the new algorithm is O(m). Our algorithm, as that of Gabow and Tarjan, work in the comparison model. We also observe that in the word-RAM model, both problems can be solved deterministically in O(m) time. Finally, we solve an open problem of Andersson et al., giving a deterministic O(m)-time comparison-based algorithm for solving deterministic 2-player turn-based zero-sum terminal payoff games, also known as Deterministic Graphical Games (DGG).
KW - Bottleneck paths
KW - Comparison model
KW - Deterministic graphical games
UR - http://www.scopus.com/inward/record.url?scp=84961578436&partnerID=8YFLogxK
U2 - 10.4230/LIPIcs.STACS.2016.27
DO - 10.4230/LIPIcs.STACS.2016.27
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AN - SCOPUS:84961578436
T3 - Leibniz International Proceedings in Informatics, LIPIcs
BT - 33rd Symposium on Theoretical Aspects of Computer Science, STACS 2016
A2 - Vollmer, Heribert
A2 - Ollinger, Nicolas
PB - Schloss Dagstuhl- Leibniz-Zentrum fur Informatik GmbH, Dagstuhl Publishing
T2 - 33rd Symposium on Theoretical Aspects of Computer Science, STACS 2016
Y2 - 17 February 2016 through 20 February 2016
ER -