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 -