An equitable graph coloring is a proper vertex coloring of a graph G where the sizes of the color classes differ by at most one. The equitable chromatic number is the smallest number k such that G admits such equitable k-coloring. We focus on enumerative algorithms for the computation of the equitable coloring number and propose a general scheme to derive pruning rules for them: We show how the extendability of a partial coloring into an equitable coloring can be modeled via network flows. Thus, we obtain pruning rules which can be checked via flow algorithms. Computational experiments show that the search tree of enumerative algorithms can be significantly reduced in size by these rules and, in most instances, such naive approach even yields a faster algorithm. Moreover, the stability, i.e., the number of solved instances within a given time limit, is greatly improved. Since the execution of flow algorithms at each node of a search tree is time consuming, we derive arithmetic pruning rules (generalized Hall-conditions) from the network model. Adding these rules to an enumerative algorithm yields an even larger runtime improvement.
We repeat basic definitions and briefly describe the approach from M ' e ndez-D ' i @cite_11 to tackle ECP. For this section and the remainder of the work, we assume a graph @math to be given. We start with some basic observations.
@cite_11
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Restoration of writing order from a single-stroked handwriting image can be seen as the problem of finding the smoothest path in its graph representation. In this paper, a 3-phase approach to restore a writing order is proposed within the framework of the edge continuity relation (ECR). In the initial, local phase, in order to obtain possible ECRs at an even-degree node, a neural network is used for the node of degree 4 and a theoretical approach is presented for the node of degree higher than 4 by introducing certain reasonable assumptions. In the second phase, we identify double-traced lines by employing maximum weighted matching. This makes it possible to transform the problem of obtaining possible ECRs at odd-degree node to that at even-degree node. In the final, global phase, we find all the candidates of single-stroked paths by depth first search and select the best one by evaluating SLALOM smoothness. Experiments on static images converted from online data in the Unipen database show that our method achieves a restoration rate of 96.0 percent The distance for a pair of vertices in a graph G is the length of the shortest path between them. The distance distribution for G specifies how many vertex pairs are at distance h, for all feasible values h. We study three fast randomized algorithms to approximate the distance distribution in large graphs. The Eppstein-Wang (EW) algorithm exploits sampling through a limited (logarithmic) number of Breadth-First Searches (BFSes). The Size-Estimation Framework (SEF) by Cohen employs random ranking and least-element lists to provide several estimators. Finally, the Approximate Neighborhood Function (ANF) algorithm by Palmer, Gibbons, and Faloutsos makes use of the probabilistic counting technique introduced by Flajolet and Martin, in order to estimate the number of distinct elements in a large multiset. We investigate how good is the approximation of the distance distribution, when the three algorithms are run in similar settings. The analysis of ANF derives from the results on the probabilistic counting method, while the one of sef is given by Cohen. For what concerns EW (originally designed for another problem), we extend its simple analysis in order to bound its error with high probability and to show its convergence. We then perform an experimental study on 30 real-world graphs, showing that our implementation of ew combines the accuracy of sef with the performance of ANF. Let a communication network be modelled by a directed graphG = (V,E) of n nodes and m edges. We consider aone-round two-player network pricing game, the Stackelberg ShortestPaths Tree (StackSPT) game. This is played on G, by assuming thatedges in E are partitioned into two sets: a set E F of edges with afixed positive real weight, and a set E P of edges that should bepriced by one of the two players (the leader). Given adistinguished node r ∈ V, the StackSPT game isthen as follows: the leader prices the edges in E P in such a waythat he will maximize his revenue, knowing that the other player(the follower) will build a shortest paths tree of G rooted at r,say S(r), by running a publicly available algorithm. Quitenaturally, for each edge selected in the solution, theleader’s revenue is assumed to be equal to the loaded priceof an edge, namely the product of the edge price times the numberof paths from r in S(r) that use it. First, we show that theproblem of maximizing the leader’s revenue is NP-hard as soonas |E P | = Θ(n). Then, in search of aneffective method for solving the problem when the size of E P isconstant, we focus on the basic case in which |E P| = 2, and we provide an efficient O(n 2 logn) timealgorithm. Afterwards, we generalize the approach to the case |E P| = k, and we show that it can be solved inpolynomial time whenever k = O(1). We show a new way to round vector solutions of semidefinite programming (SDP) hierarchies into integral solutions, based on a connection between these hierarchies and the spectrum of the input graph. We demonstrate the utility of our method by providing a new SDP-hierarchy based algorithm for constraint satisfaction problems with 2-variable constraints (2-CSP's). More concretely, we show for every 2-CSP instance I a rounding algorithm for r rounds of the Lasserre SDP hierarchy for I that obtains an integral solution that is at most worse than the relaxation's value (normalized to lie in [0,1]), as long as r > k ( ) ( ) ;, where k is the alphabet size of I, @math , and @math denotes the number of eigenvalues larger than @math in the normalized adjacency matrix of the constraint graph of @math . In the case that @math is a instance, the threshold @math is only a polynomial in @math , and is independent of the alphabet size. Also in this case, we can give a non-trivial bound on the number of rounds for instance. In particular our result yields an SDP-hierarchy based algorithm that matches the performance of the recent subexponential algorithm of Arora, Barak and Steurer (FOCS 2010) in the worst case, but runs faster on a natural family of instances, thus further restricting the set of possible hard instances for Khot's Unique Games Conjecture. Our algorithm actually requires less than the @math constraints specified by the @math level of the Lasserre hierarchy, and in some cases @math rounds of our program can be evaluated in time @math .