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Competitive versions of vertex ranking and game acquisition, and a problem on proper colorings.

机译:竞争性版本的顶点排名和游戏获取,以及正确着色的问题。

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摘要

In this thesis we study certain functions on graphs. Chapters 2 and 3 deal with variations on vertex ranking, a type of node-labeling scheme that models a parallel processing problem. A k-ranking of a graph G is a labeling of its vertices from {1,..., k} such that any nontrivial path whose endpoints have the same label contains a vertex with a larger label. In Chapter 2, we investigate the problem of list ranking, wherein every vertex of G is assigned a set of possible labels, and a ranking must be constructed by labeling each vertex from its list; the list ranking number of G is the minimum k such that if every vertex is assigned a set of k possible labels, then G is guaranteed to have a ranking from these lists. We compute the list ranking numbers of paths, cycles, and trees with many leaves. In Chapter 3, we investigate the problem of on-line ranking, which asks for an algorithm to rank the vertices of G as they are revealed one at a time in the subgraph of G induced by the vertices revealed so far. The on-line ranking number of G is the minimum over all such labeling algorithms of the largest label that the algorithm can be forced to use. We give algorithmic bounds on the on-line ranking number of trees in terms of maximum degree, diameter, and number of internal vertices.;Chapter 4 is concerned with the connectedness and Hamiltonicity of the graph G(j/k) ( H), whose vertices are the proper k-colorings of a given graph H, with edges joining colorings that differ only on a set of vertices contained within a connected subgraph of H on at most j vertices. We introduce and study the parameters gk(H) and hk(H), which denote the minimum j such that G(j/k) (H) is connected or Hamiltonian, respectively. Finally, in Chapter 5 we compute the game acquisition number of complete bipartite graphs. An acquisition move in a weighted graph G consists a vertex v taking all the weight from a neighbor whose weight is at most the weight of v. In the acquisition game on G, each vertex initially has weight 1, and players Min and Max alternate acquisition moves until the set of vertices remaining with positive weight is an independent set. Min seeks to minimize the size of the final independent set, while Max seeks to maximize it; the game acquisition number is the size of the final set under optimal play.
机译:在本文中,我们研究了图上的某些函数。第2章和第3章讨论了顶点排名的变化,顶点排名是一种节点标记方案,用于模拟并行处理问题。图G的k排名是其顶点从{1,...,k}的标记,以使端点具有相同标记的任何非平凡路径都包含具有较大标记的顶点。在第二章中,我们研究了列表排序的问题,其中G的每个顶点都分配了一组可能的标签,并且必须通过从列表中标记每个顶点来构造排名。 G的列表排名数是最小的k,因此,如果为每个顶点分配了k个可能的标签集,则G可以保证从这些列表中获得排名。我们计算出具有许多叶子的路径,循环和树木的列表排名数量。在第3章中,我们研究了在线排序的问题,该问题要求一种算法,以对G的顶点进行排序,因为G的顶点在到目前为止所揭示的顶点所引起的G的子图中一次被揭示。在可以强制使用该最大标签的所有此类标签算法中,G的在线排名数量是最小的。我们以最大度,最大直径和内部顶点数的形式给出了树的在线排序数量的算法界限。;第4章关注图G(j / k)(H)的连通性和汉密尔顿性,其顶点是给定图H的适当k色,其边连接的颜色仅在最多j个顶点的H的连接子图中包含的一组顶点上不同。我们介绍和研究参数gk(H)和hk(H),它们分别表示最小j,使得G(j / k)(H)连通或为哈密顿量。最后,在第5章中,我们计算完整二部图的博弈获取数。加权图G中的获取动作包括一个顶点v,该顶点v从邻居获得的所有权重最大为v的权重。在G上的获取游戏中,每个顶点最初的权重为1,而玩家Min和Max交替获取移动,直到剩下的一组具有正权重的顶点成为独立的一组为止。 Min寻求最小化最终独立集合的大小,而Max寻求最大化它。游戏获得数量是最佳游戏条件下最终集的大小。

著录项

  • 作者

    McDonald, Daniel Cooper.;

  • 作者单位

    University of Illinois at Urbana-Champaign.;

  • 授予单位 University of Illinois at Urbana-Champaign.;
  • 学科 Mathematics.;Applied mathematics.;Theoretical mathematics.
  • 学位 Ph.D.
  • 年度 2015
  • 页码 105 p.
  • 总页数 105
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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