This work focuses on cycles, a simple graph class which nevertheless captures a key difficulty of online exploration, and develops a randomized algorithm for online exploration of cycles, giving the first provable advantage of randomization in online graph exploration.
Abstract
In online graph exploration, introduced by Kalyanasundaram and Pruhs (1994), an agent must visit all vertices of an initially unknown weighted graph and return to its starting position, while the graph is revealed only locally at visited vertices. Although the problem has attracted considerable attention, previous work has focused exclusively on deterministic algorithms. Randomized strategies are often substantially harder to analyze because of a fundamental challenge inherent to exploration. In this work, we give the first positive result showing that randomization can improve competitive guarantees in online graph exploration. To this end, we focus on cycles, a simple graph class which nevertheless captures a key difficulty of online exploration. Our main contribution is \(\textsc{RandHeavyTest}\), a randomized algorithm for online exploration of cycles whose competitive ratio we prove to be at most 1.315. This establishes a strict separation from the deterministic setting, where the optimal competitive ratio is $\thickapprox 1.366$, and thus gives the first provable advantage of randomization in online graph exploration. A key step towards this result is a new, simplified optimal deterministic algorithm, \(\textsc{HeavyTest}\), whose formulation naturally suggests the randomized variant. We complement our upper bounds with lower bounds of 1.115 for arbitrary randomized algorithms and 1.207 for the natural class of so-called forward-greedy algorithms, which includes \(\textsc{RandHeavyTest}\).
It is proved that for complete split graphs $CS_{(2,n)}$, the greedy strategy yields a sequence of moves that maximizes the game value, contributing to a better understanding of the structural conditions that ensure the optimality of simple strategies in graph-based combinatorial games.
Heitor Melo de Lucas Brandão, Hebert Coelho da Silva, J. Nascimento· 0 citations
It is proved that the competitive ratio of the online graph exploration problem is at least 4, improving on the previously best known lower bound of 10/3.
This work considers combinatorial games in which two players alternately choose vertices from a finite graph until a winning condition is achieved, and focuses on the well-known game Kayles, in which the selected vertices must form an independent set and the player who makes the last valid move wins.
Marcos Felipe Medeiros-de-Souza, Felipe Eizo Hanada, F. Protti· Journal of the Brazilian Com...· 0 citations
This work identifies a process-agnostic structural condition, based on sliding-window mixing, that ensures the graph's intrinsic walk remains stable for both exploration and navigation and establishes sublinear expected regret.
Sourav Chakraborty, Amit Kiran Rege, C. Monteleoni et al.· arXiv.org· 0 citations
P-SAPST Lite replaces peeling with a degree order and provides a lower latency order choice within the same framework and complements edge oblivious streaming APST by addressing an offline regime in which structural plans can be reused.
Rong Fu, Yongtai Liu, Xiaowen Ma et al.· 0 citations
This paper develops an exact algorithm based on the Branch and Bound approach for solving PIDS on chordal graphs, which involves identifying the smallest group of vertices in a given network that maximizes influence throughout the network.
Y A Bekhti, M. Lalou, Méziane Aïder et al.· Pesquisa Operacional· 0 citations
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