Ren MIMURA Kengo MIYAMOTO Akio FUJIYOSHI
This paper proposes graph linear notations and an extension of them with regular expressions. Graph linear notations are a set of strings to represent labeled general graphs. They are extended with regular expressions to represent sets of graphs by specifying chosen parts for selections and repetitions of certain induced subgraphs. Methods for the conversion between graph linear notations and labeled general graphs are shown. The NP-completeness of the membership problem for graph regular expressions is proved.
Peg solitaire is a single-player board game. The goal of the game is to remove all but one peg from the game board. Peg solitaire on graphs is a peg solitaire played on arbitrary graphs. A graph is called solvable if there exists some vertex s such that it is possible to remove all but one peg starting with s as the initial hole. In this paper, we prove that it is NP-complete to decide if a graph is solvable or not.
Some textbooks of formal languages and automata theory implicitly state the structural equality of the binary n-dimensional de Bruijn graph and the state diagram of minimum state deterministic finite automaton which accepts regular language (0+1)*1(0+1)n-1. By introducing special finite automata whose accepting states are refined with two or more colors, we extend this fact to both k-ary versions. That is, we prove that k-ary n-dimensional de Brujin graph and the state diagram for minimum state deterministic colored finite automaton which accepts the (k-1)-tuple of the regular languages (0+1+…+k-1)*1(0+1+…+k-1)n-1,...,and(0+1+…+k-1)*(k-1)(0+1+…+k-1)n-1 are isomorphic for arbitrary k more than or equal to 2. We also investigate the properties of colored finite automata themselves and give computational complexity results on three decision problems concerning color unmixedness of nondeterminisitic ones.
Picross 3D is a popular single-player puzzle video game for the Nintendo DS. It presents a rectangular parallelepiped (i.e., rectangular box) made of unit cubes, some of which must be removed to construct an object in three dimensions. Each row or column has at most one integer on it, and the integer indicates how many cubes in the corresponding 1D slice remain when the object is complete. Kusano et al. showed that Picross 3D is NP-complete and Kimura et al. showed that the counting version, the another solution problem, and the fewest clues problem of Picross 3D are #P-complete, NP-complete, and Σ2P-complete, respectively, where those results are shown for the restricted input that the rectangular parallelepiped is of height four. On the other hand, Igarashi showed that Picross 3D is NP-complete even if the height of the input rectangular parallelepiped is one. Extending the result by Igarashi, we in this paper show that the counting version, the another solution problem, and the fewest clues problem of Picross 3D are #P-complete, NP-complete, and Σ2P-complete, respectively, even if the height of the input rectangular parallelepiped is one. Since the height of the rectangular parallelepiped of any instance of Picross 3D is at least one, our hardness results are best in terms of height.
Fill-a-Pix is a pencil-and-paper puzzle, which is popular worldwide since announced by Conceptis in 2003. It provides a rectangular grid of squares that must be filled in to create a picture. Precisely, we are given a rectangular grid of squares some of which has an integer from 0 to 9 in it, and our task is to paint some squares black so that every square with an integer has the same number of painted squares around it including the square itself. Despite its popularity, computational complexity of Fill-a-Pix has not been known. We in this paper show that the puzzle is NP-complete, ASP-complete, and #P-complete via a parsimonious reduction from the Boolean satisfiability problem. We also consider the fewest clues problem of Fill-a-Pix, where the fewest clues problem is recently introduced by Demaine et al. for analyzing computational complexity of designing “good” puzzles. We show that the fewest clues problem of Fill-a-Pix is Σ2P-complete.
Takumu SHIRAYAMA Takuto SHIGEMURA Yota OTACHI Shuichi MIYAZAKI Ryuhei UEHARA
In this paper, we investigate computational complexity of pipe puzzles. A pipe puzzle is a kind of tiling puzzle; the input is a set of cards, and a part of a pipe is drawn on each card. For a given set of cards, we arrange them and connect the pipes. We have to connect all pipes without creating any local loop. While ordinary tiling puzzles, like jigsaw puzzles, ask to arrange the tiles with local consistency, pipe puzzles ask to join all pipes. We first show that the pipe puzzle is NP-complete in general even if the goal shape is quite restricted. We also investigate restricted cases and show some polynomial-time algorithms.
The Machine-to-Machine (M2M) service network platform accommodates M2M communications traffic efficiently by using tree-structured networks and the computation resources deployed on network nodes. In the M2M service network platform, program files required for controlling devices are placed on network nodes, which have different amounts of computation resources according to their position in the hierarchy. The program files must be dynamically repositioned in response to service quality requests from each device, such as computation power, link bandwidth, and latency. This paper proposes a Program File Placement (PFP) method for the M2M service network platform. First, the PFP problem is formulated in the Mixed-Integer Linear Programming (MILP) approach. We prove that the decision version of the PFP problem is NP-complete. Next, we present heuristic algorithms that attain sub-optimal but attractive solutions. Evaluations show that the heuristic algorithm based on the number of devices that share a program file reduces the total number of placed program files compared to the algorithm that moves program files based on their position.
Takayoshi SHOUDAI Tetsuhiro MIYAHARA Tomoyuki UCHIDA Satoshi MATSUMOTO Yusuke SUZUKI
A term is a connected acyclic graph (unrooted unordered tree) pattern with structured variables, which are ordered lists of one or more distinct vertices. A variable of a term has a variable label and can be replaced with an arbitrary tree by hyperedge replacement according to the variable label. The dimension of a term is the maximum number of vertices in the variables of it. A term is said to be linear if each variable label in it occurs exactly once. Let T be a tree and t a linear term. In this paper, we study the graph pattern matching problem (GPMP) for T and t, which decides whether or not T is obtained from t by replacing variables in t with some trees. First we show that GPMP for T and t is NP-complete if the dimension of t is greater than or equal to 4. Next we give a polynomial time algorithm for solving GPMP for a tree of bounded degree and a linear term of bounded dimension. Finally we show that GPMP for a tree of arbitrary degree and a linear term of dimension 2 is solvable in polynomial time.
Given an undirected graph G, an edge dominating set is a subset F of edges such that each edge not in F is adjacent to some edge in F, and computing the minimum size of an edge dominating set is known to be NP-hard. Since the size of any edge dominating set is at least half of the maximum size µ(G) of a matching in G, we study the problem of testing whether a given graph G has an edge dominating set of size ⌈µ(G)/2⌉ or not. In this paper, we prove that the problem is NP-complete, whereas we design an O*(2.0801µ(G)/2)-time and polynomial-space algorithm to the problem.
Yusuke SUZUKI Takayoshi SHOUDAI Tomoyuki UCHIDA Tetsuhiro MIYAHARA
A term tree pattern is a rooted ordered tree pattern which consists of ordered tree structures with edge labels and structured variables with labels. All variables with the same label in a term tree pattern can be simultaneously replaced with ordered trees isomorphic to the same rooted ordered tree. Then, a term tree pattern is suitable for representing structural features common to tree structured data such as XML documents on the web, the secondary structures of RNA in biology and parse trees describing grammatical structures of natural languages. Let $ott$ be the set of all term tree patterns which have one or more variables with the same label. Let $lott$ be the set of all term tree patterns t such that all variables in t have distinct labels. We remark that $lottsubsetneq ott$ holds. In this paper, we consider a problem, called Matching problem for term tree patterns, of deciding whether or not a given rooted ordered tree T is obtained from a given term tree pattern t by replacing variables in t with rooted ordered trees. We show that Matching problem for term tree patterns in $ott$ is NP-complete, by giving a reduction from the string pattern matching problem, which is NP-complete. Next, by giving operations on an interval, which is a set containing all integers between two given integers representing vertex identifiers, we propose an efficient algorithm for solving Matching problem for term tree patterns in $lottsubsetneq ott$. Then, we show that, when an ordered tree having N vertices and a term tree pattern $t in lott$ having n vertices are given, the proposed matching algorithm correctly solves this problem in O(nN) time.
Golf is a solitaire game, where the object is to move all cards from a 5×8 rectangular layout of cards to the foundation. A top card in each column may be moved to the foundation if it is either one rank higher or lower than the top card of the foundation. If no cards may be moved, then the top card of the stock may be moved to the foundation. We prove that the generalized version of Golf Solitaire is NP-complete.
Forty Thieves is a solitaire game with two 52-card decks. The object is to move all cards from ten tableau piles of four cards to eight foundations. Each foundation is built up by suit from ace to king of the same suit, and each tableau pile is built down by suit. You may move the top card from any tableau pile to a tableau or foundation pile, and from the stock to a foundation pile. We prove that the generalized version of Forty Thieves is NP-complete.
Erik D. DEMAINE Yoshio OKAMOTO Ryuhei UEHARA Yushi UNO
Shakashaka is a pencil-and-paper puzzle proposed by Guten and popularized by the Japanese publisher Nikoli (like Sudoku). We determine the computational complexity by proving that Shakashaka is NP-complete, and furthermore that counting the number of solutions is #P-complete. Next we formulate Shakashaka as an integer-programming (IP) problem, and show that an IP solver can solve every instance from Nikoli's website within a second.
BLOCKSUM, also known as KEISANBLOCK in Japanese, is a Latin square filling type puzzle, such as Sudoku. In this paper, we prove that the decision problem whether a given instance of BLOCKSUM has a solution or not is NP-complete.
Shingo YAMAGUCHI Tomohiro TAKAI Tatsuya WATANABE Qi-Wei GE Minoru TANAKA
This paper deals with computation of parallel degree, PARAdeg, for (dataflow) program nets with SWITCH-nodes. Ge et al. have given the definition of PARAdeg and an algorithm of computing PARAdeg for program nets with no SWITCH-nodes. However, for program nets with SWITCH-nodes, any algorithm of computing PARAdeg has not been proposed. We first show that it is intractable to compute PARAdeg for program nets with SWITCH-nodes. To do this, we define a subclass of program nets with SWITCH-nodes, named structured program nets, and then show that the decision problem related to compute PARAdeg for acyclic structured program nets is NP-complete. Next, we give a heuristic algorithm to compute PARAdeg for acyclic structured program nets. Finally, we do experiments to evaluate our heuristic algorithm for 200 acyclic structured program nets. We can say that the heuristic algorithm is reasonable, because its accuracy is more than 96% and the computation time can be greatly reduced.
Shingo YAMAGUCHI Kousuke YAMADA Qi-Wei GE Minoru TANAKA
In this paper, we discuss a new property, named dead, of (dataflow) program nets. We say that a node of a program net is dead iff the node cannot fire once in any possible firing sequence, and furthermore the program net is partially dead. We tackle a problem of deciding whether a given program net is partially dead, named dead problem. Program nets can be classified into four subclasses: general, acyclic, SWITCH-less, and acyclic SWITCH-less nets. For each subclass, we give a method of solving dead problem and its computation complexity. Our results show that (i) acyclic SWITCH-less nets are not partially dead; (ii) for SWITCH-less nets, dead problem can be solved in polynomial time; (iii) for acyclic nets and general nets, dead problem is intractable.
Atsushi SASAKI Tadashi ARARAGI Shigeru MASUYAMA Keizo MIYATA
We formally define the mobile agent allocation problem from a system-wide viewpoint and then prove that it is strongly NP-complete even if each agent communicates only with two agents. This is the first formal definition for scheduling mobile agents from the viewpoint of load balancing, which enables us to discuss its properties on a rigorous basis. The problem is recognized as preemptive scheduling with independent tasks that require mutual communication. The result implies that almost all subproblems of mobile agent allocation, which require mutual communication of agents, are strongly NP-complete.
Koji GODA Toshinori YAMADA Shuichi UENO
This note considers a problem of minimum length scheduling for a set of messages subject to precedence constraints for switching and communication networks, and shows some improvements upon previous results on the problem.
By using distributed database systems, many advantages can be obtained such as database management cost, efficiency, and high integrity of systems through allocating fragments to many distributed sites with horizontal/vertical fragmentation of global database schema. To minimize costs, distributed algorithms must be applied so that database fragments are allocated to optimal sites. It is useful to replicate fragments, such as allocating many copies in many sites including load balancing. But there are too many possible combinations of each site and fragment, making it impossible to find a solution in real time, i.e., it is an NP-complete problem. This paper proposes near optimal heuristic algorithms for minimizing cost by defining a cost model based on read and update queries that are requested in many sites. Various factors are applied to the proposed algorithms for sizing efficient network resources that compute database transactions as remote query or update requests for consistency in replicated database systems. For network load balancing, incoming network traffic table is defined in each site. A request transaction from unallocated sites to allocated sites can be accessed properly at any other replicated sites by using the network traffic table. Finally, some experimental results verified the proposed algorithms by comparing actual cases of database allocation.
Akihiro UEJIMA Hiro ITO Tatsuie TSUKIJI
H-coloring problem is a coloring problem with restrictions such that some pairs of colors cannot be used for adjacent vertices, where H is a graph representing the restrictions of colors. We deal with the case that H is the complement graph of a cycle of odd order 2p + 1. This paper presents the following results: (1) chordal graphs and internally maximal planar graphs are -colorable if and only if they are p-colorable (p 2), (2) -coloring problem on planar graphs is NP-complete, and (3) there exists a class that includes infinitely many -colorable but non-3-colorable planar graphs.