Hirotaka Ono

DS
6papers
8citations
Novelty52%
AI Score51

6 Papers

54.8CRMay 29
A Moderatorless Protocol for WEREWOLF

Naoki Kitamura, Hironori Kiya, Hirotaka Ono

Social deduction games, or hidden-role games, are multiplayer games in which players are assigned private roles and act under asymmetric information about other players' roles and actions. In the canonical example Werewolf, werewolves conceal their roles and mislead the other players, while the seer can obtain role information about a chosen player. Thus, a central functionality of such games is controlling which players can access which information. In typical play, this control is implemented by a trusted human moderator, who assigns roles, mediates secret actions, and reveals outcomes. This reliance raises the barrier to participation and introduces a trusted third party as a single point of failure. In this work, we show that Werewolf can be played without a moderator or any digital device, using only ordinary playing cards. Our construction maintains a shared pool of cards that is observable to all players and manipulated according to a common public procedure, while its interpretation depends on each player's private role. This induces role-dependent views from a single public sequence of card operations. Consequently, even without private messages, werewolves can identify one another and coordinate, and the seer can test whether a chosen player is a werewolf in each round. The proposed implementation is built from card-based physical cryptographic primitives, such as face-down commitments and verifiable shuffles, and higher-level subprotocols for intra-role information sharing, secret action designation, and attribute testing. These subprotocols implement the moderator's core functions while keeping all card operations public and auditable under standard assumptions on physical card operations. We show that the resulting complete moderatorless implementation of Werewolf scales to an arbitrary number n of players using O(n^3) cards.

49.0DSMay 20
The Complexity of Maximal/Closed Frequent Tree Mining for Bounded Height Trees

Kenta Komoto, Kazuhiro Kurita, Hirotaka Ono

Frequent tree mining asks us to enumerate tree patterns that occur frequently in a database of rooted trees. This problem is motivated by tree-structured data in bioinformatics, such as glycans and pseudoknot-free RNA secondary structures. A direct enumeration of all frequent trees is often highly redundant, because every subtree of a frequent tree is again frequent. Closed and maximal frequent trees are standard ways to reduce this redundancy, but their enumeration can still be computationally hard. In this paper, we study the effect of bounding the height of the input trees. This is a natural restriction for rooted trees, since the height is the depth of the hierarchy. We ask whether closed/maximal frequent tree mining remains hard when every input tree has a small height. Our results show that the answer depends sharply on the model. For rooted unordered trees of height at most 2, we give a polynomial-delay algorithm for enumerating closed frequent trees. On the other hand, for rooted ordered trees of height at most 2, we show that an output-polynomial time algorithm for enumerating closed frequent trees would imply an output-polynomial time algorithm for Dualization. For maximal frequent tree enumeration, we prove that no output-polynomial time algorithm exists unless P = NP already for rooted ordered trees of height at most 2 and for rooted unordered trees of height at most 3. Thus, even very small height bounds do not make the enumeration problems easy in general. At the same time, the unordered closed case of height at most 2 admits polynomial-delay enumeration. These results give a height-based classification of the complexity of closed and maximal frequent tree mining on shallow rooted trees.

GTOct 8, 2023
Maximizing Utilitarian and Egalitarian Welfare of Fractional Hedonic Games on Tree-like Graphs

Tesshu Hanaka, Airi Ikeyama, Hirotaka Ono

Fractional hedonic games are coalition formation games where a player's utility is determined by the average value they assign to the members of their coalition. These games are a variation of graph hedonic games, which are a class of coalition formation games that can be succinctly represented. Due to their applicability in network clustering and their relationship to graph hedonic games, fractional hedonic games have been extensively studied from various perspectives. However, finding welfare-maximizing partitions in fractional hedonic games is a challenging task due to the nonlinearity of utilities. In fact, it has been proven to be NP-hard and can be solved in polynomial time only for a limited number of graph classes, such as trees. This paper presents (pseudo)polynomial-time algorithms to compute welfare-maximizing partitions in fractional hedonic games on tree-like graphs. We consider two types of social welfare measures: utilitarian and egalitarian. Tree-like graphs refer to graphs with bounded treewidth and block graphs. A hardness result is provided, demonstrating that the pseudopolynomial-time solvability is the best possible under the assumption P$\neq$NP.

63.3LOMay 22
Arrow-Type Impossibility for Genuinely Modal Judgments

Yutaka Nagai, Hirotaka Ono

Judgment aggregation studies how to combine individual judgments on logically related propositions into a collective judgment. Classical impossibility results show that sufficiently strong logical interconnections force dictatorship under natural aggregation axioms. In this paper, we ask whether such impossibility can still arise when the objects of aggregation are required to be genuinely modal judgments rather than plain factual propositions. Since modal logic contains propositional logic, this question is meaningful only if one excludes fact-based aggregation in disguise. We show that Arrow-type impossibility already re-emerges in a strikingly sparse modal setting. We prove an impossibility theorem on a simple cyclic frame for an agenda generated from a single propositional variable by repeated applications of a single modal operator, and we further demonstrate this phenomenon for an alternative family of frames satisfying a natural symmetry condition. Thus, even under a modal-operator requirement, semantic structure alone can generate the logical interconnections needed for dictatorship. Technically, our analysis has two layers. First, we prove a semantic reduction theorem showing that certain iterated modal patterns can be collapsed by shifting the evaluation point. Second, building on this reduction, we identify a local-to-global frame mechanism by which frame geometry yields minimally inconsistent modal judgment sets and the strong path-connectivity required for impossibility. The same reduction also turns consistency checking into a small combinatorial covering problem, which yields efficient implementations of non-dictatorial aggregation procedures.

68.6DSApr 2
Algorithms for Optimally Shifting Intervals under Intersection Graph Models

Nicolás Honorato-Droguett, Kazuhiro Kurita, Tesshu Hanaka et al.

In well-studied graph modification problems, adding and deleting vertices and edges are used as graph editing operations. We propose a model for graph modification on geometric intersection graphs called Geometric Graph Edit Distance that moves objects as an edit operation. Our results are mainly focused on interval graphs. In particular, we give a linear-time algorithm to find the minimum total moving distance to render an interval graph complete. The approach of this algorithm can be applied for: (i) rendering a unit square graph complete over the $L_1$ distance and (ii) attaining the existence of a $k$-clique on unit interval graphs. In addition, we provide LP-formulations to achieve several properties in the associated graph of unit intervals.

78.1CGApr 7
Further Results on Rendering Geometric Intersection Graphs Sparse by Dispersion

Nicolás Honorato-Droguett, Kazuhiro Kurita, Tesshu Hanaka et al.

Removing overlaps is a central task in domains such as scheduling, visibility, and map labelling. This can be modelled using graphs, where overlap removals correspond to enforcing a certain sparsity constraint on the graph structure. We continue the study of the problem Geometric Graph Edit Distance (GGED), where the aim is to minimise the total cost of editing a geometric intersection graph to obtain a graph contained in a specific graph class. For us, the edit operation is the movement of objects, and the cost is the movement distance. We present an algorithm for rendering the intersection graph of a set of unit circular arcs edgeless and $k$-clique-free in $O(n\log n)$ time, where $n$ is the number of arcs. The algorithm can be also used to solve an open case of the points-spreading problem on cyclic domains [Li \& Wang, CGT 2025]. We also show that GGED remains strongly NP-hard on unweighted interval graphs, solving an open problem of Honorato-Droguett et al. [WADS 2025]. We complement this result by showing that GGED is strongly NP-hard on sets of $d$-balls and $d$-cubes, for any $d\ge 2$. Finally, we present an XP algorithm (parameterised by the number of maximal cliques) that removes all edges from the intersection graph of a set of weighted unit intervals.