Péter Madarasi

2papers

2 Papers

26.5DSJun 4
Temporal matching in trees

Márk Hunor Juhász, Péter Madarasi

We study maximum matching problems in temporal graphs whose underlying graph is a tree. We consider two temporal models. In a $Δ$-matching, selected time edges sharing an endpoint must have time ticks differing by at least $Δ$. In a $γ$-matching, the selected objects are blocks of $γ$ consecutive appearances of the same underlying edge. We also consider the related ordered static problem of $d$-distance matchings. We show that maximum $Δ$-matching remains NP-hard on temporal trees for every $Δ\geq 2$, even in the sparse case where each edge appears at most twice. Using a reduction between the temporal models, we obtain the analogous result for maximum $γ$-matching on temporal trees, even when each edge admits at most two $γ$-edges. We also show, via a reduction from $d$-distance matching, that maximum $γ$-matching is APX-hard even when the underlying graph is bipartite. Complementing these hardness results, we identify several tractable cases. We prove that maximum $Δ$-matching is polynomial-time solvable on temporal trees in which every edge appears exactly once, and that maximum $γ$-matching is polynomial-time solvable when each edge admits at most one $γ$-edge. We also give dynamic-programming algorithms under bounded local-use and local-sparsity assumptions, and derive polynomial-time solvability of maximum $d$-distance matching when the input bipartite graph is a tree. Finally, we prove that both maximum $Δ$-matching and maximum $γ$-matching admit polynomial-time approximation schemes on temporal trees.

25.2DSApr 14
Asymptotically faster algorithms for recognizing $(k,\ell)$-sparse graphs

Bence Deák, Péter Madarasi

The family of $(k,\ell)$-sparse graphs, introduced by Lorea, plays a central role in combinatorial optimization and has a wide range of applications, particularly in rigidity theory. A key algorithmic problem is to decide whether a given graph is $(k,\ell)$-sparse and, if not, to produce a vertex set certifying the failure of sparsity. While pebble game algorithms have long yielded $O(n^2)$-time recognition throughout the classical range $0 \leq \ell < 2k$, and $O(n^3)$-time algorithms in the extended range $2k \leq \ell < 3k$, substantially faster bounds were previously known only in a few special cases. We present new recognition algorithms for the parameter ranges $0 \le \ell \le k$, $k < \ell < 2k$, and $2k \leq \ell < 3k$. Our approach combines bounded-indegree orientations, reductions to rooted arc-connectivity, augmenting-path techniques, and a divide-and-conquer method based on centroid decomposition. This yields the first subquadratic, and in fact near-linear-time, recognition algorithms throughout the classical range when instantiated with the fastest currently available subroutines. Under purely combinatorial implementations, the running times become $O(n\sqrt n)$ for $0 \leq \ell \leq k$ and $O(n\sqrt{n\log n})$ for $k< \ell <2k$. For $2k \leq \ell < 3k$, we obtain an $O(n^2)$-time algorithm when $\ell \leq 2k+1$ and an $O(n^2\log n)$-time algorithm otherwise. In each case, the algorithm can also return an explicit violating set certifying that the input graph is not $(k,\ell)$-sparse.