Gianlorenzo D'Angelo

DS
h-index1
5papers
20citations
Novelty53%
AI Score42

5 Papers

DSApr 23
Efficient generation of expected-degree graphs via edge-arrivals

Gianlorenzo D'Angelo, Riccardo Michielan

We study the efficient generation of random graphs with a prescribed expected degree sequence, focusing on rank-1 inhomogeneous models in which vertices are assigned weights and edges are drawn independently with probabilities proportional to the product of endpoint weights. We adopt a temporal viewpoint, adding edges to the graph one at a time up to a fixed time horizon, and allowing for self-loops or duplicate edges in the first stage. Then, the simple projection of the resulting multigraph recovers exactly the simple Norros--Reittu random graph, whose expected degrees match the prescribed targets under mild conditions. Building on this representation, we develop an exact generator based on \textit{edge-arrivals} for expected-degree random graphs with running time $O(n+m)$, where $m$ is the number of generated edges, and hence proportional to the output size. This removes the typical vertex sorting used by widely-used fast generator algorithms based on \textit{edge-skipping} for rank-1 expected-degree models, which leads to a total running time of $O(n \log n + m)$. In addition, our algorithm is simpler than those in the literature, easy to implement, and very flexible, thus opening up to extensions to directed and temporal random graphs, generalization to higher-order structures, and improvements through parallelization.

DSApr 23, 2025
Approximating Optimal Labelings for Temporal Connectivity

Daniele Carnevale, Gianlorenzo D'Angelo, Martin Olsen

In a temporal graph the edge set dynamically changes over time according to a set of time-labels associated with each edge that indicates at which time-steps the edge is available. Two vertices are connected if there is a path connecting them in which the edges are traversed in increasing order of their labels. We study the problem of scheduling the availability time of the edges of a temporal graph in such a way that all pairs of vertices are connected within a given maximum allowed time $a$ and the overall number of labels is minimized. The problem, known as \emph{Minimum Aged Labeling} (MAL), has several applications in logistics, distribution scheduling, and information spreading in social networks, where carefully choosing the time-labels can significantly reduce infrastructure costs, fuel consumption, or greenhouse gases. The problem MAL has previously been proved to be NP-complete on undirected graphs and \APX-hard on directed graphs. In this paper, we extend our knowledge on the complexity and approximability of MAL in several directions. We first show that the problem cannot be approximated within a factor better than $O(\log n)$ when $a\geq 2$, unless $\text{P} = \text{NP}$, and a factor better than $2^{\log ^{1-ε} n}$ when $a\geq 3$, unless $\text{NP}\subseteq \text{DTIME}(2^{\text{polylog}(n)})$, where $n$ is the number of vertices in the graph. Then we give a set of approximation algorithms that, under some conditions, almost match these lower bounds. In particular, we show that the approximation depends on a relation between $a$ and the diameter of the input graph. We further establish a connection with a foundational optimization problem on static graphs called \emph{Diameter Constrained Spanning Subgraph} (DCSS) and show that our hardness results also apply to DCSS.

GTApr 8, 2021
Computation and Bribery of Voting Power in Delegative Simple Games

Gianlorenzo D'Angelo, Esmaeil Delfaraz, Hugo Gilbert

Following Zhang and Grossi~(AAAI 2021), we study in more depth a variant of weighted voting games in which agents' weights are induced by a transitive support structure. This class of simple games is notably well suited to study the relative importance of agents in the liquid democracy framework. We first propose a pseudo-polynomial time algorithm to compute the Banzhaf and Shapley-Shubik indices for this class of game. Then, we study a bribery problem, in which one tries to maximize/minimize the voting power/weight of a given agent by changing the support structure under a budget constraint. We show that these problems are computationally hard and provide several parameterized complexity results.

GTApr 5, 2021
When Can Liquid Democracy Unveil the Truth?

Ruben Becker, Gianlorenzo D'Angelo, Esmaeil Delfaraz et al.

In this paper, we investigate the so-called ODP-problem that has been formulated by Caragiannis and Micha [10]. Here, we are in a setting with two election alternatives out of which one is assumed to be correct. In ODP, the goal is to organise the delegations in the social network in order to maximize the probability that the correct alternative, referred to as ground truth, is elected. While the problem is known to be computationally hard, we strengthen existing hardness results by providing a novel strong approximation hardness result: For any positive constant $C$, we prove that, unless $P=NP$, there is no polynomial-time algorithm for ODP that achieves an approximation guarantee of $α\ge (\ln n)^{-C}$, where $n$ is the number of voters. The reduction designed for this result uses poorly connected social networks in which some voters suffer from misinformation. Interestingly, under some hypothesis on either the accuracies of voters or the connectivity of the network, we obtain a polynomial-time $1/2$-approximation algorithm. This observation proves formally that the connectivity of the social network is a key feature for the efficiency of the liquid democracy paradigm. Lastly, we run extensive simulations and observe that simple algorithms (working either in a centralized or decentralized way) outperform direct democracy on a large class of instances. Overall, our contributions yield new insights on the question in which situations liquid democracy can be beneficial.

SIJun 27, 2020
Better Bounds on the Adaptivity Gap of Influence Maximization under Full-adoption Feedback

Gianlorenzo D'Angelo, Debashmita Poddar, Cosimo Vinci

In the influence maximization (IM) problem, we are given a social network and a budget $k$, and we look for a set of $k$ nodes in the network, called seeds, that maximize the expected number of nodes that are reached by an influence cascade generated by the seeds, according to some stochastic model for influence diffusion. In this paper, we study the adaptive IM, where the nodes are selected sequentially one by one, and the decision on the $i$th seed can be based on the observed cascade produced by the first $i-1$ seeds. We focus on the full-adoption feedback in which we can observe the entire cascade of each previously selected seed and on the independent cascade model where each edge is associated with an independent probability of diffusing influence. Our main result is the first sub-linear upper bound that holds for any graph. Specifically, we show that the adaptivity gap is upper-bounded by $\lceil n^{1/3}\rceil $, where $n$ is the number of nodes in the graph. Moreover, we improve over the known upper bound for in-arborescences from $\frac{2e}{e-1}\approx 3.16$ to $\frac{2e^2}{e^2-1}\approx 2.31$. Finally, we study $α$-bounded graphs, a class of undirected graphs in which the sum of node degrees higher than two is at most $α$, and show that the adaptivity gap is upper-bounded by $\sqrtα+O(1)$. Moreover, we show that in 0-bounded graphs, i.e. undirected graphs in which each connected component is a path or a cycle, the adaptivity gap is at most $\frac{3e^3}{e^3-1}\approx 3.16$. To prove our bounds, we introduce new techniques to relate adaptive policies with non-adaptive ones that might be of their own interest.