From Donkeys to Kings in Tournaments
October 14, 2024 Β· Declared Dead Β· π Embedded Systems and Applications
"No code URL or promise found in abstract"
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Authors
Amir Abboud, Tomer Grossman, Moni Naor, Tomer Solomon
arXiv ID
2410.10475
Category
cs.DS: Data Structures & Algorithms
Cross-listed
cs.CC
Citations
1
Venue
Embedded Systems and Applications
Last Checked
4 months ago
Abstract
A tournament is an orientation of a complete graph. A vertex that can reach every other vertex within two steps is called a \emph{king}. We study the complexity of finding $k$ kings in a tournament graph. We show that the randomized query complexity of finding $k \le 3$ kings is $O(n)$, and for the deterministic case it takes the same amount of queries (up to a constant) as finding a single king (the best known deterministic algorithm makes $O(n^{3/2})$ queries). On the other hand, we show that finding $k \ge 4$ kings requires $Ξ©(n^2)$ queries, even in the randomized case. We consider the RAM model for $k \geq 4$. We show an algorithm that finds $k$ kings in time $O(kn^2)$, which is optimal for constant values of $k$. Alternatively, one can also find $k \ge 4$ kings in time $n^Ο$ (the time for matrix multiplication). We provide evidence that this is optimal for large $k$ by suggesting a fine-grained reduction from a variant of the triangle detection problem.
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