TL;DR: The main result is that the value of the game on any $n$-vertex graph is bounded above by $\exp(O(\sqrt{\log n \log\log n}))", which has potential application to the design of communication networks.
Abstract: This paper investigates a zero-sum game played on a weighted connected graph $G$ between two players, the tree player and the edge player. At each play, the tree player chooses a spanning tree $T$ and the edge player chooses an edge $e$. The payoff to the edge player is $cost(T,e)$, defined as follows: If $e$ lies in the tree $T$ then $cost(T,e)=0$; if $e$ does not lie in the tree then $cost(T,e) = cycle(T,e)/w(e)$, where $w(e)$ is the weight of edge $e$ and $cycle(T,e)$ is the weight of the unique cycle formed when edge $e$ is added to the tree $T$. The main result is that the value of the game on any $n$-vertex graph is bounded above by $\exp(O(\sqrt{\log n \log\log n}))$. It is conjectured that the value of the game is $O(\log n)$.
The game arises in connection with the $k$-server problem on a road network; i.e., a metric space that can be represented as a multigraph $G$ in which each edge $e$ represents a road of length $w(e)$. It is shown that, if the value of the game on $G$ is $Val(G,w)$, then there is a randomized strategy that achieves a competitive ratio of $k(1 + Val(G,w))$ against any oblivious adversary. Thus, on any $n$-vertex road network, there is a randomized algorithm for the $k$-server problem that is $k\cdot\exp(O(\sqrt{\log n \log\log n}))$ competitive against oblivious adversaries.
At the heart of the analysis of the game is an algorithm that provides an approximate solution for the simple network design problem. Specifically, for any $n$-vertex weighted, connected multigraph, the algorithm constructs a spanning tree $T$ such that the average, over all edges $e$, of $cost(T,e)$ is less than or equal to $\exp(O(\sqrt{\log n \log\log n}))$. This result has potential application to the design of communication networks. It also improves substantially known estimates concerning the existence of a sparse basis for the cycle space of a graph.
TL;DR: An algorithm is given that finds a cycle basis with the shortest possible length in $O(m^3 n)$ operations, which is the first known polynomial-time algorithm for this problem.
Abstract: Define the length of a basis of the cycle space of a graph to be the sum of the lengths of all cycles in the basis. An algorithm is given that finds a cycle basis with the shortest possible length in $O(m^3 n)$ operations, where m is the number of edges and n is the number of vertices. This is the first known polynomial-time algorithm for this problem. Edges may be weighted or unweighted. Also, the shortest cycle basis is shown to have at most ${{3(n - 1)(n - 2)} / 2}$ edges for the unweighted case. $O(mn^2 )$ algorithm to obtain a suboptimal cycle basis of length $O(n^2 )$ for unweighted graphs is also given.
TL;DR: The coming of the Matroids W. T. Tutte as discussed by the authors has been considered in the context of graph theory. But the main focus of this paper is on the application of random regular graphs in graph design.
Abstract: 1. The coming of the Matroids W. T. Tutte 2. Polynomials in finite geometries Simeon Ball 3. Selected applications of design theory Jeff Dinitz 4. Random walks on combinatorial objects Martin Dyer 5. Covers and blocking configurations in projective spaces and in polar spaces Klaus Metsch 6. Geometric graph theory Janos Pach 7. Excluded minors of graphs Robin Thomas 8. Cycle space and parity in graph theory Carsten Thomassen 9. Models of random regular graphs Nick Wormald.
TL;DR: Anegative gradient control law is proposed and is shown to be provably correct when the formation graph is a tree and it is shown that the tree structure is a necessary and sufficient condition for distance-based formation stabilization with negative gradient control laws.
Abstract: This paper examines stability properties of distance-based formations. These are formations encoded by inter-agent relative distances. A negative gradient control law is proposed and is shown to be provably correct when the formation graph is a tree. Moreover, it is shown that the tree structure is a necessary and sufficient condition for distance-based formation stabilization with negative gradient control laws. For graphs that contain cycles, a characterization of the resulting equilibria is given based on the properties of the cycle space of the graph. The results are also applied to flocking motion for double integrator agents.
TL;DR: In this paper, the determinant of the Laplacian on a graph is related to the number of spanning trees on the graph, and a generalization of the spanning tree process adapted to graphs embedded on surfaces is proposed.
Abstract: The classical matrix-tree theorem relates the determinant of the combinatorial Laplacian on a graph to the number of spanning trees. We generalize this result to Laplacians on one- and two-dimensional vector bundles, giving a combinatorial interpretation of their determinants in terms of so-called cycle rooted spanning forests (CRSFs). We construct natural measures on CRSFs for which the edges form a determinantal process. This theory gives a natural generalization of the spanning tree process adapted to graphs embedded on surfaces. We give a number of other applications, for example, we compute the probability that a loop-erased random walk on a planar graph between two vertices on the outer boundary passes left of two given faces. This probability cannot be computed using the standard Laplacian alone.