The Complexity of Online Graph Games

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The Complexity of Online Graph Games
Janosch Fuchs
Department of Computer Science, RWTH Aachen University, Germany
fuchs@algo.rwth-aachen.de
Christoph Grüne
Department of Computer Science, RWTH Aachen University, Germany
gruene@algo.rwth-aachen.de
Tom Janßen
Department of Computer Science, RWTH Aachen University, Germany
janssen@algo.rwth-aachen.de
Abstract
Online computation is a concept to model uncertainty where not all information on a problem
instance is known in advance. An online algorithm receives requests which reveal the instance
piecewise and has to respond with irrevocable decisions. Often, an adversary is assumed that
constructs the instance knowing the deterministic behavior of the algorithm. Thus, the adversary
is able to tailor the input to any online algorithm. From a game theoretical point of view, the
adversary and the online algorithm are players in an asymmetric two-player game.
To overcome this asymmetry, the online algorithm is equipped with an isomorphic copy of the
graph, which is referred to as unlabeled map. By applying the game theoretical perspective on online
graph problems, where the solution is a subset of the vertices, we analyze the complexity of these
online vertex subset games. For this, we introduce a framework for reducing online vertex subset
games from TQBF. This framework is based on gadget reductions from 3-Satisfiability to the
corresponding offline problem. We further identify a set of rules for extending the 3-Satisfiability-
reduction and provide schemes for additional gadgets which assure that these rules are fulfilled.
By extending the gadget reduction of the vertex subset problem with these additional gadgets, we
obtain a reduction for the corresponding online vertex subset game.
At last, we provide example reductions for online vertex subset games based on Vertex Cover,
Independent Set, and Dominating Set, proving that they are PSPACE-complete. Thus, this
paper establishes that the online version with a map of NP-complete vertex subset problems form a
large class of PSPACE-complete problems.
2012 ACM Subject Classification Theory of computation
Problems, reductions and completeness
Keywords and phrases Online Algorithms, Computational Complexity, Online Algorithms Complex-
ity, Two-Player Games, NP-complete Graph Problems, PSPACE-completeness, Gadget Reduction
Funding This work is funded by the Deutsche Forschungsgemeinschaft (DFG, German Research
Foundation) — GRK 2236/1, WO 1451/2-1.
arXiv:2210.01694v3 [cs.CC] 27 Nov 2023
2 The Complexity of Online Graph Games
1 Introduction
Online computation is an intuitive concept to model real time computation where the full
instance is not known beforehand. In this setting, the instance is revealed piecewise to the
online algorithm and each time a piece of information is revealed, an irrevocable decision
by the online algorithm is required. To analyze the worst-case performance of an algorithm
solving an online problem, a malicious adversary is assumed.
The adversary constructs the instance while the online algorithm has to react and compute
a solution. This setting is highly asymmetric in favor of the adversary. Thus, for most
decision problems, the adversary is able to abuse the imbalance of power to prevent the
online algorithm from finding a solution that is close to the optimal one. To overcome the
imbalance, there are different extensions of the online setting in which the online algorithm
is equipped with some form of a priori knowledge about the instance. In this work, we
analyze the influence of knowing an isomorphic copy of the input instance, which is also
called an unlabeled map. With the unlabeled map, the algorithm is able to recognize unique
structures while the online instance is revealed – like a vertex with unique degree – but it
cannot distinguish isomorphic vertices or subgraphs.
The relation between the online algorithm and the adversary corresponds to players in an
asymmetric two-player game, in which the algorithm wants to maximize its performance and
the adversary’s goal is to minimize it. The unlabeled map can be considered as the game
board. One turn of the game consists of a move by the adversary followed by a move of the
online algorithm. Thereby, the adversary reveals a vertex together with its neighbors and
the online algorithm has to irrevocably decide whether to include this vertex in the solution
or not. The problem is to evaluate whether the online algorithm has a winning strategy, that
is, it is able to compute a solution of size smaller/greater or equal to the desired solution
size k, for all possible adversary strategies.
Papadimitriou and Yannakakis make use of the connection between games and online
algorithms for analyzing the canadian traveler problem in [
12
], which is an online problem
where the task is to compute a shortest
s
-
t
-path in an a priori known graph in which certain
edges can be removed by the adversary. They showed that the computational problem of
devising a strategy that achieves a certain competitive ratio is PSPACE-complete by giving
a reduction from True Quantified Boolean Formula, short TQBF.
Independently, Halldórsson [
7
] introduced the problems online coloring and online in-
dependent set on a priori known graphs, which is equivalent to having an unlabeled map.
He studies how the competitive ratios improve compared to the model when the graph is
a priori not known. Based on these results, Halldórsson et al. [
8
] continued the work on
the online independent set problem without a priori knowing the graph. These results are
then applied by Boyar et al. [
3
] to derive a lower bound for the advice complexity of the
online independent set problem. Furthermore, they introduce the class of asymmetric online
covering problems (AOC) containing Online Vertex Cover,Online Independent Set,
Online Dominating Set and others. Boyar et al. [
4
] analyze the complexity of these
problems as graph property, namely the online vertex cover number, online independence
number and online domination number, by showing their NP-hardness.
Moreover based on the work by Halldórsson [
7
], Kudahl [
11
] shows PSPACE-completeness
of the decision problem Online Chromatic Number with Precoloring on an a priori
known graph, which asks whether some online algorithm is able to color
G
with at most
k
colors for every possible order in which
G
is presented while having a precolored part
in
G
. This approach is then improved by Böhm and Veselý [
2
] by showing that Online
J. Fuchs, C. Grüne, T. Janßen 3
Chromatic Number is PSPACE-complete by giving a reduction from TQBF.
Our contribution is to analyze the computational complexity of a subclass of AOC problems
that consider graph problems where the solution is a subset of the vertices. Similar to the
problem Online Chromatic Number, we equip the online algorithm with an unlabeled
map in order to apply and formalize the ideas of Böhm and Veselý. We call these problems
online vertex subset games due to their relation to two-player games. While symmetrical
combinatorial two-player games are typically PSPACE-complete [
5
], this principle does not
apply to our asymmetrical setting. We are still able to prove PSPACE-completeness for the
online vertex subset games based on Vertex Cover,Independent Set and Dominating
Set by designing reductions such that the adversary’s optimal strategy corresponds to the
optimal strategy of the -player in TQBF.
In order to derive reductions from TQBF to online vertex subset games, we identify
properties describing the revelation or concealment of information to correctly simulate the
- and
-decisions as well as the evaluation of the quantified Boolean formula in the online
vertex subset game. This simulation is modeled by disjoint and modular gadgets, which form
a so-called gadget reduction – similar to already known reductions between NP-complete
problems. Different forms of gadget reductions are described by Agrawal et al. [
1
] who
formalize
AC0
-gadget-reductions in the context of NP-completeness and by Trevisan et
al. [
14
] who describe gadgets in reductions of problems that are formalized as linear programs.
By formalizing gadgets capturing the above mentioned properties, we provide a framework
to derive reductions for other online vertex subset games, which are based on problems that
are gadget-reducible from 3-Satisfiability.
Paper Outline
First, we explain the online setting that we use throughout the paper and important terms,
e.g., the online game, the problem class and the reveal model of our online problems.
Secondly, we define the gadget reduction framework to reduce 3-Satisfiability to vertex
subset problems. In the third section, we extend the framework to the online setting by
identifying a set of important properties that must be fulfilled in the reduction. We also
provide a scheme for gadgets that enforce these properties to generalize the framework to
arbitrary vertex subset problems. In the fourth section, we detail the application of this
framework to the problem Vertex Cover. Lastly, we apply the framework to the problems
Independent Set and Dominating Set in the fifth section. At the end, we summarize
the results and give a prospect on future possible work.
Neighborhood Reveal Model
Each request of the online problem reveals information about the instance for the online
algorithm. The amount of information in each step is based on the reveal model. For an
online problem with a map, the subgraph that arrives in one request is called revelation
subgraph.
The neighborhood reveal model, which we use in this paper, was introduced by Haru-
tyunyan et. al. [
9
]. Within that model, the online algorithm gains information about the
complete neighborhood of the revealed vertex. Nevertheless, the online algorithm has to
make a decision on the current revealed vertex only but not on the exposed neighborhood
vertices. All exposed but not yet revealed neighborhood vertices have to be revealed in the
process of the online problem such that a decision can be made upon them. We denote the
closed neighborhood of vwith N[v], that is, the set of vand all vertices adjacent to v.
4 The Complexity of Online Graph Games
Definition 1 (Neighborhood Reveal Model).The neighborhood reveal model is defined
by an ordering of graphs (
Vi, Ai, Ei
)
i≤|V|
. The reveal order of the adversary is defined by
adv S|V|, where S|V|is the symmetric group of size |V|. The graph Giis defined by
V0=E0=,
Vi=Vi1N[vadv(i)],for 0< i ≤ |V|
Ei=Ei1∪ {(vadv(i), w)E|wVi},for 0< i ≤ |V|.
The revelation subgraph
G
in the neighborhood reveal model is the subgraph of
Gi
defined by
G
= (
V, E
)with
V
=
N
[
vadv(i)
]and
E
=
{{vadv(i), w} E}
. The online algorithm has
to decide whether vadv(i)is in the solution or not.
Online Vertex Subset Games
Throughout the paper, we consider a special class of combinatorial graph problems. The
question is to find a vertex subset, whereby the size should be either smaller or equals, for
minimization problems, or greater or equals, for maximization problems, some
k
, which is
part of the input. Thereby, the vertex set needs to fulfill some constraints based on the
specific problem. We call these problems vertex subset problems. Well-known problems like
Vertex Cover,Independent Set and Dominating Set are among them.
We denote the online version with a map of a vertex subset problem
PV S
with
PV S
o
and
define them as follows.
Definition 2 (Online Vertex Subset Game).An online vertex subset game
PV S
o
has a graph
G
and a
kN
as input. The question is, whether the online algorithm is able to find a
vertex set of size smaller (resp. greater) or equals
k
, which fulfills the constraints of
PV S
for
all strategies of the adversary. Thereby, the online algorithm has access to an isomorphic
copy of
G
and the adversary reveals the vertices according to the neighborhood reveal model.
2 Gadget Reductions
Gadget reductions are a concept to reduce combinatorial problems in a modular and structured
way. For the context of the paper, we define gadget reductions from 3-Satisfiability to
vertex subset problems. The 3-Satisfiability instances
φ
= (
L, C
)are defined by their
literals
L
and their clauses
C
. We use a literal vertex
v
for all
L
to represent a literal
in the graph. There are implicit relations over the literals besides the explicit relation
C
,
in that the reduction may be decomposed. For example, the relation between a literal and
its negation, which is usually implicitly used to build up a variable gadget. These variable
gadgets are connected by graph substructures that assemble the clauses as clause gadgets.
Definition 3 (Gadget Reduction from 3-Satisfiability to Vertex Subset Problems).A
gadget reduction
Rgadget
(
PV S
)from a 3-Satisfiability formula
φ
= (
L, C
)to a vertex
subset problem with graph
Gφ
= (
V, E
)is a tuple containing functions from the literal set
and all relations of the 3-Satisfiability formula to the vertex set and all relations of the
vertex subset problem. In the following, we denote the gadget based on element
x
to be
Gx
:= (
Vx, Ex
)with
Vx
being a set of vertices and
Ex
a set of edges, whereby the edges are
potentially incident to vertices of a different gadget.
The literal set of a 3-Satisfiability formula
1, ℓ2, . . . , ℓ|L|−1, ℓ|L|
is mapped to the
vertex set of the graph problem. Thereby, each literal is mapped to exactly one vertex:
RLV
gadget(PV S ) : LV, ℓ 7→ G
J. Fuchs, C. Grüne, T. Janßen 5
The following relations on the literals are mapped as well.
(1) Literal - Negated Literal: RL,L
gadget(PV S ) : R(L, L)(V, E),(ℓ, ℓ)7→ Gℓ,ℓ
(2) Clause: RC
gadget(PV S ) : R(C)(V, E), Cj7→ GCj
(3) Literal - Clause: RL,C
gadget(PV S ) : R(L, C)(V, E),(ℓ, Cj)7→ Gℓ,Cj
(4) Negated Literal - Clause: RL,C
gadget(PV S ) : R(L, C)(V, E),(ℓ, Cj)7→ Gℓ,Cj
Additionally, the following mapping allows for constant parts that do not change depending
on the instance:
Rconst
gadget
(
PV S
) :
∅ →
(
V, E
)
,∅ 7→ Gconst
. Thereby, the vertices and edges of
all gadgets are pairwise disjoint.
We use the more coarse grained view of variable gadgets as well. These combine the
mappings
RLV
gadget
and
RL,L
gadget
to
RX
gadget
, and
RL,C
gadget
and
RL,C
gadget
to
RX,C
gadget
, where
X
is
the set of nvariables.
The important function of the variable gadget is to ensure that only one of the literals of
ℓ, ℓ L
is chosen. On the other hand, the function of the clause gadget is to ensure together
with the constraints of the vertex subset problem
PV S
that the solution encoded on the
literals fulfill the 3-Satisfiability-formula if and only if the literals induce a correct solution.
These functionalities are utilized in the correctness proof of the reduction by identifying the
logical dependencies between the literal vertices
v
for
L
and all other vertices based on
the graph and the constraints of
PV S
together with combinatorial arguments on the solution
size. We denote these logical dependencies as solution dependencies as they are logical
dependencies on the solutions of
PV S
. Due to the asymmetric nature of the online problems,
the adversary can reveal a solution dependent vertex before revealing the corresponding
literal vertex. Thus, a decision on the solution dependent vertex is implicitly also a decision
on the literal vertex, although it has not been revealed. We address this specific problem
later in the description of the framework.
Definition 4 (Solution dependent vertices).Given a gadget reduction, the following vertices
of the reduction graph are solution dependent:
1. All literal vertices are solution dependent on their respective variable.
2.
For a literal
(resp. its negation
), we denote the set of vertices that need to be part of
the solution if
v
(resp.
v
) is part of the solution with
V
(resp.
V
). Then the vertices,
that are in one but not both of these sets, i.e.
VV
, are solution dependent on the
corresponding variable.
All vertices that are not solution dependent on any variable are called solution independent.
For example, in the reduction from 3-Satisfiability to Vertex Cover [
6
], the following
solution dependencies apply: For each literal, the vertices
v
and
v
are solution dependent
on their respective variable. Furthermore, if a literal is part of the solution, all clause vertices
representing its negation must also be part of the solution. Thus all clause vertices are
solution dependent on their respective variable. Consequently, all vertices of the reduction
graph for vertex cover are solution dependent.
3 A Reduction Framework for Online Vertex Subset Games
In this section, we present a general framework for reducing TQBF Game to an arbitrary
online vertex subset game
PV S
o
with neighborhood reveal model. The TQBF Game is
played on a fully quantified Boolean formula, where one player decides the
-variables and
the other decides the
-variables, in the order they are quantified. Deciding whether the
-player has a winning strategy is PSPACE-complete [
13
], and thus this reduction proves
摘要:

TheComplexityofOnlineGraphGamesJanoschFuchsDepartmentofComputerScience,RWTHAachenUniversity,Germanyfuchs@algo.rwth-aachen.deChristophGrüneDepartmentofComputerScience,RWTHAachenUniversity,Germanygruene@algo.rwth-aachen.deTomJanßenDepartmentofComputerScience,RWTHAachenUniversity,Germanyjanssen@algo.rw...

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