Table of Contents
Fetching ...

From Donkeys to Kings in Tournaments

Amir Abboud, Tomer Grossman, Moni Naor, Tomer Solomon

TL;DR

The paper investigates the complexity of finding $k$ kings in a tournament under both edge-query (sublinear) and RAM (full-input) models. It identifies a phase transition: for $k \le 3$ there are sublinear randomized query algorithms (and near-linear deterministic ones), while for $k \ge 4$ randomized query complexity is $\Omega(n^2)$, indicating a sharp increase in difficulty. In the RAM model, it provides an $O(kn^{2})$ deterministic algorithm (optimal for fixed $k$) and an $O(n^{\omega})$ algorithm for large $k$, where $\omega \approx 2.3715$; the bounds are connected via a fine-grained reduction from a variant of triangle detection. The work uses the Yao Minimax Principle and pivot-based strategies to derive upper and lower bounds, and it gives conditional optimality results by linking $k$-king complexity to the $\exists \forall$-Triangle Problem. These results deepen our understanding of simple social-choices-like structures in tournaments and illuminate how fine-grained complexity and linear-algebraic techniques interact in graph-theoretic problems.

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 $Ω(n^2)$ 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 $n^ω$ (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.

From Donkeys to Kings in Tournaments

TL;DR

The paper investigates the complexity of finding kings in a tournament under both edge-query (sublinear) and RAM (full-input) models. It identifies a phase transition: for there are sublinear randomized query algorithms (and near-linear deterministic ones), while for randomized query complexity is , indicating a sharp increase in difficulty. In the RAM model, it provides an deterministic algorithm (optimal for fixed ) and an algorithm for large , where ; the bounds are connected via a fine-grained reduction from a variant of triangle detection. The work uses the Yao Minimax Principle and pivot-based strategies to derive upper and lower bounds, and it gives conditional optimality results by linking -king complexity to the -Triangle Problem. These results deepen our understanding of simple social-choices-like structures in tournaments and illuminate how fine-grained complexity and linear-algebraic techniques interact in graph-theoretic problems.

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 kings in a tournament graph. We show that the randomized query complexity of finding kings is , 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 queries). On the other hand, we show that finding kings requires queries, even in the randomized case. We consider the RAM model for . We show an algorithm that finds kings in time , which is optimal for constant values of . Alternatively, one can also find kings in time (the time for matrix multiplication). We provide evidence that this is optimal for large by suggesting a fine-grained reduction from a variant of the triangle detection problem.

Paper Structure

This paper contains 11 sections, 18 theorems, 3 equations, 3 figures.

Key Result

Theorem 1.1

There exists a randomized algorithm for finding a king that makes $2n$ queries in expectation.

Figures (3)

  • Figure 1: If there is no edge between $A,B,C$ to $k_1, k_2, k_3$ then that means that the edges goes from $k_i$ to the set.
  • Figure 2: Relationship between $A$, $A'$$B$ and $C$. A red arrow indicates that this is the direction of the edge if the two vertices have an edge in $G$. A blue arrow indicates that this is the direction of the edge if there is no edge in $G$. A black arrow indicates that this is the direction of the edge regardless of $G$. For $A$ and $A'$, we have $a_i \to a'_j$ if $i = j$ and otherwise $a'_j \to a_i$.
  • Figure 3: Relationship between $x_1$, $x_2$ and the remaining sets.

Theorems & Definitions (48)

  • Definition 1: King
  • Theorem 1.1
  • Theorem 1.2
  • Theorem 1.3
  • Theorem 1.4
  • Theorem 1.5: Informal
  • Definition 2
  • Definition 3
  • Definition 4
  • Definition 5: King
  • ...and 38 more