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Computing
Article . 1983 . Peer-reviewed
License: Springer TDM
Data sources: Crossref
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
zbMATH Open
Article . 1983
Data sources: zbMATH Open
DBLP
Article . 1983
Data sources: DBLP
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Bandwidth and pebbling

Authors: Arnold L. Rosenberg; Ivan Hal Sudborough;

Bandwidth and pebbling

Abstract

The main results of this paper establish relationships between the bandwidth of a graphG — which is the minimum over all layouts ofG in a line of the maximum distance between images of adjacent vertices ofG — and the ease of playing various pebble games onG. Three pebble games on graphs are considered: the well-known computational pebble game, the “progressive” (i.e., no recomputation allowed) version of the computational pebble game, both of which are played on directed acyclic graphs, and the quite different “breadth-first” pebble game, that is played on undirected graphs. We consider two costs of a play of a pebble game: the minimum number of pebbles needed to play the game on the graphG, and the maximumlifetime of any pebble in the game, i.e., the maximum number of moves that any pebble spends on the graph. The first set of results of the paper prove that the minimum lifetime cost of a play of either of the second two pebble games on a graphG is precisely the bandwidth ofG. The second set of results establish bounds on the pebble demand of all three pebble games in terms of the bandwidth of the graph being pebbled; for instance, the number of pebbles needed to pebble a graphG of bandwidthk is at most min (2k2+k+1, 2k log2|G|); and, in addition, there are bandwidth-k graphs that require 3k−1 pebbles. The third set of results relate the difficulty of deciding the cost of playing a pebble game on a given input graphG to the bandwidth ofG; for instance, the Pebble Demand problem forn-vertex graphs of bandwidthf(n) is in the class NSPACE (f(n) log2n); and the Optimal Lifetime Problem for either of the second two pebble games is NP-complete.

Related Organizations
Keywords

breadth-first pebble game, directed acyclic graphs, Analysis of algorithms and problem complexity, games on graphs, computational pebble game, undirected graphs, bandwidth of a graph, Positional games (pursuit and evasion, etc.), NP- completeness

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
19
Average
Top 1%
Top 10%
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