Papers for

combinatorial optimization teams

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Polyhedral methods clarify complexity of cooperative game problems

Polyhedral Methods for Cooperative Games: Small Lifts and Hard Faces

Abstract: We study the computational complexity of fundamental algorithmic problems -- membership testing, separation, valid-inequality testing, and linear optimization -- over polytopes and cones arising from cooperative games (also known as pseudo-Boolean functions). A central obstacle in the study of such problems is that a general cooperative game on $n$ players requires $2^n$ values, so the input size is $2^n$ for a game with $n$ players, making these computational tasks theoretically trivial. Restricting to $k$-additive games reduces the input size to $O(n^k)$, making such games a natural target for meaningful questions about the existence of efficient algorithms. On the positive side, we give an explicit extended formulation of size $O(n^k)$ for the core of $k$-additive $k$-monotone games, allowing all four problems to be solved by a single polynomial-size linear program -- in particular, circumventing the ellipsoid method that is needed when building from earlier tractability results of Deng and Papadimitriou, or of Edmonds. For the cone of $k$-additive $(k{-}1)$-monotone games, we give a complete characterization of its extreme rays and derive the same $O(n^k)$ bound on extension complexity, yielding a geometry-based proof and generalization of a result of Billionnet and Minoux. On the negative side, we show that for $l \leq k-2$ the cone of $k$-additive $l$-monotone games is computationally intractable: membership testing is not in NP (unless NP\,=\,coNP), valid-inequality testing is NP-complete, and extension complexity is at least $1.5^n$. Our hardness results yield, as a special case, a result of Crama and of Gallo and Simone. Furthermore, our hardness results also explain the lack of any good characterization of the extreme rays of the cone of $k$-additive $(k{-}2)$-monotone games.

Mon 21 SeptComputer Science and Game TheoryComputational Complexity
The gist
Cooperative games involve many players working together and require a huge amount of information, making computations very hard. The authors study special cases where the input size is smaller, called k-additive games, and find efficient ways to solve key problems in these cases. They also prove that for certain games, these problems remain very hard to solve, explaining why some game properties are difficult to understand. Their work builds bridges between geometry and game theory to better understand when cooperative game computations are feasible.
Open 2609.24593v1

Efficient improved algorithms solve Beck Fiala problem for bounded sets

Improved Algorithms for Beck--Fiala with Bounded Sets

Abstract: We give an efficient algorithm with improved algorithmic guarantees for the (offline) Beck--Fiala problem when the sets have bounded size. Let $A$ be an arbitrary matrix $A\in\{0,1\}^{m\times n}$ with at most $d$ ones per column and at most $s$ ones per row. Let $\log^*$ denote the iterated logarithm and $\ell_j$ denote the $j$-fold composition of log. Assume $s\le\exp(O(\sqrt d))$. We provide an efficient algorithm that, for arbitrary sparsity $d$, gives $O(\sqrt d(1+\log^*n))$ discrepancy. Moreover, if $d\ge\ell_j(n)$ for a fixed integer $j\ge1$, the algorithm gives $O_j(\sqrt d)$ discrepancy. The proof is a bootstrapping scheme using the Bansal-Jiang algorithm.

Thu 17 SeptData Structures and AlgorithmsDiscrete Mathematics
The gist
The Beck–Fiala problem involves splitting items into two groups so that the groups stay well balanced across many overlapping sets, especially when each item belongs to only a few sets. The authors present a better, faster algorithm to find such a balanced partition when each set includes only a limited number of items. Their method improves how closely balanced the groups can be, depending on the size and overlap of sets. They build upon previous algorithms to achieve these improvements effectively.
Open 2609.19714v1

Delta matroid polytopes always have dyadic volume triangulations

Regular dyadic triangulations of delta-matroid polytopes

Abstract: Backman and Liu proved that every integral generalized permutohedron of type $A$, and in particular every matroid base polytope, admits a regular unimodular triangulation. The analogous statement fails in type $B$: the delta-matroid simplex \[\operatorname*{conv}\{\mathbf{0},\ e_1+e_2,\ e_1+e_3,\ e_2+e_3\}\] has normalized volume $2$ and no lattice points other than its vertices, so it has no unimodular triangulation. We show moreover that, up to the natural symmetries of the $0/1$ cube and deletion of constant coordinates, it is the unique non-unimodular delta-matroid polytope that is a simplex. We prove instead that every delta-matroid polytope admits a regular dyadic triangulation, meaning a lattice triangulation whose maximal simplices have normalized volumes that are powers of two. More generally, every integral type $B$ generalized permutohedron admits such a triangulation. The main lattice-theoretic ingredient is that the type $B$ root configuration forms a totally dyadic system, a $2$-local analogue of total unimodularity. As a consequence, these polytopes satisfy a dyadic version of the integer decomposition property. In each dimension the corresponding exponent can be chosen uniformly, even though ordinary integer decomposition can fail for delta-matroid polytopes.

Wed 16 SeptDiscrete Mathematics
The gist
Some shapes, called polytopes, can be broken down into simpler pieces called simplices. For certain shapes related to math structures known as matroids, these pieces can all have the smallest possible volume. But for related shapes called delta-matroid polytopes, this isn’t always true. The authors found that while the simplest kind of these shapes may not break down so simply, all delta-matroid polytopes can be subdivided into pieces whose volumes are powers of two, giving a neat structured way to break them apart.
Open 2609.18331v1

Archdeacon conjecture bounds nonplanar quadruples in rotation systems

Some results on Archdeacon's conjecture for rotation systems

Abstract: A rotation system on $n$ elements assigns to each element a cyclic order of the other $n-1$ elements. A four-element subset is non-planar if its induced rotation system cannot be realized by a crossing-free drawing of $K_4$. As a combinatorial strengthening of Hill's conjecture on the crossing number of the complete graph, Archdeacon conjectured that every rotation system on $n$ elements has at least $H(n)=\frac{1}{4} \lfloor\frac {n}{2}\rfloor \lfloor\frac{n-1}{2}\rfloor \lfloor\frac{n-2}{2}\rfloor \lfloor\frac{n-3}{2}\rfloor$ non-planar four-element subsets. We computationally verify Archdeacon's conjecture for $n\leq 10$ and show that every extremal rotation system in these orders is realizable by a simple drawing. With computer assistance, we prove that every rotation system on $n$ elements has at least $(8/9 - o(1)) H(n)$ non-planar four-element subsets. We also present a proof by hand for a weaker lower bound of $(2/3-o(1)) H(n)$. Finally, extending recent work of Felsner on antipodal pairs in drawings, we show that Archdeacon's conjecture holds for antipodally shellable rotation systems.

Thu 10 SeptComputational Geometry
The gist
A rotation system arranges elements so their connections have a circular order. The paper studies how many groups of four elements must create some unavoidable 'crossings' in such systems, a problem linked to drawing complete graphs without overlaps. The authors confirm a longstanding conjecture for small sizes using computers and provide approximate bounds for larger sizes, partly by hand. They also prove the conjecture for a certain special class of these systems. This helps understand the limits of how 'tangled' such arrangements must be.
Open 2609.11599v1