Sofia Vazquez Alferez

dblp:244/7077 · DBLP profile ↗
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5ranked-venue papers
0as first author
4since 2021 · last 2026
0000-0002-1541-8683ORCID · verified

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Theory of computation · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 When Is Local Search Both Effective and Efficient?
abstract
Combinatorial optimization problems implicitly define fitness landscapes that combine the numeric structure of the 'fitness' function to be maximized with the combinatorial structure of which assignments are 'adjacent'. Local search starts at an assignment in this landscape and successively moves assignments until no further improvement is possible among the adjacent assignments. Classic analyses of local search algorithms have focused more on the question of effectiveness ("did we find a good solution?") and often implicitly assumed that there are no doubts about their efficiency ("did we find it quickly?"). But there are many reasons to doubt the efficiency of local search. Even if we focus on fitness landscapes on the hypercube that are single peaked on every subcube (i.e., semismooth fitness landscapes) where effectiveness is obvious, many local search algorithms are known to be inefficient. Since fitness landscapes are unwieldy exponentially large objects, we focus on their polynomial-sized representations by instances of valued constraint satisfaction problems (VCSP). We define a "direction" for valued constraints such that directed VCSPs generate semismooth fitness landscapes. We call VCSPs oriented if they do not have any pair of variables with arcs in both directions. Since recognizing if a VCSP-instance is directed or oriented is coNP-complete, we generalized oriented VCSPs as conditionally-smooth fitness landscapes that are recognizable in polynomial time for a VCSP-instance. We prove that many popular local search algorithms like random ascent, simulated annealing, history-based rules, jumping rules, and the Kernighan-Lin heuristic are very efficient on conditionally-smooth landscapes. But conditionally-smooth landscapes are still expressive enough so that algorithms like steepest ascent and random facet require a super-polynomial number of steps to find the fitness peak.
Artem Kaznatcheev, Sofia Vazquez Alferez
STACS2
2026 A strengthened bound on the number of states required to characterize maximum parsimony distance
abstract
In this article we prove that the distance $d_{\mathrm{MP}}(T_1,T_2) = k$ between two unrooted binary phylogenetic trees $T_1, T_2$ on the same set of taxa can be defined by a character that is convex on one of $T_1, T_2$ and which has at most $2k$ states. This significantly improves upon the previous bound of $7k-5$ states. We also show that for every $k \geq 1$ there exist two trees $T_1, T_2$ with $d_{\mathrm{MP}}(T_1,T_2) = k$ such that at least $k+1$ states are necessary in any character that achieves this distance and which is convex on one of $T_1, T_2$. We augment these lower and upper bounds with an empirical analysis which shows that in practice significantly fewer than $k+1$ states are usually required.
Mareike Fischer 0001, Steven Kelk, Sofia Vazquez Alferez
Theor. Comput. Sci.3
2025 Greed Is Slow on Sparse Graphs of Oriented Valued Constraints
abstract
Greedy local search is especially popular for solving valued constraint satisfaction problems (VCSPs). Since any method will be slow for some VCSPs, we ask: what is the simplest VCSP on which greedy local search is slow? We construct a VCSP on 6n Boolean variables for which greedy local search takes 7(2ⁿ - 1) steps to find the unique peak. Our VCSP is simple in two ways. First, it is very sparse: its constraint graph has pathwidth 2 and maximum degree 3. This is the simplest VCSP on which some local search could be slow. Second, it is "oriented" – there is an ordering on the variables such that later variables are conditionally-independent of earlier ones. Being oriented allows many non-greedy local search methods to find the unique peak in a quadratic number of steps. Thus, we conclude that - among local search methods - greed is particularly slow.
Artem Kaznatcheev, Sofia Vazquez Alferez
CP2
2025 Destroying densest subgraphs is hard
abstract
We analyze the computational complexity of the following computational problems called Bounded-Density Edge Deletion and Bounded-Density Vertex Deletion : Given a graph G , a budget k and a target density τ ρ , are there k edges ( k vertices) whose removal from G results in a graph where the densest subgraph has density at most τ ρ ? Here, the density of a graph is the number of its edges divided by the number of its vertices. We prove that both problems are polynomial-time solvable on trees and cliques but are NP-complete on planar bipartite graphs and split graphs. From a parameterized point of view, we show that both problems are fixed-parameter tractable with respect to the vertex cover number but W[1]-hard with respect to the solution size. Furthermore, we prove that Bounded-Density Edge Deletion is W[1]-hard with respect to the feedback edge number, demonstrating that the problem remains hard on very sparse graphs.
Cristina Bazgan, André Nichterlein, Sofia Vazquez Alferez
J. Comput. Syst. Sci.3
2019 Content-based Course Recommender System for Liberal Arts Education
Raphaël Morsomme, Sofia Vazquez Alferez
EDM2