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Reto Spöhel

dblp:92/4916 · DBLP profile ↗
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11ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 8Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
4 papers
Algorithms and data structures · 41% Graph algorithms and graph theory · 20% Approximation and online algorithms · 16%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithms and data structures › search algorithms › combinatorial search
guessing games
0.422016
Playing Mastermind With Many Colors · J. ACM 2016
Playing Mastermind with Many Colors · SODA 2013
Algorithms and data structures › search algorithms › combinatorial search
mastermind
0.422016
Playing Mastermind With Many Colors · J. ACM 2016
Playing Mastermind with Many Colors · SODA 2013
Computational complexity
query complexity
0.322016
Playing Mastermind With Many Colors · J. ACM 2016
Playing Mastermind with Many Colors · SODA 2013
Graph algorithms and graph theory
graph coloring
0.222011
Coloring random graphs online without creating monochromatic subgraphs · SODA 2011
Online vertex colorings of random graphs without monochromatic subgraphs · SODA 2007
Approximation and online algorithms › online algorithms › online graph algorithms
online graph coloring
0.222011
Coloring random graphs online without creating monochromatic subgraphs · SODA 2011
Online vertex colorings of random graphs without monochromatic subgraphs · SODA 2007
Combinatorics and discrete mathematics
combinatorial game
0.212013
Playing Mastermind with Many Colors · SODA 2013
Approximation and online algorithms
online algorithms
0.112011
Coloring random graphs online without creating monochromatic subgraphs · SODA 2011
Graph algorithms and graph theory › graph coloring
random graph coloring
0.112011
Coloring random graphs online without creating monochromatic subgraphs · SODA 2011
Graph algorithms and graph theory
random graphs
0.112007
Online vertex colorings of random graphs without monochromatic subgraphs · SODA 2007

Methods — techniques the papers use, named apart from their topics

lower bound · 0.2combinatorial analysis · 0.2probabilistic method · 0.2non-adaptive strategy · 0.2adaptive strategy · 0.2two-player game · 0.1threshold analysis · 0.1
YearPublicationVenuePosition
2016 Playing Mastermind With Many Colors
abstract
We analyze the general version of the classic guessing game Mastermind with n positions and k colors. Since the case k ≤ n 1 − ε , ε > 0 a constant, is well understood, we concentrate on larger numbers of colors. For the most prominent case k = n , our results imply that Codebreaker can find the secret code with O ( n log log n ) guesses. This bound is valid also when only black answer pegs are used. It improves the O ( n log n ) bound first proven by Chvátal. We also show that if both black and white answer pegs are used, then the O ( n log log n ) bound holds for up to n 2 log log n colors. These bounds are almost tight, as the known lower bound of Ω( n ) shows. Unlike for k ≤ n 1 − ε , simply guessing at random until the secret code is determined is not sufficient. In fact, we show that an optimal nonadaptive strategy (deterministic or randomized) needs Θ( n log n ) guesses.
Benjamin Doerr, Carola Doerr, Reto Spöhel, Henning Thomas
J. ACM3
2013 Playing Mastermind with Many Colors
abstract
We analyze the general version of the classic guessing game Mastermind with n positions and k colors. Since the case k ≤ n1−ε, ε > 0 constant, is well understood, we concentrate on larger numbers of colors. For the most prominent case k = n, our results imply that Codebreaker can find the secret code with O(n log log n) guesses. This bound is valid also when only black answer-pegs are used. It improves the O(n log n) bound first proven by Chvátal (Combinatorica 3 (1983), 325–329). We also show that if both black and white answer-pegs are used, then the O(n log log n) bound holds for up to n2 log log n colors. These bounds are almost tight as the known lower bound of Ω(n) shows. Unlike for k ≤ n1−ε, simply guessing at random until the secret code is determined is not sufficient. In fact, we show that any non-adaptive strategy needs an expected number of Ω(n log n) guesses.
Benjamin Doerr, Reto Spöhel, Henning Thomas, Carola Doerr
SODA2
2012 Probabilistic One-Player Ramsey Games via Deterministic Two-Player Games
abstract
Consider the following probabilistic one-player game: The board is a graph with $n$ vertices, which initially contains no edges. In each step, a new edge is drawn uniformly at random from all nonedges and is presented to the player, henceforth called Painter. Painter must assign one of $r$ available colors to each edge immediately, where $r\geq 2$ is a fixed integer. The game is over as soon as a monochromatic copy of some fixed graph $F$ has been created, and Painter's goal is to “survive” for as many steps as possible before this happens. We present a new technique for deriving upper bounds on the threshold of this game, i.e., on the typical number of steps Painter will survive with an optimal strategy. More specifically, we consider a deterministic two-player variant of the game where the edges are chosen not randomly, but by a second player Builder. However, Builder has to adhere to the restriction that, for some real number $d$, the ratio of edges to vertices in all subgraphs of the evolving board never exceeds $d$. We show that the existence of a winning strategy for Builder in this deterministic game implies an upper bound of $n^{2-1/d}$ for the threshold of the original probabilistic game. Moreover, we show that the best bound that can be derived in this way is indeed the threshold of the game if $F$ is a forest. We illustrate these general results with several examples. The technique proposed here has been used by Balogh and Butterfield [Discrete Math., 310 (2010), pp. 3653--3657] to derive the first nontrivial upper bounds for the threshold of the game where $F$ is a triangle and more than two colors are available.
Michael Belfrage, Torsten Mütze, Reto Spöhel
SIAM J. Discret. Math.3
2012 Creating Small Subgraphs in Achlioptas Processes With Growing Parameter
abstract
We study the problem of creating a copy of some fixed graph H in the Achlioptas process on n vertices with parameter r, where $r=r(n)$ is a growing function of n. We prove general upper and lower bounds on the threshold of this problem, and derive exact threshold functions for the case where H is a tree, a cycle, or the complete graph on four vertices.
Michael Krivelevich, Reto Spöhel
SIAM J. Discret. Math.2
2011 PAC learning and genetic programming
abstract
Genetic programming (GP) is a very successful type of learning algorithm that is hard to understand from a theoretical point of view. With this paper we contribute to the computational complexity analysis of genetic programming that has been started recently. We analyze GP in the well-known PAC learning framework and point out how it can observe quality changes in the the evolution of functions by random sampling. This leads to computational complexity bounds for a linear GP algorithm for perfectly learning any member of a simple class of linear pseudo-Boolean functions. Furthermore, we show that the same algorithm on the functions from the same class finds good approximations of the target function in less time.
Timo Kötzing, Frank Neumann 0001, Reto Spöhel
GECCO3
2011 Coloring random graphs online without creating monochromatic subgraphs
abstract
Consider the following generalized notion of graph coloring: a coloring of the vertices of a graph G is valid w.r.t. some given graph F if there is no copy of F in G whose vertices all receive the same color. We study the problem of computing valid colorings of the binomial random graph Gn,p on n vertices with edge probability p = p(n) in the following online setting: the vertices of an initially hidden instance of Gn,p are revealed one by one (together with all edges leading to previously revealed vertices) and have to be colored immediately and irrevocably with one of r available colors. It is known that for any fixed graph F and any fixed integer r ≥ 2 this problem has a threshold p0 (F, r, n) in the following sense: For any function p(n) = o(p0) there is a strategy that a.a.s. (asymptotically almost surely, i.e., with probability tending to 1 as n tends to infinity) finds an r-coloring of Gn,p that is valid w.r.t. F online, and for any function p(n) = ω(p0) any online strategy will a.a.s. fail to do so. In this work we establish a general correspondence between this probabilistic problem and a deterministic two-player game in which the random process is replaced by an adversary that is subject to certain restrictions inherited from the random setting. This characterization allows us to compute, for any F and r, a value γ = γ(F, r) such that the threshold of the probabilistic problem is given by p0(F, r, n) = n−γ. Our approach yields polynomial-time coloring algorithms that a.a.s. find valid colorings of Gn,p online in the entire regime below the respective thresholds, i.e., for any p(n) = o(n−γ).
Torsten Mütze, Thomas Rast, Reto Spöhel
SODA3
2010 On Euclidean vehicle routing with allocation
Jan Remy, Reto Spöhel, Andreas Weißl
Comput. Geom.2
2007 Online vertex colorings of random graphs without monochromatic subgraphs
Martin Marciniszyn, Reto Spöhel
SODA2
2007 On Euclidean Vehicle Routing with Allocation
Jan Remy, Reto Spöhel, Andreas Weißl
WADS2
2006 Threshold Functions for Asymmetric Ramsey Properties Involving Cliques
Martin Marciniszyn, Jozef Skokan, Reto Spöhel, Angelika Steger
APPROX-RANDOM3
2005 The Online Clique Avoidance Game on Random Graphs
Martin Marciniszyn, Reto Spöhel, Angelika Steger
APPROX-RANDOM2