Search arXivSearch

arXiv · 2510.21549

Distributed $(Δ+1)$-Coloring in Graphs of Bounded Neighborhood Independence

Abstract

The distributed coloring problem is arguably one of the key problems studied in the area of distributed graph algorithms. The most standard variant of the problem asks for a proper vertex coloring of a graph with $Δ+ 1$ colors, where $Δ$ is the maximum degree of the graph. Despite an immense amount of work on distributed coloring problems in the distributed setting, determining the deterministic complexity of $(Δ+ 1)$-coloring in the standard message passing model remains one of the most important open questions of the area. In this paper, we aim to improve our understanding of the deterministic complexity of $(Δ+ 1)$-coloring as a function of $Δ$ in a special family of graphs for which significantly faster algorithms are already known. The neighborhood independence $θ$ of a graph is the maximum number of pairwise non-adjacent neighbors of some node of the graph. In general, in graphs of neighborhood independence $θ= O(1)$ (e.g., line graphs), it is known that $(Δ+ 1)$-coloring can be solved in $2^{O(\sqrt{\log Δ})} + O(\log^* n)$ rounds. In the present paper, we significantly improve this result, and we show that in graphs of bounded neighborhood independence, a $(Δ+ 1)$-coloring can be computed in $(\log Δ)^{O(\log \log Δ/ \log \log \log Δ)} + O(\log^* n)$ rounds and thus in quasipolylogarithmic time in $Δ$. Additionally, we show that when $θ= o(Δ^{1/8})$, one can color the graph in $o(\sqrtΔ) + O(\log^* n)$ rounds, which is faster than the current best known coloring algorithms do on general graphs. We also show that the known approach that leads to a polylogarithmic in $Δ$ algorithm for $(2Δ- 1)$-edge coloring already fails for edge colorings of hypergraphs of rank at least 3.

Explore related subjects

Keep this discovery

BibTeXRIS

Marc Fuchs, Fabian Kuhn. 2026-09-02. Distributed $(Δ+1)$-Coloring in Graphs of Bounded Neighborhood Independence. https://doi.org/10.4230/lipics.opodis.2025.23

Cite the original work for its findings. Save a collection to share your selection of sources.

Discover connections

Connections use source metadata and explicit phrase matches, not verified experimental comparisons.

KEEP EXPLORING

Related papers

It's Hard to PArcK

We show that Partizan Arc Kayles (PArcK), a generalization of Domineering to graphs, is PSPACE-complete via a reduction from Positive CNF and with recently-discovered techniques for creating PArcK positions with high temperature. The reduction uses only red and blue edges.

cs.CC

Improved Subexponential Upper Bounds for $3$-Restricted Matching Vector Families

Matching Vector families (MVFs) are defined by two ordered lists of vectors in $\mathbb{Z}_m^n$ whose inner products satisfy specific residue patterns modulo an integer $m$. Most famously, restricted MVFs are used to construct the best-known constant-query Locally Decodable codes (LDCs). We prove an upper bound of $2^{O\left(\sqrt{n\log n \log m}\right)}$ on the size of $3$-restricted MVFs in $\mathbb{Z}_m^n$ for $m \leq \sqrt{n}$, substantially improving on the previous best bound of $2^{O(n/\log n)}$ by Bhowmick, Dvir and Lovett (STOC'13, SICOMP'14). Our proof relies on a new polynomial method argument that controls collisions in sumsets of matching vectors.

cs.CC

Edge Geography is XNLP-hard for Pathwidth and in XP for Tree-Partition Width

Directed Edge Geography and Undirected Edge Geography are classical PSPACE-complete two-player graph games in which players alternately make moves along edges, deleting each one after use; the first player unable to move loses. We prove that both problems are XNLP-hard when parameterized by pathwidth, addressing a question raised by Bodlaender over 30 years ago. On the positive side, we observe that Directed Edge Geography is fixed-parameter tractable when parameterized by treewidth and maximum degree. We also prove that both problems are in XP on simple graphs when parameterized by tree-partition width. These results develop modern lower-bound and decomposition-based algorithmic methods for width-based questions in PSPACE-complete graph games.

cs.CC