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1. Temporal queries for dynamic temporal forests

2. Maintaining $k$-MinHash Signatures over Fully-Dynamic Data Streams with Recovery

3. Graph Spanners for Group Steiner Distances

4. Finding Diameter-Reducing Shortcuts in Trees

5. Sparse Temporal Spanners with Low Stretch

6. Resilient Level Ancestor, Bottleneck, and Lowest Common Ancestor Queries in Dynamic Trees

7. Finding single-source shortest $p$-disjoint paths: fast computation and sparse preservers

10. Cutting Bamboo Down to Size

11. Blackout-Tolerant Temporal Spanners

12. Coalition Resilient Outcomes in Max k-Cut Games

13. Consensus Needs Broadcast in Noiseless Models but can be Exponentially Easier in the Presence of Noise

15. An Improved Algorithm for Computing All the Best Swap Edges of a Tree Spanner

16. Effective Edge-Fault-Tolerant Single-Source Spanners via Best (or Good) Swap Edges

17. A Tight Analysis of the Parallel Undecided-State Dynamics with Two Colors

18. Rational Fair Consensus in the GOSSIP Model

19. New Approximation Algorithms for the Heterogeneous Weighted Delivery Problem

21. Compact and Fast Sensitivity Oracles for Single-Source Distances

22. Locality-based Network Creation Games

23. Large Peg-Army Maneuvers

24. Multiple-Edge-Fault-Tolerant Approximate Shortest-Path Trees

26. Uniform-Budget Solo Chess with Only Rooks or Only Knights Is Hard

27. Swapping Mixed-Up Beers to Keep Them Cool

28. Improved Purely Additive Fault-Tolerant Spanners

29. Tracking Routes in Communication Networks

30. Coalition Resilient Outcomes in Max k-Cut Games

31. Specializations and Generalizations of the Stackelberg Minimum Spanning Tree Game

32. The Max-Distance Network Creation Game on General Host Graphs

33. Fault-Tolerant Approximate Shortest-Path Trees

34. Bejeweled, Candy Crush and other Match-Three Games are (NP-)Hard

37. Bounded-Distance Network Creation Games

41. A Faster Computation of All the Best Swap Edges of a Tree Spanner

42. Polygon-Constrained Motion Planning Problems

43. Network Creation Games with Traceroute-Based Strategies

46. A Faster Computation of All the Best Swap Edges of a Shortest Paths Tree

47. Exact and Approximate Algorithms for Movement Problems on (Special Classes of) Graphs

48. Bounded-Distance Network Creation Games

49. The Max-Distance Network Creation Game on General Host Graphs

50. Network Verification via Routing Table Queries

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