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Conference

The Power of the Score Sequence of a Tournament

Jul 2026 · Embedded Systems and Applications · Vol abs/2607.15260 · 0 citations · 68 references
Computer Science

TL;DR

A simple unified framework is given that solves all these problems using only indegrees and completely characterises the class of problems that is determined by the indegree information: problems whose answers are invariant under cycle reversals.

Abstract

What problems can one solve on a tournament if only its score sequence is known? Tournaments are oriented complete graphs that form an extensively-studied class of directed graphs (digraphs), both from combinatorial and algorithmic perspectives. Over the years, researchers have identified multiple classical digraph problems that can be solved on a tournament from only its score sequence (indegree sequence). These problems include acyclicity testing and topological sorting [Chakrabarti, Ghosh, McGregor, and Vorotnikova; SODA'20], $s,t$-reachability, strong connectivity, and decomposition into strongly connected components (SCC) [Ghosh and Kuchlous; ESA'24], and vertex-ordering problems such as cutwidth and optimal linear arrangement [Barbero, Paul, and Pilipczuk; ICALP'17]. These prior works showed the sufficiency of the score sequence by designing distinct algorithms for the individual problems. In this work, we give a simple unified framework that solves all these problems using only indegrees and, in fact, completely characterises the class of problems that is determined by the indegree information: problems whose answers are invariant under cycle reversals. This characterisation is a special case of a much more general result that we establish: for any arbitrary digraph, the knowledge of its skeleton (underlying undirected graph) and the vertex indegrees completely determines its properties that are invariant under cycle reversal. As a byproduct of our results, we obtain algorithms for a variety of connectivity-based, cut-based, and vertex-ordering problems on tournaments and ``almost tournaments''in the streaming, the two-player communication, and the cut-query models of computation. Some of these algorithms match existing optimal bounds and others provide bounds improving the state of the art.

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