Finding Cliques in Geometric Intersection Graphs with Grounded or Stabbed Constraints
Abstract
A geometric intersection graph is constructed over a set of geometric objects, where each vertex represents a distinct object and an edge connects two vertices if and only if the corresponding objects intersect. We examine the problem of finding a maximum clique in the intersection graphs of segments and disks under grounded and stabbed constraints. In the grounded setting, all objects lie above a common horizontal line and touch that line. In the stabbed setting, all objects can be stabbed with a common line. - We prove that finding a maximum clique is NP-hard for the intersection graphs of upward rays. This strengthens the previously known NP-hardness for ray graphs and settles the open question for the grounded segment graphs. The hardness result holds in the stabbed setting. - We show that the problem is polynomial-time solvable for intersection graphs of grounded unit-length segments, but NP-hard for stabbed unit-length segments. - We give a polynomial-time algorithm for the case of grounded disks. If the grounded constraint is relaxed, then we give an O(n3 f(n))-time 3/2-approximation for disk intersection graphs with radii in the interval [1,3], where n is the number of disks and f(n) is the time to compute a maximum clique in an n-vertex cobipartite graph. This is faster than previously known randomized EPTAS, QPTAS, or 2-approximation algorithms for arbitrary disks. We obtain our result by proving that pairwise intersecting disks with radii in [1,3] are 3-pierceable, which extends the 3-pierceable property from the long known unit disk case to a broader class.
Turn this paper into a full lesson
ArcXiv compiles a staged curriculum from this paper: 8-12 lessons across beginner → advanced, synthesised section guides, visuals, flashcards, a quiz, exercises, and on-demand deep dives per section. Grounded in the abstract, never invented.