Finding Cliques in Geometric Intersection Graphs with Grounded or Stabbed Constraints

📅 2025-12-20
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🤖 AI Summary
This paper investigates the Maximum Clique problem on geometric intersection graphs, focusing on two structural constraints: grounding (all objects intersect a common horizontal line) and piercing (a single line intersects all objects), for segments and disks. For upward-ray intersection graphs, we establish the first NP-hardness result for Maximum Clique. We design a polynomial-time algorithm for grounded unit-segment graphs, while proving Maximum Clique remains NP-hard for 1-pierced unit-segment graphs. We generalize the 3-pierceable property to disk families with radius ratio at most 3. For grounded disk graphs, we present a polynomial-time algorithm for Maximum Clique. Furthermore, for disk intersection graphs with radii in [1, 3], we devise a 3/2-approximation algorithm running in O(n³f(n)) time—improving upon existing EPTAS, QPTAS, and 2-approximation approaches.

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📝 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 $O(n^3 f(n))$-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.
Problem

Research questions and friction points this paper is trying to address.

Finding maximum cliques in geometric intersection graphs with constraints.
Determining computational complexity for grounded and stabbed segment graphs.
Developing algorithms for disk intersection graphs with radius constraints.
Innovation

Methods, ideas, or system contributions that make the work stand out.

NP-hardness proof for upward rays intersection graphs
Polynomial-time algorithm for grounded unit-length segments
3-pierceable property for disks with radii in [1,3]
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