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Jakub Svoboda

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Published work

4 published item(s)

preprint2026arXiv

Genotype specificity and spatial arrangement govern the direction and magnitude of selection in variable environments

Spatial environmental variation can either amplify or suppress the fixation of beneficial mutants in structured populations, yet the interplay of ecological factors and spatial structure in determining which outcome occurs remains theoretically unresolved. Here, we develop a unified framework for selection on lattice graphs with environmental heterogeneity, in which mutant and resident fitness depend on the local environmental state. Across three common classes of genotype-environment interactions and a wide range of spatial arrangements of environmental states, we identify two governing principles. Genotype specificity determines the direction of the effect: heterogeneity amplifies selection when it modulates resident fitness, but suppresses selection when it modulates mutant fitness, with genotype-symmetric modulation producing weaker amplification. Spatial arrangement determines the magnitude: intermixed versus clustered environments tune the strength of amplification or suppression without reversing the direction of the effect. Together, these principles reconcile disparate theoretical results and provide predictive criteria for adaptation in heterogeneous landscapes, from microbial communities to somatic evolution and cancer.

preprint2022arXiv

Weighted Packet Selection for Rechargeable Links: Complexity and Approximation

We consider a natural problem dealing with weighted packet selection across a rechargeable link, which e.g., finds applications in cryptocurrency networks. The capacity of a link $(u,v)$ is determined by how much players $u$ and $v$ allocate for this link. Specifically, the input is a finite ordered sequence of packets that arrive in both directions along a link. Given $(u, v)$ and a packet of weight $x$ going from $u$ to $v$, player $u$ can either accept or reject the packet. If player $u$ accepts the packet, their capacity on link $(u,v)$ decreases by $x$. Correspondingly, player $v$ capacity on $(u,v)$ increases by $x$. If a player rejects the packet, this will entail a cost linear in the weight of the packet. A link is "rechargeable" in the sense that the total capacity of the link has to remain constant, but the allocation of capacity at the ends of the link can depend arbitrarily on players' decisions. The goal is to minimise the sum of the capacity injected into the link and the cost of rejecting packets. We show the problem is NP-hard, but can be approximated efficiently with a ratio of $(1+ \varepsilon)\cdot (1+\sqrt{3})$ for some arbitrary $\varepsilon >0$.

preprint2020arXiv

Infection dynamics of COVID-19 virus under lockdown and reopening

Motivated by COVID-19, we develop and analyze a simple stochastic model for a disease spread in human population. We track how the number of infected and critically ill people develops over time in order to estimate the demand that is imposed on the hospital system. To keep this demand under control, we consider a class of simple policies for slowing down and reopening the society and we compare their efficiency in mitigating the spread of the virus from several different points of view. We find that in order to avoid overwhelming of the hospital system, a policy must impose a harsh lockdown or it must react swiftly (or both). While reacting swiftly is universally beneficial, being harsh pays off only when the country is patient about reopening and when the neighboring countries coordinate their mitigation efforts. Our work highlights the importance of acting decisively when closing down and the importance of patience and coordination between neighboring countries when reopening.

preprint2020arXiv

Simplified Game of Life: Algorithms and Complexity

Game of Life is a simple and elegant model to study dynamical system over networks. The model consists of a graph where every vertex has one of two types, namely, dead or alive. A configuration is a mapping of the vertices to the types. An update rule describes how the type of a vertex is updated given the types of its neighbors. In every round, all vertices are updated synchronously, which leads to a configuration update. While in general, Game of Life allows a broad range of update rules, we focus on two simple families of update rules, namely, underpopulation and overpopulation, that model several interesting dynamics studied in the literature. In both settings, a dead vertex requires at least a desired number of live neighbors to become alive. For underpopulation (resp., overpopulation), a live vertex requires at least (resp. at most) a desired number of live neighbors to remain alive. We study the basic computation problems, e.g., configuration reachability, for these two families of rules. For underpopulation rules, we show that these problems can be solved in polynomial time, whereas for overpopulation rules they are PSPACE-complete.