Centroid Decomposition
(graph/tree/centroid_decomposition.hpp)
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- Last update: 2026-08-13 01:41:40+09:00
- Include:
#include "graph/tree/centroid_decomposition.hpp"
Overview
m1une::tree::CentroidDecomposition<T> builds the centroid tree of an
undirected tree. It also supports forests; each connected component contributes
one centroid-tree root.
The input uses m1une::graph::Graph<T> and should be built with add_edge.
Inactive edges are ignored.
Public Members
| Member | Type | Description |
|---|---|---|
n |
int |
Number of vertices in the source graph. |
parent |
std::vector<int> |
Parent in the centroid tree, or -1 for a centroid root. |
depth |
std::vector<int> |
Depth in the centroid tree. |
order |
std::vector<int> |
Centroids in decomposition order. |
roots |
std::vector<int> |
Centroid roots, one per connected component. |
children |
std::vector<std::vector<int>> |
Children in the centroid tree. |
Methods
| Method | Description | Complexity |
|---|---|---|
CentroidDecomposition(g) |
Builds the centroid decomposition. | $O(N \log N)$ |
void build(g) |
Rebuilds the decomposition. | $O(N \log N)$ |
int size() |
Returns n. |
$O(1)$ |
bool empty() |
Returns whether n == 0. |
$O(1)$ |
int root() |
Returns the first centroid root, or -1. |
$O(1)$ |
How to Use It in Problems
Centroid decomposition is useful when updates or queries are about distances to many vertices on the original tree.
Typical examples:
- Turn a vertex on/off and query the nearest active vertex.
- Count active vertices within distance
K. - Add a value to one vertex and query a distance-dependent aggregate.
- Count pairs of vertices whose distance satisfies a condition.
The key idea is that every original vertex has only $O(\log N)$ ancestors in
the centroid tree. For a vertex v, climb:
for (int c = v; c != -1; c = cd.parent[c]) {
// c is a centroid ancestor of v, including v if v became a centroid.
}
If a query at v can be answered by combining information stored at each
centroid ancestor c, then each operation becomes $O(\log N)$ or
$O(\log^2 N)$ depending on how distances are obtained.
For repeated operations, precompute the centroid ancestors and their original tree distances:
m1une::tree::RootedTree<int> tree(g, 0);
m1une::tree::CentroidDecomposition<int> cd(g);
std::vector<std::vector<std::pair<int, int>>> centroid_path(n);
for (int v = 0; v < n; v++) {
for (int c = v; c != -1; c = cd.parent[c]) {
centroid_path[v].push_back({c, tree.dist_edges(v, c)});
}
}
Now centroid_path[v] contains all relevant centroids for v, with distances
measured on the original tree.
Dynamic Nearest Active Vertex
This is the most common centroid decomposition pattern.
Maintain best[c]: the minimum original-tree distance from centroid c to any
active vertex.
Activating a vertex v updates all centroid ancestors of v:
const int INF = 1 << 30;
std::vector<int> best(n, INF);
auto activate = [&](int v) {
for (auto [c, d] : centroid_path[v]) {
best[c] = std::min(best[c], d);
}
};
To query the nearest active vertex to v, try every centroid ancestor c.
Any active vertex x is represented at the first centroid that separates the
path between v and x, so checking all centroid ancestors is enough.
auto query = [&](int v) {
int ans = INF;
for (auto [c, d] : centroid_path[v]) {
ans = std::min(ans, best[c] + d);
}
return ans == INF ? -1 : ans;
};
Each activate and query is $O(\log N)$ after the preprocessing above.
For toggling vertices off, best[c] is not enough because the removed vertex may
have been the minimum. Use a std::multiset<int> for each centroid instead:
std::vector<std::multiset<int>> distances(n);
std::vector<char> active(n, false);
auto activate = [&](int v) {
if (active[v]) return;
active[v] = true;
for (auto [c, d] : centroid_path[v]) distances[c].insert(d);
};
auto deactivate = [&](int v) {
if (!active[v]) return;
active[v] = false;
for (auto [c, d] : centroid_path[v]) {
auto it = distances[c].find(d);
distances[c].erase(it);
}
};
auto query = [&](int v) {
int ans = INF;
for (auto [c, d] : centroid_path[v]) {
if (!distances[c].empty()) ans = std::min(ans, d + *distances[c].begin());
}
return ans == INF ? -1 : ans;
};
This gives $O(\log^2 N)$ updates because each multiset operation costs $O(\log N)$, and $O(\log N)$ queries.
Counting Vertices Within Distance K
For queries like “how many active vertices are within distance K from v”,
store distances at each centroid in sorted containers.
The usual static version keeps:
-
all[c]: distances from centroidcto every active vertex whosecentroid_pathcontainsc. -
sub[child]: distances fromcd.parent[child]to active vertices that lie in that centroid-child side.
When inserting an active vertex x, climb its centroid ancestors while
remembering the previous lower centroid:
int prev = -1;
for (auto [c, d] : centroid_path[x]) {
all[c].push_back(d);
if (prev != -1) sub[prev].push_back(d);
prev = c;
}
After sorting these vectors, query from v by climbing the same way. Add the
count from all[c] with distance at most K - dist(v, c), then subtract the
count from the lower centroid side that also contains v.
This inclusion-exclusion pattern is the main trick for centroid decomposition counting problems.
Example
#include "graph/graph.hpp"
#include "graph/tree/centroid_decomposition.hpp"
#include <iostream>
int main() {
m1une::graph::Graph<int> g(5);
g.add_edge(0, 1);
g.add_edge(1, 2);
g.add_edge(1, 3);
g.add_edge(3, 4);
m1une::tree::CentroidDecomposition cd(g);
std::cout << cd.root() << "\n";
}
Depends on
Required by
Graph All
(graph/all.hpp)
Tree All
(graph/tree/all.hpp)
Tree Distance Frequency
(graph/tree/distance_frequency.hpp)
Range Contour Query on Tree
(graph/tree/range_contour_query.hpp)
Verified with
verify/graph/cow_game.test.cpp
verify/graph/graph_algorithms.test.cpp
verify/graph/range_edge_graph.test.cpp
verify/graph/tree/distance_frequency.test.cpp
verify/graph/tree/tree_algorithms.test.cpp
verify/graph/tree/vertex_add_range_contour_sum_on_tree.test.cpp
verify/graph/tree/vertex_get_range_contour_add_on_tree.test.cpp
Code
#ifndef M1UNE_TREE_CENTROID_DECOMPOSITION_HPP
#define M1UNE_TREE_CENTROID_DECOMPOSITION_HPP 1
#include <algorithm>
#include <vector>
#include "../graph.hpp"
namespace m1une {
namespace tree {
template <class T = int>
struct CentroidDecomposition {
int n;
std::vector<int> parent;
std::vector<int> depth;
std::vector<int> order;
std::vector<int> roots;
std::vector<std::vector<int>> children;
private:
std::vector<int> _subtree_size;
std::vector<int> _work_parent;
std::vector<char> _removed;
void build_component(const m1une::graph::Graph<T>& g, int start, int p, int d) {
std::vector<int> nodes;
std::vector<int> stack = {start};
_work_parent[start] = -2;
while (!stack.empty()) {
int v = stack.back();
stack.pop_back();
nodes.push_back(v);
for (const auto& e : g[v]) {
if (!e.alive || _removed[e.to]) continue;
if (_work_parent[e.to] != -1) continue;
_work_parent[e.to] = v;
stack.push_back(e.to);
}
}
for (int v : nodes) _subtree_size[v] = 1;
for (int i = int(nodes.size()) - 1; i >= 0; i--) {
int v = nodes[i];
if (_work_parent[v] >= 0) _subtree_size[_work_parent[v]] += _subtree_size[v];
}
int total = int(nodes.size());
int centroid = start;
int best = total + 1;
for (int v : nodes) {
int largest = total - _subtree_size[v];
for (const auto& e : g[v]) {
if (!e.alive || _removed[e.to]) continue;
if (_work_parent[e.to] == v) largest = std::max(largest, _subtree_size[e.to]);
}
if (largest < best) {
best = largest;
centroid = v;
}
}
for (int v : nodes) _work_parent[v] = -1;
parent[centroid] = p;
depth[centroid] = d;
order.push_back(centroid);
if (p == -1) {
roots.push_back(centroid);
} else {
children[p].push_back(centroid);
}
_removed[centroid] = true;
for (const auto& e : g[centroid]) {
if (!e.alive || _removed[e.to]) continue;
build_component(g, e.to, centroid, d + 1);
}
}
public:
CentroidDecomposition() : n(0) {}
explicit CentroidDecomposition(const m1une::graph::Graph<T>& g) {
build(g);
}
void build(const m1une::graph::Graph<T>& g) {
n = g.size();
parent.assign(n, -1);
depth.assign(n, -1);
order.clear();
order.reserve(n);
roots.clear();
children.assign(n, {});
_subtree_size.assign(n, 0);
_work_parent.assign(n, -1);
_removed.assign(n, false);
for (int v = 0; v < n; v++) {
if (depth[v] == -1) build_component(g, v, -1, 0);
}
}
int size() const {
return n;
}
bool empty() const {
return n == 0;
}
int root() const {
return roots.empty() ? -1 : roots[0];
}
};
} // namespace tree
} // namespace m1une
#endif // M1UNE_TREE_CENTROID_DECOMPOSITION_HPP#line 1 "graph/tree/centroid_decomposition.hpp"
#include <algorithm>
#include <vector>
#line 1 "graph/graph.hpp"
#include <array>
#include <cassert>
#include <utility>
#line 8 "graph/graph.hpp"
namespace m1une {
namespace graph {
template <class T = int>
struct Edge {
using cost_type = T;
int from;
int to;
T cost;
int id;
bool alive;
Edge() : from(-1), to(-1), cost(T()), id(-1), alive(true) {}
Edge(int from_, int to_, T cost_ = T(1), int id_ = -1, bool alive_ = true)
: from(from_), to(to_), cost(cost_), id(id_), alive(alive_) {}
int other(int v) const {
assert(v == from || v == to);
return from ^ to ^ v;
}
};
template <class T = int>
struct Graph {
using edge_type = Edge<T>;
using cost_type = T;
private:
struct EdgePositions {
std::array<std::pair<int, int>, 2> value{};
int size = 0;
void push_back(std::pair<int, int> position) {
assert(size < 2);
value[size++] = position;
}
};
int _n;
int _edge_count;
std::vector<std::vector<edge_type>> _g;
std::vector<EdgePositions> _edge_positions;
public:
Graph() : _n(0), _edge_count(0) {}
explicit Graph(int n) : _n(n), _edge_count(0), _g(n) {
assert(0 <= n);
}
int size() const {
return _n;
}
bool empty() const {
return _n == 0;
}
int edge_count() const {
return _edge_count;
}
int add_vertex() {
_g.emplace_back();
return _n++;
}
int add_directed_edge(int from, int to, T cost = T(1)) {
assert(0 <= from && from < _n);
assert(0 <= to && to < _n);
int id = _edge_count++;
int idx = int(_g[from].size());
_g[from].push_back(edge_type(from, to, cost, id));
_edge_positions.emplace_back();
_edge_positions.back().push_back({from, idx});
return id;
}
int add_edge(int u, int v, T cost = T(1)) {
assert(0 <= u && u < _n);
assert(0 <= v && v < _n);
int id = _edge_count++;
int u_idx = int(_g[u].size());
_g[u].push_back(edge_type(u, v, cost, id));
int v_idx = int(_g[v].size());
_g[v].push_back(edge_type(v, u, cost, id));
_edge_positions.emplace_back();
_edge_positions.back().push_back({u, u_idx});
_edge_positions.back().push_back({v, v_idx});
return id;
}
void set_edge_alive(int id, bool alive) {
assert(0 <= id && id < _edge_count);
for (int i = 0; i < _edge_positions[id].size; ++i) {
auto [v, idx] = _edge_positions[id].value[i];
_g[v][idx].alive = alive;
}
}
void erase_edge(int id) {
set_edge_alive(id, false);
}
void revive_edge(int id) {
set_edge_alive(id, true);
}
bool is_edge_alive(int id) const {
assert(0 <= id && id < _edge_count);
assert(_edge_positions[id].size != 0);
auto [v, idx] = _edge_positions[id].value[0];
return _g[v][idx].alive;
}
const std::vector<edge_type>& operator[](int v) const {
assert(0 <= v && v < _n);
return _g[v];
}
std::vector<edge_type>& operator[](int v) {
assert(0 <= v && v < _n);
return _g[v];
}
const std::vector<std::vector<edge_type>>& adjacency() const {
return _g;
}
std::vector<std::vector<edge_type>>& adjacency() {
return _g;
}
std::vector<edge_type> edges(bool include_inactive = false) const {
std::vector<edge_type> result;
result.reserve(_edge_count);
std::vector<char> used(_edge_count, false);
for (int v = 0; v < _n; v++) {
for (const auto& e : _g[v]) {
if (!include_inactive && !e.alive) continue;
if (0 <= e.id && e.id < _edge_count) {
if (used[e.id]) continue;
used[e.id] = true;
}
result.push_back(e);
}
}
return result;
}
Graph reversed() const {
Graph result(_n);
result._edge_count = _edge_count;
result._edge_positions.assign(_edge_count, {});
for (int v = 0; v < _n; v++) {
for (const auto& e : _g[v]) {
int idx = int(result._g[e.to].size());
result._g[e.to].push_back(edge_type(e.to, e.from, e.cost, e.id, e.alive));
if (0 <= e.id && e.id < _edge_count) result._edge_positions[e.id].push_back({e.to, idx});
}
}
return result;
}
};
} // namespace graph
} // namespace m1une
#line 8 "graph/tree/centroid_decomposition.hpp"
namespace m1une {
namespace tree {
template <class T = int>
struct CentroidDecomposition {
int n;
std::vector<int> parent;
std::vector<int> depth;
std::vector<int> order;
std::vector<int> roots;
std::vector<std::vector<int>> children;
private:
std::vector<int> _subtree_size;
std::vector<int> _work_parent;
std::vector<char> _removed;
void build_component(const m1une::graph::Graph<T>& g, int start, int p, int d) {
std::vector<int> nodes;
std::vector<int> stack = {start};
_work_parent[start] = -2;
while (!stack.empty()) {
int v = stack.back();
stack.pop_back();
nodes.push_back(v);
for (const auto& e : g[v]) {
if (!e.alive || _removed[e.to]) continue;
if (_work_parent[e.to] != -1) continue;
_work_parent[e.to] = v;
stack.push_back(e.to);
}
}
for (int v : nodes) _subtree_size[v] = 1;
for (int i = int(nodes.size()) - 1; i >= 0; i--) {
int v = nodes[i];
if (_work_parent[v] >= 0) _subtree_size[_work_parent[v]] += _subtree_size[v];
}
int total = int(nodes.size());
int centroid = start;
int best = total + 1;
for (int v : nodes) {
int largest = total - _subtree_size[v];
for (const auto& e : g[v]) {
if (!e.alive || _removed[e.to]) continue;
if (_work_parent[e.to] == v) largest = std::max(largest, _subtree_size[e.to]);
}
if (largest < best) {
best = largest;
centroid = v;
}
}
for (int v : nodes) _work_parent[v] = -1;
parent[centroid] = p;
depth[centroid] = d;
order.push_back(centroid);
if (p == -1) {
roots.push_back(centroid);
} else {
children[p].push_back(centroid);
}
_removed[centroid] = true;
for (const auto& e : g[centroid]) {
if (!e.alive || _removed[e.to]) continue;
build_component(g, e.to, centroid, d + 1);
}
}
public:
CentroidDecomposition() : n(0) {}
explicit CentroidDecomposition(const m1une::graph::Graph<T>& g) {
build(g);
}
void build(const m1une::graph::Graph<T>& g) {
n = g.size();
parent.assign(n, -1);
depth.assign(n, -1);
order.clear();
order.reserve(n);
roots.clear();
children.assign(n, {});
_subtree_size.assign(n, 0);
_work_parent.assign(n, -1);
_removed.assign(n, false);
for (int v = 0; v < n; v++) {
if (depth[v] == -1) build_component(g, v, -1, 0);
}
}
int size() const {
return n;
}
bool empty() const {
return n == 0;
}
int root() const {
return roots.empty() ? -1 : roots[0];
}
};
} // namespace tree
} // namespace m1une