1,161 research outputs found
The Fresh-Finger Property
The unified property roughly states that searching for an element is fast
when the current access is close to a recent access. Here, "close" refers to
rank distance measured among all elements stored by the dictionary. We show
that distance need not be measured this way: in fact, it is only necessary to
consider a small working-set of elements to measure this rank distance. This
results in a data structure with access time that is an improvement upon those
offered by the unified property for many query sequences
Smooth heaps and a dual view of self-adjusting data structures
We present a new connection between self-adjusting binary search trees (BSTs)
and heaps, two fundamental, extensively studied, and practically relevant
families of data structures. Roughly speaking, we map an arbitrary heap
algorithm within a natural model, to a corresponding BST algorithm with the
same cost on a dual sequence of operations (i.e. the same sequence with the
roles of time and key-space switched). This is the first general transformation
between the two families of data structures.
There is a rich theory of dynamic optimality for BSTs (i.e. the theory of
competitiveness between BST algorithms). The lack of an analogous theory for
heaps has been noted in the literature. Through our connection, we transfer all
instance-specific lower bounds known for BSTs to a general model of heaps,
initiating a theory of dynamic optimality for heaps.
On the algorithmic side, we obtain a new, simple and efficient heap
algorithm, which we call the smooth heap. We show the smooth heap to be the
heap-counterpart of Greedy, the BST algorithm with the strongest proven and
conjectured properties from the literature, widely believed to be
instance-optimal. Assuming the optimality of Greedy, the smooth heap is also
optimal within our model of heap algorithms. As corollaries of results known
for Greedy, we obtain instance-specific upper bounds for the smooth heap, with
applications in adaptive sorting.
Intriguingly, the smooth heap, although derived from a non-practical BST
algorithm, is simple and easy to implement (e.g. it stores no auxiliary data
besides the keys and tree pointers). It can be seen as a variation on the
popular pairing heap data structure, extending it with a "power-of-two-choices"
type of heuristic.Comment: Presented at STOC 2018, light revision, additional figure
MiniAMR - A miniapp for Adaptive Mesh Refinement
This report describes the detailed implementation of MiniAMR - a software for octree-based adaptive mesh refinement (AMR) that can be used to study the communication costs in a typical AMR simulation. We have designed new data structures and refinement/coarsening algorithms for octree-based AMR and studied the performance improvements using a similar software from Sandia National Laboratory. We have also introduced the idea of amortized load balancing to AMR in this report. In addition to this, we have also provided a low-overhead distributed load balancing scheme for AMR applications that perform sub-cycling (refinement in time).Ope
Data structures
We discuss data structures and their methods of analysis. In particular, we treat the unweighted and weighted dictionary problem, self-organizing data structures, persistent data structures, the union-find-split problem, priority queues, the nearest common ancestor problem, the selection and merging problem, and dynamization techniques. The methods of analysis are worst, average and amortized case
Online Data Structures in External Memory
The original publication is available at www.springerlink.comThe data sets for many of today's computer applications are
too large to t within the computer's internal memory and must instead
be stored on external storage devices such as disks. A major performance
bottleneck can be the input/output communication (or I/O) between
the external and internal memories. In this paper we discuss a variety of
online data structures for external memory, some very old and some very
new, such as hashing (for dictionaries), B-trees (for dictionaries and 1-D
range search), bu er trees (for batched dynamic problems), interval trees
with weight-balanced B-trees (for stabbing queries), priority search trees
(for 3-sided 2-D range search), and R-trees and other spatial structures.
We also discuss several open problems along the way
GPU LSM: A Dynamic Dictionary Data Structure for the GPU
We develop a dynamic dictionary data structure for the GPU, supporting fast
insertions and deletions, based on the Log Structured Merge tree (LSM). Our
implementation on an NVIDIA K40c GPU has an average update (insertion or
deletion) rate of 225 M elements/s, 13.5x faster than merging items into a
sorted array. The GPU LSM supports the retrieval operations of lookup, count,
and range query operations with an average rate of 75 M, 32 M and 23 M
queries/s respectively. The trade-off for the dynamic updates is that the
sorted array is almost twice as fast on retrievals. We believe that our GPU LSM
is the first dynamic general-purpose dictionary data structure for the GPU.Comment: 11 pages, accepted to appear on the Proceedings of IEEE International
Parallel and Distributed Processing Symposium (IPDPS'18
Lower Bounds on Retroactive Data Structures
We prove essentially optimal fine-grained lower bounds on the gap between a data structure and a partially retroactive version of the same data structure. Precisely, assuming any one of three standard conjectures, we describe a problem that has a data structure where operations run in O(T(n,m)) time per operation, but any partially retroactive version of that data structure requires T(n,m)?m^{1-o(1)} worst-case time per operation, where n is the size of the data structure at any time and m is the number of operations. Any data structure with operations running in O(T(n,m)) time per operation can be converted (via the "rollback method") into a partially retroactive data structure running in O(T(n,m)?m) time per operation, so our lower bound is tight up to an m^o(1) factor common in fine-grained complexity
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