16 research outputs found
Metrics for the Adaptation of Site Structure
This paper presents an overview of metrics for web site structure and user navigation paths. Particular attention will be paid to the question what these metrics really say about a site and its usage, and how they can be applied for adapting navigation support to the mobile context
PlanE: Representation Learning over Planar Graphs
Graph neural networks are prominent models for representation learning over
graphs, where the idea is to iteratively compute representations of nodes of an
input graph through a series of transformations in such a way that the learned
graph function is isomorphism invariant on graphs, which makes the learned
representations graph invariants. On the other hand, it is well-known that
graph invariants learned by these class of models are incomplete: there are
pairs of non-isomorphic graphs which cannot be distinguished by standard graph
neural networks. This is unsurprising given the computational difficulty of
graph isomorphism testing on general graphs, but the situation begs to differ
for special graph classes, for which efficient graph isomorphism testing
algorithms are known, such as planar graphs. The goal of this work is to design
architectures for efficiently learning complete invariants of planar graphs.
Inspired by the classical planar graph isomorphism algorithm of Hopcroft and
Tarjan, we propose PlanE as a framework for planar representation learning.
PlanE includes architectures which can learn complete invariants over planar
graphs while remaining practically scalable. We empirically validate the strong
performance of the resulting model architectures on well-known planar graph
benchmarks, achieving multiple state-of-the-art results.Comment: Proceedings of the Thirty-Seventh Annual Conference on Advances in
Neural Information Processing Systems (NeurIPS 2023). Code and data available
at: https://github.com/ZZYSonny/Plan
Faster Ray Tracing through Hierarchy Cut Code
We propose a novel ray reordering technique to accelerate the ray tracing
process by encoding and sorting rays prior to traversal. Instead of spatial
coordinates, our method encodes rays according to the cuts of the hierarchical
acceleration structure, which is called the hierarchy cut code. This approach
can better adapt to the acceleration structure and obtain a more reliable
encoding result. We also propose a compression scheme to decrease the sorting
overhead by a shorter sorting key. In addition, based on the phenomenon of
boundary drift, we theoretically explain the reason why existing reordering
methods cannot achieve better performance by using longer sorting keys. The
experiment demonstrates that our method can accelerate secondary ray tracing by
up to 1.81 times, outperforming the existing methods. Such result proves the
effectiveness of hierarchy cut code, and indicate that the reordering technique
can achieve greater performance improvement, which worth further research
Characterizing and recognizing exact-distance squares of graphs
For a graph , its exact-distance square, , is the
graph with vertex set and with an edge between vertices and if and
only if and have distance (exactly) in . The graph is an
exact-distance square root of . We give a characterization of
graphs having an exact-distance square root, our characterization easily
leading to a polynomial-time recognition algorithm. We show that it is
NP-complete to recognize graphs with a bipartite exact-distance square root.
These two results strongly contrast known results on (usual) graph squares. We
then characterize graphs having a tree as an exact-distance square root, and
from this obtain a polynomial-time recognition algorithm for these graphs.
Finally, we show that, unlike for usual square roots, a graph might have
(arbitrarily many) non-isomorphic exact-distance square roots which are trees.Comment: 15 pages, 6 figure
FACES OF MATCHING POLYHEDRA
Let G = (V, E, ~) be a finite loopless graph, let
b=(bi:ieV) be a vector of positive integers. A
feasible matching is a vector X = (x.: j e: E)
J
of nonnegative
integers such that for each node i of G, the sum of the
over the edges j of G incident with i is no
greater than bi. The matching polyhedron P(G, b) is the
convex hull of the set of feasible matchings.
In Chapter 3 we describe a version of Edmonds' blossom
algorithm which solves the problem of maximizing C • X
over P (G, b) where c =. (c.: j e: E)
J
is an arbitrary real
vector. This algorithm proves a theorem of Edmonds which
gives a set of linear inequalities sufficient to define
P(G, b).
In Chapter 4 we prescribe the unique subset of these
inequalities which are necessary to define P(G, b), that
is, we characterize the facets of P(G, b). We also
characterize the vertices of P(G, b), thus describing the
structure possessed by the members of the minimal set X
of feasible matchings of G such that for any real vector
c = (c.: j e: E), c • x is maximized over P(G, b)
J
member of X.
by a
In Chapter 5 we present a generalization of the blossom
algorithm which solves the problem: maximize c • x over
a face F of P(G, b) for any real vector c = (c.: j e: E).
J
In other words, we find a feasible matching x of G which
satisfies the constraints obtained by replacing an arbitrary
subset of the inequalities which define P(G, b) by equations and which maximizes c • x subject to this
restriction. We also describe an application of this
algorithm to matching problems having a hierarchy of objective
functions, so called ''multi-optimization'' problems.
In Chapter 6 we show how the blossom algorithm can be
combined with relatively simple initialization algorithms
to give an algorithm which solves the following postoptimality
problem. Given that we know a matching 0 x £ P(G, b)
maximizes c · x over P(G, b), we wish to utilize 0
X
which
to
find a feasible matching x' £ P(G, b') which maximizes
c • x over P(G, b'), where b' = (b!: i £ V)
]_
vector of positive integers and
arbitrary real vector.
c=(c.:j£E)
J
is a
is an
In Chapter 7 we describe a computer implementation of
the blossom algorithm described herein