1,045 research outputs found

    The space of ultrametric phylogenetic trees

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    The reliability of a phylogenetic inference method from genomic sequence data is ensured by its statistical consistency. Bayesian inference methods produce a sample of phylogenetic trees from the posterior distribution given sequence data. Hence the question of statistical consistency of such methods is equivalent to the consistency of the summary of the sample. More generally, statistical consistency is ensured by the tree space used to analyse the sample. In this paper, we consider two standard parameterisations of phylogenetic time-trees used in evolutionary models: inter-coalescent interval lengths and absolute times of divergence events. For each of these parameterisations we introduce a natural metric space on ultrametric phylogenetic trees. We compare the introduced spaces with existing models of tree space and formulate several formal requirements that a metric space on phylogenetic trees must possess in order to be a satisfactory space for statistical analysis, and justify them. We show that only a few known constructions of the space of phylogenetic trees satisfy these requirements. However, our results suggest that these basic requirements are not enough to distinguish between the two metric spaces we introduce and that the choice between metric spaces requires additional properties to be considered. Particularly, that the summary tree minimising the square distance to the trees from the sample might be different for different parameterisations. This suggests that further fundamental insight is needed into the problem of statistical consistency of phylogenetic inference methods.Comment: Minor changes. This version has been published in JTB. 27 pages, 9 figure

    Exact algorithms for the order picking problem

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    Order picking is the problem of collecting a set of products in a warehouse in a minimum amount of time. It is currently a major bottleneck in supply-chain because of its cost in time and labor force. This article presents two exact and effective algorithms for this problem. Firstly, a sparse formulation in mixed-integer programming is strengthened by preprocessing and valid inequalities. Secondly, a dynamic programming approach generalizing known algorithms for two or three cross-aisles is proposed and evaluated experimentally. Performances of these algorithms are reported and compared with the Traveling Salesman Problem (TSP) solver Concorde

    Physical Simulation of Inarticulate Robots

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    In this note we study the structure and the behavior of inarticulate robots. We introduce a robot that moves by successive revolvings. The robot's structure is analyzed, simulated and discussed in detail

    Robust network design under polyhedral traffic uncertainty

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    Ankara : The Department of Industrial Engineering and The Institute of Engineering and Science of Bilkent Univ., 2007.Thesis (Ph.D.) -- Bilkent University, 2007.Includes bibliographical references leaves 160-166.In this thesis, we study the design of networks robust to changes in demand estimates. We consider the case where the set of feasible demands is defined by an arbitrary polyhedron. Our motivation is to determine link capacity or routing configurations, which remain feasible for any realization in the corresponding demand polyhedron. We consider three well-known problems under polyhedral demand uncertainty all of which are posed as semi-infinite mixed integer programming problems. We develop explicit, compact formulations for all three problems as well as alternative formulations and exact solution methods. The first problem arises in the Virtual Private Network (VPN) design field. We present compact linear mixed-integer programming formulations for the problem with the classical hose traffic model and for a new, less conservative, robust variant relying on accessible traffic statistics. Although we can solve these formulations for medium-to-large instances in reasonable times using off-the-shelf MIP solvers, we develop a combined branch-and-price and cutting plane algorithm to handle larger instances. We also provide an extensive discussion of our numerical results. Next, we study the Open Shortest Path First (OSPF) routing enhanced with traffic engineering tools under general demand uncertainty with the motivation to discuss if OSPF could be made comparable to the general unconstrained routing (MPLS) when it is provided with a less restrictive operating environment. To the best of our knowledge, these two routing mechanisms are compared for the first time under such a general setting. We provide compact formulations for both routing types and show that MPLS routing for polyhedral demands can be computed in polynomial time. Moreover, we present a specialized branchand-price algorithm strengthened with the inclusion of cuts as an exact solution tool. Subsequently, we compare the new and more flexible OSPF routing with MPLS as well as the traditional OSPF on several network instances. We observe that the management tools we use in OSPF make it significantly better than the generic OSPF. Moreover, we show that OSPF performance can get closer to that of MPLS in some cases. Finally, we consider the Network Loading Problem (NLP) under a polyhedral uncertainty description of traffic demands. After giving a compact multicommodity formulation of the problem, we prove an unexpected decomposition property obtained from projecting out the flow variables, considerably simplifying the resulting polyhedral analysis and computations by doing away with metric inequalities, an attendant feature of most successful algorithms on NLP. Under the hose model of feasible demands, we study the polyhedral aspects of NLP, used as the basis of an efficient branch-and-cut algorithm supported by a simple heuristic for generating upper bounds. We provide the results of extensive computational experiments on well-known network design instances.Altın, AyşegülPh.D

    Continuous Alternation: The Complexity of Pursuit in Continuous Domains

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    Complexity theory has used a game-theoretic notion, namely alternation, to great advantage in modeling parallelism and in obtaining lower bounds. The usual definition of alternation requires that transitions be made in discrete steps. The study of differential games is a classic area of optimal control, where there is continuous interaction and alternation between the players. Differential games capture many aspects of control theory and optimal control over continuous domains. In this paper, we define a generalization of the notion of alternation which applies to differential games, and which we call "continuous alternation." This approach allows us to obtain the first known complexity-theoretic results for open problems in differential games and optimal control. We concentrate our investigation on an important class of differential games, which we call polyhedral pursuit games. Pursuit games have application to many fundamental problems in autonomous robot control in the presence of an adversary. For example, this problem occurs in manufacturing environments with a single robot moving among a number of autonomous robots with unknown control programs, as well as in automatic automobile control, and collision control among aircraft and boats with unknown or adversary control. We show that in a three-dimensional pursuit game where each player's velocity is bounded (but there is no bound on acceleration), the pursuit game decision problem is hard for exponential time. This lower bound is somewhat surprising due to the sparse nature of the problem: there are only two moving objects (the players), each with only three degrees of freedom. It is also the first provably intractable result for any robotic problem with complete information; previous intractability results have relied on complexity-theoretic assumptions. Fortunately, we can counter our somewhat pessimistic lower bounds with polynomial time upper bounds for obtaining approximate solutions. In particular, we give polynomial time algorithms that approximately solve a very large class of pursuit games with arbitrarily small error. For e > 0, this algorithm finds a winning strategy for the evader provided that there is a winning strategy that always stays at least E distance from the pursuer and all obstacles. If the obstacles are described with n bits, then the algorithm runs in time (n/e)0(1), and applies to several types of pursuit games: either velocity or both acceleration and velocity may be bounded, and the bound may be of either the L2- or L&infin-norm. Our algorithms also generalize to when the obstacles have constant degree algebraic descriptions, and are allowed to have predictable movement
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