886 research outputs found

    Attribute network models, stochastic approximation, and network sampling and ranking algorithms

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    We analyze dynamic random network models where younger vertices connect to older ones with probabilities proportional to their degrees as well as a propensity kernel governed by their attribute types. Using stochastic approximation techniques we show that, in the large network limit, such networks converge in the local weak sense to randomly stopped multitype branching processes whose explicit description allows for the derivation of asymptotics for a wide class of network functionals. These asymptotics imply that while degree distribution tail exponents depend on the attribute type (already derived by Jordan (2013)), Page-rank centrality scores have the \emph{same} tail exponent across attributes. Moreover, the mean behavior of the limiting Page-rank score distribution can be explicitly described and shown to depend on the attribute type. The limit results also give explicit formulae for the performance of various network sampling mechanisms. One surprising consequence is the efficacy of Page-rank and walk based network sampling schemes for directed networks in the setting of rare minorities. The results also allow one to evaluate the impact of various proposed mechanisms to increase degree centrality of minority attributes in the network, and to quantify the bias in inferring about the network from an observed sample. Further, we formalize the notion of resolvability of such models where, owing to propagation of chaos type phenomenon in the evolution dynamics for such models, one can set up a correspondence to models driven by continuous time branching process dynamics.Comment: 48 page

    Exploration autonome et efficiente de chantiers miniers souterrains inconnus avec un drone filaire

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    Abstract: Underground mining stopes are often mapped using a sensor located at the end of a pole that the operator introduces into the stope from a secure area. The sensor emits laser beams that provide the distance to a detected wall, thus creating a 3D map. This produces shadow zones and a low point density on the distant walls. To address these challenges, a research team from the Université de Sherbrooke is designing a tethered drone equipped with a rotating LiDAR for this mission, thus benefiting from several points of view. The wired transmission allows for unlimited flight time, shared computing, and real-time communication. For compatibility with the movement of the drone after tether entanglements, the excess length is integrated into an onboard spool, contributing to the drone payload. During manual piloting, the human factor causes problems in the perception and comprehension of a virtual 3D environment, as well as the execution of an optimal mission. This thesis focuses on autonomous navigation in two aspects: path planning and exploration. The system must compute a trajectory that maps the entire environment, minimizing the mission time and respecting the maximum onboard tether length. Path planning using a Rapidly-exploring Random Tree (RRT) quickly finds a feasible path, but the optimization is computationally expensive and the performance is variable and unpredictable. Exploration by the frontier method is representative of the space to be explored and the path can be optimized by solving a Traveling Salesman Problem (TSP) but existing techniques for a tethered drone only consider the 2D case and do not optimize the global path. To meet these challenges, this thesis presents two new algorithms. The first one, RRT-Rope, produces an equal or shorter path than existing algorithms in a significantly shorter computation time, up to 70% faster than the next best algorithm in a representative environment. A modified version of RRT-connect computes a feasible path, shortened with a deterministic technique that takes advantage of previously added intermediate nodes. The second algorithm, TAPE, is the first 3D cavity exploration method that focuses on minimizing mission time and unwound tether length. On average, the overall path is 4% longer than the method that solves the TSP, but the tether remains under the allowed length in 100% of the simulated cases, compared to 53% with the initial method. The approach uses a 2-level hierarchical architecture: global planning solves a TSP after frontier extraction, and local planning minimizes the path cost and tether length via a decision function. The integration of these two tools in the NetherDrone produces an intelligent system for autonomous exploration, with semi-autonomous features for operator interaction. This work opens the door to new navigation approaches in the field of inspection, mapping, and Search and Rescue missions.La cartographie des chantiers miniers souterrains est souvent réalisée à l’aide d’un capteur situé au bout d’une perche que l’opérateur introduit dans le chantier, depuis une zone sécurisée. Le capteur émet des faisceaux laser qui fournissent la distance à un mur détecté, créant ainsi une carte en 3D. Ceci produit des zones d’ombres et une faible densité de points sur les parois éloignées. Pour relever ces défis, une équipe de recherche de l’Université de Sherbrooke conçoit un drone filaire équipé d’un LiDAR rotatif pour cette mission, bénéficiant ainsi de plusieurs points de vue. La transmission filaire permet un temps de vol illimité, un partage de calcul et une communication en temps réel. Pour une compatibilité avec le mouvement du drone lors des coincements du fil, la longueur excédante est intégrée dans une bobine embarquée, qui contribue à la charge utile du drone. Lors d’un pilotage manuel, le facteur humain entraîne des problèmes de perception et compréhension d’un environnement 3D virtuel, et d’exécution d’une mission optimale. Cette thèse se concentre sur la navigation autonome sous deux aspects : la planification de trajectoire et l’exploration. Le système doit calculer une trajectoire qui cartographie l’environnement complet, en minimisant le temps de mission et en respectant la longueur maximale de fil embarquée. La planification de trajectoire à l’aide d’un Rapidly-exploring Random Tree (RRT) trouve rapidement un chemin réalisable, mais l’optimisation est coûteuse en calcul et la performance est variable et imprévisible. L’exploration par la méthode des frontières est représentative de l’espace à explorer et le chemin peut être optimisé en résolvant un Traveling Salesman Problem (TSP), mais les techniques existantes pour un drone filaire ne considèrent que le cas 2D et n’optimisent pas le chemin global. Pour relever ces défis, cette thèse présente deux nouveaux algorithmes. Le premier, RRT-Rope, produit un chemin égal ou plus court que les algorithmes existants en un temps de calcul jusqu’à 70% plus court que le deuxième meilleur algorithme dans un environnement représentatif. Une version modifiée de RRT-connect calcule un chemin réalisable, raccourci avec une technique déterministe qui tire profit des noeuds intermédiaires préalablement ajoutés. Le deuxième algorithme, TAPE, est la première méthode d’exploration de cavités en 3D qui minimise le temps de mission et la longueur du fil déroulé. En moyenne, le trajet global est 4% plus long que la méthode qui résout le TSP, mais le fil reste sous la longueur autorisée dans 100% des cas simulés, contre 53% avec la méthode initiale. L’approche utilise une architecture hiérarchique à 2 niveaux : la planification globale résout un TSP après extraction des frontières, et la planification locale minimise le coût du chemin et la longueur de fil via une fonction de décision. L’intégration de ces deux outils dans le NetherDrone produit un système intelligent pour l’exploration autonome, doté de fonctionnalités semi-autonomes pour une interaction avec l’opérateur. Les travaux réalisés ouvrent la porte à de nouvelles approches de navigation dans le domaine des missions d’inspection, de cartographie et de recherche et sauvetage

    Complexity of Chess Domination Problems

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    We study different domination problems of attacking and non-attacking rooks and queens on polyominoes and polycubes of all dimensions. Our main result proves that maximal domination is NP-complete for non-attacking queens and for non-attacking rooks on polycubes of dimension three and higher. We also analyse these problems for polyominoes and convex polyominoes, conjecture the complexity classes and provide a computer tool for investigation. We have also computed new values for classical queen domination problems on chessboards (square polyominoes). For our computations, we have translated the problem into an integer linear programming instance. Finally, using this computational implementation and the game engine Godot, we have developed a video game of minimal domination of queens and rooks on randomly generated polyominoes.Comment: 19 pages, 20 figures, 4 tables. Theorem 1 now for d>2, added results on approximation, fixed typos, reorganised some proof

    Subgroup discovery for structured target concepts

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    The main object of study in this thesis is subgroup discovery, a theoretical framework for finding subgroups in data—i.e., named sub-populations— whose behaviour with respect to a specified target concept is exceptional when compared to the rest of the dataset. This is a powerful tool that conveys crucial information to a human audience, but despite past advances has been limited to simple target concepts. In this work we propose algorithms that bring this framework to novel application domains. We introduce the concept of representative subgroups, which we use not only to ensure the fairness of a sub-population with regard to a sensitive trait, such as race or gender, but also to go beyond known trends in the data. For entities with additional relational information that can be encoded as a graph, we introduce a novel measure of robust connectedness which improves on established alternative measures of density; we then provide a method that uses this measure to discover which named sub-populations are more well-connected. Our contributions within subgroup discovery crescent with the introduction of kernelised subgroup discovery: a novel framework that enables the discovery of subgroups on i.i.d. target concepts with virtually any kind of structure. Importantly, our framework additionally provides a concrete and efficient tool that works out-of-the-box without any modification, apart from specifying the Gramian of a positive definite kernel. To use within kernelised subgroup discovery, but also on any other kind of kernel method, we additionally introduce a novel random walk graph kernel. Our kernel allows the fine tuning of the alignment between the vertices of the two compared graphs, during the count of the random walks, while we also propose meaningful structure-aware vertex labels to utilise this new capability. With these contributions we thoroughly extend the applicability of subgroup discovery and ultimately re-define it as a kernel method.Der Hauptgegenstand dieser Arbeit ist die Subgruppenentdeckung (Subgroup Discovery), ein theoretischer Rahmen für das Auffinden von Subgruppen in Daten—d. h. benannte Teilpopulationen—deren Verhalten in Bezug auf ein bestimmtes Targetkonzept im Vergleich zum Rest des Datensatzes außergewöhnlich ist. Es handelt sich hierbei um ein leistungsfähiges Instrument, das einem menschlichen Publikum wichtige Informationen vermittelt. Allerdings ist es trotz bisherigen Fortschritte auf einfache Targetkonzepte beschränkt. In dieser Arbeit schlagen wir Algorithmen vor, die diesen Rahmen auf neuartige Anwendungsbereiche übertragen. Wir führen das Konzept der repräsentativen Untergruppen ein, mit dem wir nicht nur die Fairness einer Teilpopulation in Bezug auf ein sensibles Merkmal wie Rasse oder Geschlecht sicherstellen, sondern auch über bekannte Trends in den Daten hinausgehen können. Für Entitäten mit zusätzlicher relationalen Information, die als Graph kodiert werden kann, führen wir ein neuartiges Maß für robuste Verbundenheit ein, das die etablierten alternativen Dichtemaße verbessert; anschließend stellen wir eine Methode bereit, die dieses Maß verwendet, um herauszufinden, welche benannte Teilpopulationen besser verbunden sind. Unsere Beiträge in diesem Rahmen gipfeln in der Einführung der kernelisierten Subgruppenentdeckung: ein neuartiger Rahmen, der die Entdeckung von Subgruppen für u.i.v. Targetkonzepten mit praktisch jeder Art von Struktur ermöglicht. Wichtigerweise, unser Rahmen bereitstellt zusätzlich ein konkretes und effizientes Werkzeug, das ohne jegliche Modifikation funktioniert, abgesehen von der Angabe des Gramian eines positiv definitiven Kernels. Für den Einsatz innerhalb der kernelisierten Subgruppentdeckung, aber auch für jede andere Art von Kernel-Methode, führen wir zusätzlich einen neuartigen Random-Walk-Graph-Kernel ein. Unser Kernel ermöglicht die Feinabstimmung der Ausrichtung zwischen den Eckpunkten der beiden unter-Vergleich-gestelltenen Graphen während der Zählung der Random Walks, während wir auch sinnvolle strukturbewusste Vertex-Labels vorschlagen, um diese neue Fähigkeit zu nutzen. Mit diesen Beiträgen erweitern wir die Anwendbarkeit der Subgruppentdeckung gründlich und definieren wir sie im Endeffekt als Kernel-Methode neu

    Jake pozicione igre

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    In this thesis, we study 2-player combinatorial games on graphs. We devote a lot of attention to strong positional games, where both players have the same goal. First, we consider the so-called fixed graph strong Avoider-Avoider game in which two players called Red and Blue alternately claim edges of the complete graph Kn, and the player who first completes a copy of a fixed graph F loses the game. If neither of the players claimed a copy of F in his graph and all the elements of the board are claimed, the game is declared a draw. Even though these games have been studied for decades, there are very few known results. We make a step forward by proving that Blue has a winning strategy it two different games of this kind. Furthermore, we introduce strong CAvoiderCAvoider F games where the claimed edges of each player must form a connected graph throughout the game. This is a natural extension of the strong Avoider-Avoider games, with a connectedness constraint. We prove that Blue can win in three standard CAvoider-CAvoider F games. Next, we study strong Maker-Maker F games, where now, the player who first occupies a copy of F is the winner. It is well-known that the outcome of these games when both players play optimally can be either the first player's win or a draw. We are interested in finding the achievement number a(F) of a strong Maker-Maker F game, that is, the smallest n for which Red has a winning strategy. We can find the exact value a(F) for several graphs F, including paths, cycles, perfect matchings, and a subclass of trees on n vertices. We also give the upper and lower bounds for the achievement number of stars and trees. Finally, we introduce generalized saturation games as a natural extension of two different types of combinatorial games, saturation games and Constructor-Blocker games. In the generalized saturation game, two graphs H and F are given in advance. Two players called Max and Mini alternately claim unclaimed edges of the complete graph Kn and together gradually building the game graph G, the graph that consists of all edges claimed by both players. The graph G must never contain a copy of F, and the game ends when there are no more moves, i.e. when G is a saturated F-free graph. We are interested in the score of this game, that is, the number of copies of the graph H in G at the end of the game. Max wants to maximize this score, whereas Mini tries to minimize it. The game is played under the assumption that both players play optimally. We study several generalized saturation games for natural choices of F and H, in an effort to locate the score of the game as precisely as possible.У овој тези проучавамо комбинаторне игре на графовима које играју 2 играча. Посебну пажњу посвећујемо јаким позиционим играма, у којима оба играча имају исти циљ. Прво, посматрамо такозвану јаку Авојдер-Авојдер игру са задатим фиксним графом у којој два играча, Црвени и Плави наизменично селектују гране комплетног графа Kn, а играч који први селектује копију фиксног графа F губи игру. Ако ниједан од играча не садржи копију од F у свом графу и сви елементи табле су селектовани, игра се проглашава нерешеном. Иако су ове игре проучаване деценијама, врло је мало познатих резултата. Ми смо направили корак напред доказавши да Плави има победничку стратегију у две различите игре ове врсте. Такође, уводимо јаке ЦАвојдер-ЦАвојдер F игре у којима граф сваког играча мора остати повезан током игре. Ово је природно проширење јаких Авојдер-Авојдер игара, са ограничењем повезаности. Доказујемо да Плави може да победи у три стандардне ЦАвојдер-ЦАвојдер F игре. Затим проучавамо јаке Мејкер-Мејкер F игре, у којима је играч који први селектује копију од F победник. Познато је да исход ових игара уколико оба играча играју оптимално може бити или победа првог играча или нерешено. Циљ нам је да пронађемо ачивмент број а(F) јаке Мејкер-Мејкер F игре, односно најмање n за које Црвени има победничку стратегију. Дајемо тачну вредност a(F) за неколико графова F, укључујући путеве, циклусе, савршене мечинге и поткласу стабала са n чворова. Такође, дајемо горње и доње ограничење ачивмент броја за звезде и стабла. Коначно, уводимо уопштене игре сатурације као природно проширење две различите врсте комбинаторних игара, игара сатурације и Конструктор-Блокер игара. У уопштеној игри сатурације унапред су дата два графа H и F. Два играча по имену Макс и Мини наизменично селектују слободне гране комплетног графа Kn и заједно постепено граде граф игре G, који се састоји од свих грана које су селектовала оба играча. Граф G не сме да садржи копију од F, а игра се завршава када више нема потеза, односно када је G сатуриран граф који не садржи F. Занима нас резултат ове игре, односно, број копија графа H у G на крају игре. Макс жели да максимизира овај резултат, док Мини покушава да га минимизира. Игра се под претпоставком да оба играча играју оптимално. Проучавамо неколико уопштених игара сатурације за природне изборе F и H, у настојању да што прецизније одредимо резултат игре.U ovoj tezi proučavamo kombinatorne igre na grafovima koje igraju 2 igrača. Posebnu pažnju posvećujemo jakim pozicionim igrama, u kojima oba igrača imaju isti cilj. Prvo, posmatramo takozvanu jaku Avojder-Avojder igru sa zadatim fiksnim grafom u kojoj dva igrača, Crveni i Plavi naizmenično selektuju grane kompletnog grafa Kn, a igrač koji prvi selektuje kopiju fiksnog grafa F gubi igru. Ako nijedan od igrača ne sadrži kopiju od F u svom grafu i svi elementi table su selektovani, igra se proglašava nerešenom. Iako su ove igre proučavane decenijama, vrlo je malo poznatih rezultata. Mi smo napravili korak napred dokazavši da Plavi ima pobedničku strategiju u dve različite igre ove vrste. Takođe, uvodimo jake CAvojder-CAvojder F igre u kojima graf svakog igrača mora ostati povezan tokom igre. Ovo je prirodno proširenje jakih Avojder-Avojder igara, sa ograničenjem povezanosti. Dokazujemo da Plavi može da pobedi u tri standardne CAvojder-CAvojder F igre. Zatim proučavamo jake Mejker-Mejker F igre, u kojima je igrač koji prvi selektuje kopiju od F pobednik. Poznato je da ishod ovih igara ukoliko oba igrača igraju optimalno može biti ili pobeda prvog igrača ili nerešeno. Cilj nam je da pronađemo ačivment broj a(F) jake Mejker-Mejker F igre, odnosno najmanje n za koje Crveni ima pobedničku strategiju. Dajemo tačnu vrednost a(F) za nekoliko grafova F, uključujući puteve, cikluse, savršene mečinge i potklasu stabala sa n čvorova. Takođe, dajemo gornje i donje ograničenje ačivment broja za zvezde i stabla. Konačno, uvodimo uopštene igre saturacije kao prirodno proširenje dve različite vrste kombinatornih igara, igara saturacije i Konstruktor-Bloker igara. U uopštenoj igri saturacije unapred su data dva grafa H i F. Dva igrača po imenu Maks i Mini naizmenično selektuju slobodne grane kompletnog grafa Kn i zajedno postepeno grade graf igre G, koji se sastoji od svih grana koje su selektovala oba igrača. Graf G ne sme da sadrži kopiju od F, a igra se završava kada više nema poteza, odnosno kada je G saturiran graf koji ne sadrži F. Zanima nas rezultat ove igre, odnosno, broj kopija grafa H u G na kraju igre. Maks želi da maksimizira ovaj rezultat, dok Mini pokušava da ga minimizira. Igra se pod pretpostavkom da oba igrača igraju optimalno. Proučavamo nekoliko uopštenih igara saturacije za prirodne izbore F i H, u nastojanju da što preciznije odredimo rezultat igre

    Signed double Roman domination on cubic graphs

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    The signed double Roman domination problem is a combinatorial optimization problem on a graph asking to assign a label from {±1,2,3}\{\pm{}1,2,3\} to each vertex feasibly, such that the total sum of assigned labels is minimized. Here feasibility is given whenever (i) vertices labeled ±1\pm{}1 have at least one neighbor with label in {2,3}\{2,3\}; (ii) each vertex labeled 1-1 has one 33-labeled neighbor or at least two 22-labeled neighbors; and (iii) the sum of labels over the closed neighborhood of any vertex is positive. The cumulative weight of an optimal labeling is called signed double Roman domination number (SDRDN). In this work, we first consider the problem on general cubic graphs of order nn for which we present a sharp n/2+Θ(1)n/2+\Theta(1) lower bound for the SDRDN by means of the discharging method. Moreover, we derive a new best upper bound. Observing that we are often able to minimize the SDRDN over the class of cubic graphs of a fixed order, we then study in this context generalized Petersen graphs for independent interest, for which we propose a constraint programming guided proof. We then use these insights to determine the SDRDNs of subcubic 2×m2\times m grid graphs, among other results

    Gallai's path decomposition conjecture for cartesian product of graphs (\uppercase\expandafter{\romannumeral 2})

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    Let GG be a graph of order nn. A path decomposition P\mathcal{P} of GG is a collection of edge-disjoint paths that covers all the edges of GG. Let p(G)p(G) denote the minimum number of paths needed in a path decomposition of GG. Gallai conjectured that if GG is connected, then p(G)n2p(G)\leq \lceil\frac{n}{2}\rceil. In this paper, we prove that Gallai's path decomposition conjecture holds for the cartesian product GHG\Box H, where HH is any graph and GG is a unicyclic graph or a bicyclic graph.Comment: 26 pages, 2 figures. arXiv admin note: text overlap with arXiv:2310.1118

    GAC-MAC-SGA 2023 Sudbury Meeting: Abstracts, Volume 46

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    Parameterized Graph Modification Beyond the Natural Parameter

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    LIPIcs, Volume 261, ICALP 2023, Complete Volume

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    LIPIcs, Volume 261, ICALP 2023, Complete Volum
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