214,024 research outputs found
Fully Retroactive Approximate Range and Nearest Neighbor Searching
We describe fully retroactive dynamic data structures for approximate range
reporting and approximate nearest neighbor reporting. We show how to maintain,
for any positive constant , a set of points in indexed by time
such that we can perform insertions or deletions at any point in the timeline
in amortized time. We support, for any small constant ,
-approximate range reporting queries at any point in the timeline
in time, where is the output size. We also show how to
answer -approximate nearest neighbor queries for any point in the
past or present in time.Comment: 24 pages, 4 figures. To appear at the 22nd International Symposium on
Algorithms and Computation (ISAAC 2011
Approximate Range Counting Revisited
We study range-searching for colored objects, where one has to count (approximately) the number of colors present in a query range. The problems studied mostly involve orthogonal range-searching in two and three dimensions, and the dual setting of rectangle stabbing by points. We present optimal and near-optimal solutions for these problems. Most of the results are obtained via reductions to the approximate uncolored version, and improved data-structures for them. An additional contribution of this work is the introduction of nested shallow cuttings
siEDM: an efficient string index and search algorithm for edit distance with moves
Although several self-indexes for highly repetitive text collections exist,
developing an index and search algorithm with editing operations remains a
challenge. Edit distance with moves (EDM) is a string-to-string distance
measure that includes substring moves in addition to ordinal editing operations
to turn one string into another. Although the problem of computing EDM is
intractable, it has a wide range of potential applications, especially in
approximate string retrieval. Despite the importance of computing EDM, there
has been no efficient method for indexing and searching large text collections
based on the EDM measure. We propose the first algorithm, named string index
for edit distance with moves (siEDM), for indexing and searching strings with
EDM. The siEDM algorithm builds an index structure by leveraging the idea
behind the edit sensitive parsing (ESP), an efficient algorithm enabling
approximately computing EDM with guarantees of upper and lower bounds for the
exact EDM. siEDM efficiently prunes the space for searching query strings by
the proposed method, which enables fast query searches with the same guarantee
as ESP. We experimentally tested the ability of siEDM to index and search
strings on benchmark datasets, and we showed siEDM's efficiency.Comment: 23 page
Approximate range searchingââA preliminary version of this paper appeared in the Proc. of the 11th Annual ACM Symp. on Computational Geometry, 1995, pp. 172â181.
AbstractThe range searching problem is a fundamental problem in computational geometry, with numerous important applications. Most research has focused on solving this problem exactly, but lower bounds show that if linear space is assumed, the problem cannot be solved in polylogarithmic time, except for the case of orthogonal ranges. In this paper we show that if one is willing to allow approximate ranges, then it is possible to do much better. In particular, given a bounded range Q of diameter w and Δ>0, an approximate range query treats the range as a fuzzy object, meaning that points lying within distance Δw of the boundary of Q either may or may not be counted. We show that in any fixed dimension d, a set of n points in Rd can be preprocessed in O(n+logn) time and O(n) space, such that approximate queries can be answered in O(logn(1/Δ)d) time. The only assumption we make about ranges is that the intersection of a range and a d-dimensional cube can be answered in constant time (depending on dimension). For convex ranges, we tighten this to O(logn+(1/Δ)dâ1) time. We also present a lower bound for approximate range searching based on partition trees of Ω(logn+(1/Δ)dâ1), which implies optimality for convex ranges (assuming fixed dimensions). Finally, we give empirical evidence showing that allowing small relative errors can significantly improve query execution times
On Geometric Range Searching, Approximate Counting and Depth Problems
In this thesis we deal with problems connected to range searching,
which is one of the central areas of computational geometry.
The dominant problems in this area are
halfspace range searching, simplex range searching and orthogonal range searching and
research into these problems has spanned decades.
For many range searching problems, the best possible
data structures cannot offer fast (i.e., polylogarithmic) query
times if we limit ourselves to near linear storage.
Even worse, it is conjectured (and proved in some cases)
that only very small improvements to these might be possible.
This inefficiency has encouraged many researchers to seek alternatives through approximations.
In this thesis we continue this line of research and focus on
relative approximation of range counting problems.
One important problem where it is possible to achieve significant speedup
through approximation is halfspace range counting in 3D.
Here we continue the previous research done
and obtain the first optimal data structure for approximate halfspace range counting in 3D.
Our data structure has the slight advantage of being Las Vegas (the result is always correct) in contrast
to the previous methods that were Monte Carlo (the correctness holds with high probability).
Another series of problems where approximation can provide us with
substantial speedup comes from robust statistics.
We recognize three problems here:
approximate Tukey depth, regression depth and simplicial depth queries.
In 2D, we obtain an optimal data structure capable of approximating
the regression depth of a query hyperplane.
We also offer a linear space data structure which can answer approximate
Tukey depth queries efficiently in 3D.
These data structures are obtained by applying our ideas for the
approximate halfspace counting problem.
Approximating the simplicial depth turns out to be much more
difficult, however.
Computing the simplicial depth of a given point is more computationally
challenging than most other definitions of data depth.
In 2D we obtain the first data structure which uses near linear space
and can answer approximate simplicial depth queries in polylogarithmic time.
As applications of this result, we provide two non-trivial methods to
approximate the simplicial depth of a given point in higher dimension.
Along the way, we establish a tight combinatorial relationship between
the Tukey depth of any given point and its simplicial depth.
Another problem investigated in this thesis is the dominance reporting problem,
an important special case of orthogonal range reporting.
In three dimensions, we solve this
problem in the pointer machine model and the external memory model
by offering the first optimal data structures in these models of computation.
Also, in the RAM model and for points from
an integer grid we reduce the space complexity of the fastest
known data structure to optimal.
Using known techniques in the literature, we can use our
results to obtain solutions for the orthogonal range searching problem as well.
The query complexity offered by our orthogonal range reporting data structures
match the most efficient query complexities
known in the literature but our space bounds are lower than the previous methods in the external
memory model and RAM model where the input is a subset of an integer grid.
The results also yield improved orthogonal range searching in
higher dimensions (which shows the significance
of the dominance reporting problem).
Intersection searching is a generalization of range searching where
we deal with more complicated geometric objects instead of points.
We investigate the rectilinear disjoint polygon counting problem
which is a specialized intersection counting problem.
We provide a linear-size data structure capable of counting
the number of disjoint rectilinear polygons
intersecting any rectilinear polygon of constant size.
The query time (as well as some other properties of our data structure) resembles
the classical simplex range searching data structures
Approximate Range Queries for Clustering
We study the approximate range searching for three variants of the clustering problem with a set P of n points in d-dimensional Euclidean space and axis-parallel rectangular range queries: the k-median, k-means, and k-center range-clustering query problems. We present data structures and query algorithms that compute (1+epsilon)-approximations to the optimal clusterings of P cap Q efficiently for a query consisting of an orthogonal range Q, an integer k, and a value epsilon>0
High-dimensional approximate nearest neighbor: k-d Generalized Randomized Forests
We propose a new data-structure, the generalized randomized kd forest, or
kgeraf, for approximate nearest neighbor searching in high dimensions. In
particular, we introduce new randomization techniques to specify a set of
independently constructed trees where search is performed simultaneously, hence
increasing accuracy. We omit backtracking, and we optimize distance
computations, thus accelerating queries. We release public domain software
geraf and we compare it to existing implementations of state-of-the-art methods
including BBD-trees, Locality Sensitive Hashing, randomized kd forests, and
product quantization. Experimental results indicate that our method would be
the method of choice in dimensions around 1,000, and probably up to 10,000, and
pointsets of cardinality up to a few hundred thousands or even one million;
this range of inputs is encountered in many critical applications today. For
instance, we handle a real dataset of images represented in 960
dimensions with a query time of less than sec on average and 90\% responses
being true nearest neighbors
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