3,587 research outputs found

    Computational methods for finding long simple cycles in complex networks

    Get PDF
    © 2017 Elsevier B.V. Detection of long simple cycles in real-world complex networks finds many applications in layout algorithms, information flow modelling, as well as in bioinformatics. In this paper, we propose two computational methods for finding long cycles in real-world networks. The first method is an exact approach based on our own integer linear programming formulation of the problem and a data mining pipeline. This pipeline ensures that the problem is solved as a sequence of integer linear programs. The second method is a multi-start local search heuristic, which combines an initial construction of a long cycle using depth-first search with four different perturbation operators. Our experimental results are presented for social network samples, graphs studied in the network science field, graphs from DIMACS series, and protein-protein interaction networks. These results show that our formulation leads to a significantly more efficient exact approach to solve the problem than a previous formulation. For 14 out of 22 networks, we have found the optimal solutions. The potential of heuristics in this problem is also demonstrated, especially in the context of large-scale problem instances

    Analysis of Farthest Point Sampling for Approximating Geodesics in a Graph

    Get PDF
    A standard way to approximate the distance between any two vertices pp and qq on a mesh is to compute, in the associated graph, a shortest path from pp to qq that goes through one of kk sources, which are well-chosen vertices. Precomputing the distance between each of the kk sources to all vertices of the graph yields an efficient computation of approximate distances between any two vertices. One standard method for choosing kk sources, which has been used extensively and successfully for isometry-invariant surface processing, is the so-called Farthest Point Sampling (FPS), which starts with a random vertex as the first source, and iteratively selects the farthest vertex from the already selected sources. In this paper, we analyze the stretch factor FFPS\mathcal{F}_{FPS} of approximate geodesics computed using FPS, which is the maximum, over all pairs of distinct vertices, of their approximated distance over their geodesic distance in the graph. We show that FFPS\mathcal{F}_{FPS} can be bounded in terms of the minimal value F∗\mathcal{F}^* of the stretch factor obtained using an optimal placement of kk sources as FFPS≤2re2F∗+2re2+8re+1\mathcal{F}_{FPS}\leq 2 r_e^2 \mathcal{F}^*+ 2 r_e^2 + 8 r_e + 1, where rer_e is the ratio of the lengths of the longest and the shortest edges of the graph. This provides some evidence explaining why farthest point sampling has been used successfully for isometry-invariant shape processing. Furthermore, we show that it is NP-complete to find kk sources that minimize the stretch factor.Comment: 13 pages, 4 figure

    Approximation Algorithms for Route Planning with Nonlinear Objectives

    Full text link
    We consider optimal route planning when the objective function is a general nonlinear and non-monotonic function. Such an objective models user behavior more accurately, for example, when a user is risk-averse, or the utility function needs to capture a penalty for early arrival. It is known that as nonlinearity arises, the problem becomes NP-hard and little is known about computing optimal solutions when in addition there is no monotonicity guarantee. We show that an approximately optimal non-simple path can be efficiently computed under some natural constraints. In particular, we provide a fully polynomial approximation scheme under hop constraints. Our approximation algorithm can extend to run in pseudo-polynomial time under a more general linear constraint that sometimes is useful. As a by-product, we show that our algorithm can be applied to the problem of finding a path that is most likely to be on time for a given deadline.Comment: 9 pages, 2 figures, main part of this paper is to be appear in AAAI'1
    • …
    corecore