1,427 research outputs found

    Bottleneck Paths and Trees and Deterministic Graphical Games

    Get PDF
    Gabow and Tarjan showed that the Bottleneck Path (BP) problem, i.e., finding a path between a given source and a given target in a weighted directed graph whose largest edge weight is minimized, as well as the Bottleneck spanning tree (BST) problem, i.e., finding a directed spanning tree rooted at a given vertex whose largest edge weight is minimized, can both be solved deterministically in O(m * log^*(n)) time, where m is the number of edges and n is the number of vertices in the graph. We present a slightly improved randomized algorithm for these problems with an expected running time of O(m * beta(m,n)), where beta(m,n) = min{k >= 1 | log^{(k)}n = n * log^{(k)} * n, for some constant k, the expected running time of the new algorithm is O(m). Our algorithm, as that of Gabow and Tarjan, work in the comparison model. We also observe that in the word-RAM model, both problems can be solved deterministically in O(m) time. Finally, we solve an open problem of Andersson et al., giving a deterministic O(m)-time comparison-based algorithm for solving deterministic 2-player turn-based zero-sum terminal payoff games, also known as Deterministic Graphical Games (DGG)

    Optimal energetic paths for electric cars

    Full text link
    A weighted directed graph G=(V,A,c)G=(V,A,c), where AV×VA\subseteq V\times V and c:ARc:A\to R, describes a road network in which an electric car can roam. An arc uvuv models a road segment connecting the two vertices uu and vv. The cost c(uv)c(uv) of an arc uvuv is the amount of energy the car needs to traverse the arc. This amount may be positive, zero or negative. To make the problem realistic, we assume there are no negative cycles. The car has a battery that can store up to BB units of energy. It can traverse an arc uvAuv\in A only if it is at uu and the charge bb in its battery satisfies bc(uv)b\ge c(uv). If it traverses the arc, it reaches vv with a charge of min(bc(uv),B)\min(b-c(uv),B). Arcs with positive costs deplete the battery, arcs with negative costs charge the battery, but not above its capacity of BB. Given s,tVs,t\in V, can the car travel from ss to tt, starting at ss with an initial charge bb, where 0bB0\le b\le B? If so, what is the maximum charge with which the car can reach tt? Equivalently, what is the smallest δB,b(s,t)\delta_{B,b}(s,t) such that the car can reach tt with a charge of bδB,b(s,t)b-\delta_{B,b}(s,t), and which path should the car follow to achieve this? We refer to δB,b(s,t)\delta_{B,b}(s,t) as the energetic cost of traveling from ss to tt. We let δB,b(s,t)=\delta_{B,b}(s,t)=\infty if the car cannot travel from ss to tt starting with an initial charge of bb. The problem of computing energetic costs is a strict generalization of the standard shortest paths problem. We show that the single-source minimum energetic paths problem can be solved using simple, but subtle, adaptations of the Bellman-Ford and Dijkstra algorithms. To make Dijkstra's algorithm work in the presence of negative arcs, but no negative cycles, we use a variant of the AA^* search heuristic. These results are explicit or implicit in some previous papers. We provide a simpler and unified description of these algorithms.Comment: 11 page

    A Randomized Algorithm for Single-Source Shortest Path on Undirected Real-Weighted Graphs

    Full text link
    In undirected graphs with real non-negative weights, we give a new randomized algorithm for the single-source shortest path (SSSP) problem with running time O(mlognloglogn)O(m\sqrt{\log n \cdot \log\log n}) in the comparison-addition model. This is the first algorithm to break the O(m+nlogn)O(m+n\log n) time bound for real-weighted sparse graphs by Dijkstra's algorithm with Fibonacci heaps. Previous undirected non-negative SSSP algorithms give time bound of O(mα(m,n)+min{nlogn,nloglogr})O(m\alpha(m,n)+\min\{n\log n, n\log\log r\}) in comparison-addition model, where α\alpha is the inverse-Ackermann function and rr is the ratio of the maximum-to-minimum edge weight [Pettie & Ramachandran 2005], and linear time for integer edge weights in RAM model [Thorup 1999]. Note that there is a proposed complexity lower bound of Ω(m+min{nlogn,nloglogr})\Omega(m+\min\{n\log n, n\log\log r\}) for hierarchy-based algorithms for undirected real-weighted SSSP [Pettie & Ramachandran 2005], but our algorithm does not obey the properties required for that lower bound. As a non-hierarchy-based approach, our algorithm shows great advantage with much simpler structure, and is much easier to implement.Comment: 17 page

    Single-Source Bottleneck Path Algorithm Faster than Sorting for Sparse Graphs

    Get PDF
    In a directed graph G=(V,E) with a capacity on every edge, a bottleneck path (or widest path) between two vertices is a path maximizing the minimum capacity of edges in the path. For the single-source all-destination version of this problem in directed graphs, the previous best algorithm runs in O(m+n log n) (m=|E| and n=|V|) time, by Dijkstra search with Fibonacci heap [Fredman and Tarjan 1987]. We improve this time bound to O(m sqrt{log n}+sqrt{mn log n log log n}), which is O(n sqrt{log n log log n}) when m=O(n), thus it is the first algorithm which breaks the time bound of classic Fibonacci heap when m=o(n sqrt{log n}). It is a Las-Vegas randomized approach. By contrast, the s-t bottleneck path has algorithm with running time O(m beta(m,n)) [Chechik et al. 2016], where beta(m,n)=min{k >= 1: log^{(k)}n <= m/n}

    09491 Abstracts Collection -- Graph Search Engineering

    Get PDF
    From the 29th November to the 4th December 2009, the Dagstuhl Seminar 09491 ``Graph Search Engineering \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Optimal Energetic Paths for Electric Cars

    Get PDF

    Graph dynamics : learning and representation

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (p. 58-60).Graphs are often used in artificial intelligence as means for symbolic knowledge representation. A graph is nothing more than a collection of symbols connected to each other in some fashion. For example, in computer vision a graph with five nodes and some edges can represent a table - where nodes correspond to particular shape descriptors for legs and a top, and edges to particular spatial relations. As a framework for representation, graphs invite us to simplify and view the world as objects of pure structure whose properties are fixed in time, while the phenomena they are supposed to model are actually often changing. A node alone cannot represent a table leg, for example, because a table leg is not one structure (it can have many different shapes, colors, or it can be seen in many different settings, lighting conditions, etc.) Theories of knowledge representation have in general concentrated on the stability of symbols - on the fact that people often use properties that remain unchanged across different contexts to represent an object (in vision, these properties are called invariants). However, on closer inspection, objects are variable as well as stable. How are we to understand such problems? How is that assembling a large collection of changing components into a system results in something that is an altogether stable collection of parts?(cont.) The work here presents one approach that we came to encompass by the phrase "graph dynamics". Roughly speaking, dynamical systems are systems with states that evolve over time according to some lawful "motion". In graph dynamics, states are graphical structures, corresponding to different hypothesis for representation, and motion is the correction or repair of an antecedent structure. The adapted structure is an end product on a path of test and repair. In this way, a graph is not an exact record of the environment but a malleable construct that is gradually tightened to fit the form it is to reproduce. In particular, we explore the concept of attractors for the graph dynamical system. In dynamical systems theory, attractor states are states into which the system settles with the passage of time, and in graph dynamics they correspond to graphical states with many repairs (states that can cope with many different contingencies). In parallel with introducing the basic mathematical framework for graph dynamics, we define a game for its control, its attractor states and a method to find the attractors. From these insights, we work out two new algorithms, one for Bayesian network discovery and one for active learning, which in combination we use to undertake the object recognition problem in computer vision. To conclude, we report competitive results in standard and custom-made object recognition datasets.by Andre Figueiredo Ribeiro.S.M
    corecore