130 research outputs found

    Cache-Oblivious Peeling of Random Hypergraphs

    Full text link
    The computation of a peeling order in a randomly generated hypergraph is the most time-consuming step in a number of constructions, such as perfect hashing schemes, random rr-SAT solvers, error-correcting codes, and approximate set encodings. While there exists a straightforward linear time algorithm, its poor I/O performance makes it impractical for hypergraphs whose size exceeds the available internal memory. We show how to reduce the computation of a peeling order to a small number of sequential scans and sorts, and analyze its I/O complexity in the cache-oblivious model. The resulting algorithm requires O(sort(n))O(\mathrm{sort}(n)) I/Os and O(nlogn)O(n \log n) time to peel a random hypergraph with nn edges. We experimentally evaluate the performance of our implementation of this algorithm in a real-world scenario by using the construction of minimal perfect hash functions (MPHF) as our test case: our algorithm builds a MPHF of 7.67.6 billion keys in less than 2121 hours on a single machine. The resulting data structure is both more space-efficient and faster than that obtained with the current state-of-the-art MPHF construction for large-scale key sets

    A sharp threshold for random graphs with a monochromatic triangle in every edge coloring

    Full text link
    Let R\R be the set of all finite graphs GG with the Ramsey property that every coloring of the edges of GG by two colors yields a monochromatic triangle. In this paper we establish a sharp threshold for random graphs with this property. Let G(n,p)G(n,p) be the random graph on nn vertices with edge probability pp. We prove that there exists a function c^=c^(n)\hat c=\hat c(n) with 000 0, as nn tends to infinity Pr[G(n,(1-\eps)\hat c/\sqrt{n}) \in \R ] \to 0 and Pr [ G(n,(1+\eps)\hat c/\sqrt{n}) \in \R ] \to 1. A crucial tool that is used in the proof and is of independent interest is a generalization of Szemer\'edi's Regularity Lemma to a certain hypergraph setting.Comment: 101 pages, Final version - to appear in Memoirs of the A.M.

    Activity recognition from videos with parallel hypergraph matching on GPUs

    Full text link
    In this paper, we propose a method for activity recognition from videos based on sparse local features and hypergraph matching. We benefit from special properties of the temporal domain in the data to derive a sequential and fast graph matching algorithm for GPUs. Traditionally, graphs and hypergraphs are frequently used to recognize complex and often non-rigid patterns in computer vision, either through graph matching or point-set matching with graphs. Most formulations resort to the minimization of a difficult discrete energy function mixing geometric or structural terms with data attached terms involving appearance features. Traditional methods solve this minimization problem approximately, for instance with spectral techniques. In this work, instead of solving the problem approximatively, the exact solution for the optimal assignment is calculated in parallel on GPUs. The graphical structure is simplified and regularized, which allows to derive an efficient recursive minimization algorithm. The algorithm distributes subproblems over the calculation units of a GPU, which solves them in parallel, allowing the system to run faster than real-time on medium-end GPUs

    Wickets in 3-uniform Hypergraphs

    Full text link
    In these notes, we consider a Tur\'an-type problem in hypergraphs. What is the maximum number of edges if we forbid a subgraph? Let Hn(3)H_n^{(3)} be a 3-uniform linear hypergraph, i.e. any two edges have at most one vertex common. A special hypergraph, called {\em wicket}, is formed by three rows and two columns of a 3×33 \times 3 point matrix. We describe two linear hypergraphs -- both containing a wicket -- that if we forbid either of them in Hn(3)H_n^{(3)}, then the hypergraph is sparse, and the number of its edges is o(n2)o(n^2). This proves a conjecture of Gy\'arf\'as and S\'ark\"ozy
    corecore