74,394 research outputs found
Towards a Scalable Dynamic Spatial Database System
With the rise of GPS-enabled smartphones and other similar mobile devices,
massive amounts of location data are available. However, no scalable solutions
for soft real-time spatial queries on large sets of moving objects have yet
emerged. In this paper we explore and measure the limits of actual algorithms
and implementations regarding different application scenarios. And finally we
propose a novel distributed architecture to solve the scalability issues.Comment: (2012
Collaborative search on the plane without communication
We generalize the classical cow-path problem [7, 14, 38, 39] into a question
that is relevant for collective foraging in animal groups. Specifically, we
consider a setting in which k identical (probabilistic) agents, initially
placed at some central location, collectively search for a treasure in the
two-dimensional plane. The treasure is placed at a target location by an
adversary and the goal is to find it as fast as possible as a function of both
k and D, where D is the distance between the central location and the target.
This is biologically motivated by cooperative, central place foraging such as
performed by ants around their nest. In this type of search there is a strong
preference to locate nearby food sources before those that are further away.
Our focus is on trying to find what can be achieved if communication is limited
or altogether absent. Indeed, to avoid overlaps agents must be highly dispersed
making communication difficult. Furthermore, if agents do not commence the
search in synchrony then even initial communication is problematic. This holds,
in particular, with respect to the question of whether the agents can
communicate and conclude their total number, k. It turns out that the knowledge
of k by the individual agents is crucial for performance. Indeed, it is a
straightforward observation that the time required for finding the treasure is
(D + D 2 /k), and we show in this paper that this bound can be matched
if the agents have knowledge of k up to some constant approximation. We present
an almost tight bound for the competitive penalty that must be paid, in the
running time, if agents have no information about k. Specifically, on the
negative side, we show that in such a case, there is no algorithm whose
competitiveness is O(log k). On the other hand, we show that for every constant
\epsilon \textgreater{} 0, there exists a rather simple uniform search
algorithm which is -competitive. In addition, we give
a lower bound for the setting in which agents are given some estimation of k.
As a special case, this lower bound implies that for any constant \epsilon
\textgreater{} 0, if each agent is given a (one-sided)
-approximation to k, then the competitiveness is (log k).
Informally, our results imply that the agents can potentially perform well
without any knowledge of their total number k, however, to further improve,
they must be given a relatively good approximation of k. Finally, we propose a
uniform algorithm that is both efficient and extremely simple suggesting its
relevance for actual biological scenarios
Sources of radiation from neutron stars
I give a brief introduction to the problem of detecting gravitational
radiation from neutron stars. After a review of the mechanisms by which such
stars may produce radiation, I consider the different search strategies
appropriate to the different kinds of sources: isolated known pulsars, neutron
stars in binaries, and unseen neutron stars. The problem of an all-sky survey
for unseen stars is the most taxing one that we face in analysing data from
interferometers. I describe the kinds of hierarchical methods that are now
being investigated to reach the maximal sensitivity, and I suggest a
replacement for standard Fourier-transform search methods that requires fewer
floating-point operations for Fourier-based searches over large parameter
spaces, and in addition is highly parallelizable, working just as well on a
loosely coupled network of workstations as on a tightly coupled parallel
computer.Comment: 11 pages, no figure
Efficient computation of partition of unity interpolants through a block-based searching technique
In this paper we propose a new efficient interpolation tool, extremely
suitable for large scattered data sets. The partition of unity method is used
and performed by blending Radial Basis Functions (RBFs) as local approximants
and using locally supported weight functions. In particular we present a new
space-partitioning data structure based on a partition of the underlying
generic domain in blocks. This approach allows us to examine only a reduced
number of blocks in the search process of the nearest neighbour points, leading
to an optimized searching routine. Complexity analysis and numerical
experiments in two- and three-dimensional interpolation support our findings.
Some applications to geometric modelling are also considered. Moreover, the
associated software package written in \textsc{Matlab} is here discussed and
made available to the scientific community
Faster tuple lattice sieving using spherical locality-sensitive filters
To overcome the large memory requirement of classical lattice sieving
algorithms for solving hard lattice problems, Bai-Laarhoven-Stehl\'{e} [ANTS
2016] studied tuple lattice sieving, where tuples instead of pairs of lattice
vectors are combined to form shorter vectors. Herold-Kirshanova [PKC 2017]
recently improved upon their results for arbitrary tuple sizes, for example
showing that a triple sieve can solve the shortest vector problem (SVP) in
dimension in time , using a technique similar to
locality-sensitive hashing for finding nearest neighbors.
In this work, we generalize the spherical locality-sensitive filters of
Becker-Ducas-Gama-Laarhoven [SODA 2016] to obtain space-time tradeoffs for near
neighbor searching on dense data sets, and we apply these techniques to tuple
lattice sieving to obtain even better time complexities. For instance, our
triple sieve heuristically solves SVP in time . For
practical sieves based on Micciancio-Voulgaris' GaussSieve [SODA 2010], this
shows that a triple sieve uses less space and less time than the current best
near-linear space double sieve.Comment: 12 pages + references, 2 figures. Subsumed/merged into Cryptology
ePrint Archive 2017/228, available at https://ia.cr/2017/122
A limit field for orthogonal range searches in two-dimensional random point search trees
We consider the cost of general orthogonal range queries in random quadtrees.
The cost of a given query is encoded into a (random) function of four variables
which characterize the coordinates of two opposite corners of the query
rectangle. We prove that, when suitably shifted and rescaled, the random cost
function converges uniformly in probability towards a random field that is
characterized as the unique solution to a distributional fixed-point equation.
We also state similar results for -d trees. Our results imply for instance
that the worst case query satisfies the same asymptotic estimates as a typical
query, and thereby resolve an old question of Chanzy, Devroye and Zamora-Cura
[\emph{Acta Inf.}, 37:355--383, 2000]Comment: 24 pages, 8 figure
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