87,031 research outputs found

    Marked Ancestor Problems (Preliminary Version)

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    Consider a rooted tree whose nodes can be marked or unmarked. Given a node, we want to find its nearest marked ancestor. This generalises the well-known predecessor problem, where the tree is a path. We show tight upper and lower bounds for this problem. The lower bounds are proved in the cell probe model, the upper bounds run on a unit-cost RAM. As easy corollaries we prove (often optimal) lower bounds on a number of problems. These include planar range searching, including the existential or emptiness problem, priority search trees, static tree union-find, and several problems from dynamic computational geometry, including intersection problems, proximity problems, and ray shooting. Our upper bounds improve a number of algorithms from various fields, including dynamic dictionary matching and coloured ancestor problems

    Incremental and Decremental Maintenance of Planar Width

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    We present an algorithm for maintaining the width of a planar point set dynamically, as points are inserted or deleted. Our algorithm takes time O(kn^epsilon) per update, where k is the amount of change the update causes in the convex hull, n is the number of points in the set, and epsilon is any arbitrarily small constant. For incremental or decremental update sequences, the amortized time per update is O(n^epsilon).Comment: 7 pages; 2 figures. A preliminary version of this paper was presented at the 10th ACM/SIAM Symp. Discrete Algorithms (SODA '99); this is the journal version, and will appear in J. Algorithm

    The Skip Quadtree: A Simple Dynamic Data Structure for Multidimensional Data

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    We present a new multi-dimensional data structure, which we call the skip quadtree (for point data in R^2) or the skip octree (for point data in R^d, with constant d>2). Our data structure combines the best features of two well-known data structures, in that it has the well-defined "box"-shaped regions of region quadtrees and the logarithmic-height search and update hierarchical structure of skip lists. Indeed, the bottom level of our structure is exactly a region quadtree (or octree for higher dimensional data). We describe efficient algorithms for inserting and deleting points in a skip quadtree, as well as fast methods for performing point location and approximate range queries.Comment: 12 pages, 3 figures. A preliminary version of this paper appeared in the 21st ACM Symp. Comp. Geom., Pisa, 2005, pp. 296-30

    Fast Hierarchical Clustering and Other Applications of Dynamic Closest Pairs

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    We develop data structures for dynamic closest pair problems with arbitrary distance functions, that do not necessarily come from any geometric structure on the objects. Based on a technique previously used by the author for Euclidean closest pairs, we show how to insert and delete objects from an n-object set, maintaining the closest pair, in O(n log^2 n) time per update and O(n) space. With quadratic space, we can instead use a quadtree-like structure to achieve an optimal time bound, O(n) per update. We apply these data structures to hierarchical clustering, greedy matching, and TSP heuristics, and discuss other potential applications in machine learning, Groebner bases, and local improvement algorithms for partition and placement problems. Experiments show our new methods to be faster in practice than previously used heuristics.Comment: 20 pages, 9 figures. A preliminary version of this paper appeared at the 9th ACM-SIAM Symp. on Discrete Algorithms, San Francisco, 1998, pp. 619-628. For source code and experimental results, see http://www.ics.uci.edu/~eppstein/projects/pairs

    External-Memory Computational Geometry

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    (c) 1993 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.In this paper we give new techniques for designing e cient algorithms for computational geometry prob- lems that are too large to be solved in internal mem- ory. We use these techniques to develop optimal and practical algorithms for a number of important large- scale problems. We discuss our algorithms primarily in the context of single processor/single disk machines, a domain in which they are not only the rst known optimal results but also of tremendous practical value. Our methods also produce the rst known optimal al- gorithms for a wide range of two-level and hierarchical multilevel memory models, including parallel models. The algorithms are optimal both in terms of I/O cost and internal computation

    Coloring Hypergraphs Induced by Dynamic Point Sets and Bottomless Rectangles

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    We consider a coloring problem on dynamic, one-dimensional point sets: points appearing and disappearing on a line at given times. We wish to color them with k colors so that at any time, any sequence of p(k) consecutive points, for some function p, contains at least one point of each color. We prove that no such function p(k) exists in general. However, in the restricted case in which points appear gradually, but never disappear, we give a coloring algorithm guaranteeing the property at any time with p(k)=3k-2. This can be interpreted as coloring point sets in R^2 with k colors such that any bottomless rectangle containing at least 3k-2 points contains at least one point of each color. Here a bottomless rectangle is an axis-aligned rectangle whose bottom edge is below the lowest point of the set. For this problem, we also prove a lower bound p(k)>ck, where c>1.67. Hence for every k there exists a point set, every k-coloring of which is such that there exists a bottomless rectangle containing ck points and missing at least one of the k colors. Chen et al. (2009) proved that no such function p(k)p(k) exists in the case of general axis-aligned rectangles. Our result also complements recent results from Keszegh and Palvolgyi on cover-decomposability of octants (2011, 2012).Comment: A preliminary version was presented by a subset of the authors to the European Workshop on Computational Geometry, held in Assisi (Italy) on March 19-21, 201

    Dynamic Range Majority Data Structures

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    Given a set PP of coloured points on the real line, we study the problem of answering range α\alpha-majority (or "heavy hitter") queries on PP. More specifically, for a query range QQ, we want to return each colour that is assigned to more than an α\alpha-fraction of the points contained in QQ. We present a new data structure for answering range α\alpha-majority queries on a dynamic set of points, where α(0,1)\alpha \in (0,1). Our data structure uses O(n) space, supports queries in O((lgn)/α)O((\lg n) / \alpha) time, and updates in O((lgn)/α)O((\lg n) / \alpha) amortized time. If the coordinates of the points are integers, then the query time can be improved to O(lgn/(αlglgn)+(lg(1/α))/α))O(\lg n / (\alpha \lg \lg n) + (\lg(1/\alpha))/\alpha)). For constant values of α\alpha, this improved query time matches an existing lower bound, for any data structure with polylogarithmic update time. We also generalize our data structure to handle sets of points in d-dimensions, for d2d \ge 2, as well as dynamic arrays, in which each entry is a colour.Comment: 16 pages, Preliminary version appeared in ISAAC 201

    Faster Geometric Algorithms via Dynamic Determinant Computation

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    The computation of determinants or their signs is the core procedure in many important geometric algorithms, such as convex hull, volume and point location. As the dimension of the computation space grows, a higher percentage of the total computation time is consumed by these computations. In this paper we study the sequences of determinants that appear in geometric algorithms. The computation of a single determinant is accelerated by using the information from the previous computations in that sequence. We propose two dynamic determinant algorithms with quadratic arithmetic complexity when employed in convex hull and volume computations, and with linear arithmetic complexity when used in point location problems. We implement the proposed algorithms and perform an extensive experimental analysis. On one hand, our analysis serves as a performance study of state-of-the-art determinant algorithms and implementations. On the other hand, we demonstrate the supremacy of our methods over state-of-the-art implementations of determinant and geometric algorithms. Our experimental results include a 20 and 78 times speed-up in volume and point location computations in dimension 6 and 11 respectively.Comment: 29 pages, 8 figures, 3 table
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