44 research outputs found

    Embedding complete ternary tree in hypercubes using AVL trees

    Get PDF
    A complete ternary tree is a tree in which every non-leaf vertex has exactly three children. We prove that a complete ternary tree of height h, TTh, is embeddable in a hypercube of dimension . This result coincides with the result of [2]. However, in this paper, the embedding utilizes the knowledge of AVL trees. We prove that a subclass of AVL trees is a subgraph of hypercube. The problem of embedding AVL trees in hypercube is an independent emerging problem

    Embedding Schemes for Interconnection Networks.

    Get PDF
    Graph embeddings play an important role in interconnection network and VLSI design. Designing efficient embedding strategies for simulating one network by another and determining the number of layers required to build a VLSI chip are just two of the many areas in which graph embeddings are used. In the area of network simulation we develop efficient, small dilation embeddings of a butterfly network into a different size and/or type of butterfly network. The genus of a graph gives an indication of how many layers are required to build a circuit. We have determined the exact genus for the permutation network called the star graph, and have given a lower bound for the genus of the permutation network called the pancake graph. The star graph has been proposed as an alternative to the binary hypercube and, therefore, we compare the genus of the star graph with that of the binary hypercube. Another type of embedding that is helpful in determining the number of layers is a book embedding. We develop upper and lower bounds on the pagenumber of a book embedding of the k-ary hypercube along with an upper bound on the cumulative pagewidth

    Interconnection Networks Embeddings and Efficient Parallel Computations.

    Get PDF
    To obtain a greater performance, many processors are allowed to cooperate to solve a single problem. These processors communicate via an interconnection network or a bus. The most essential function of the underlying interconnection network is the efficient interchanging of messages between processes in different processors. Parallel machines based on the hypercube topology have gained a great respect in parallel computation because of its many attractive properties. Many versions of the hypercube have been introduced by many researchers mainly to enhance communications. The twisted hypercube is one of the most attractive versions of the hypercube. It preserves the important features of the hypercube and reduces its diameter by a factor of two. This dissertation investigates relations and transformations between various interconnection networks and the twisted hypercube and explore its efficiency in parallel computation. The capability of the twisted hypercube to simulate complete binary trees, complete quad trees, and rings is demonstrated and compared with the hypercube. Finally, the fault-tolerance of the twisted hypercube is investigated. We present optimal algorithms to simulate rings in a faulty twisted hypercube environment and compare that with the hypercube

    Processor allocation strategies for modified hypercubes

    Get PDF
    Parallel processing has been widely accepted to be the future in high speed computing. Among the various parallel architectures proposed/implemented, the hypercube has shown a lot of promise because of its poweful properties, like regular topology, fault tolerance, low diameter, simple routing, and ability to efficiently emulate other architectures. The major drawback of the hypercube network is that it can not be expanded in practice because the number of communication ports for each processor grows as the logarithm of the total number of processors in the system. Therefore, once a hypercube supercomputer of a certain dimensionality has been built, any future expansions can be accomplished only by replacing the VLSI chips. This is an undesirable feature and a lot of work has been under progress to eliminate this stymie, thus providing a platform for easier expansion. Modified hypercubes (MHs) have been proposed as the building blocks of hypercube-based systems supporting incremental growth techniques without introducing extra resources for individual hypercubes. However, processor allocation on MHs proves to be a challenge due to a slight deviation in their topology from that of the standard hypercube network. This thesis addresses the issue of processor allocation on MHs and proposes various strategies which are based, partially or entirely, on table look-up approaches. A study of the various task allocation strategies for standard hypercubes is conducted and their suitability for MHs is evaluated. It is shown that the proposed strategies have a perfect subcube recognition ability and a superior performance. Existing processor allocation strategies for pure hypercube networks are demonstrated to be ineffective for MHs, in the light of their inability to recognize all available subcubes. A comparative analysis that involves the buddy strategy and the new strategies is carried out using simulation results

    Combinatorics and geometry of finite and infinite squaregraphs

    Full text link
    Squaregraphs were originally defined as finite plane graphs in which all inner faces are quadrilaterals (i.e., 4-cycles) and all inner vertices (i.e., the vertices not incident with the outer face) have degrees larger than three. The planar dual of a finite squaregraph is determined by a triangle-free chord diagram of the unit disk, which could alternatively be viewed as a triangle-free line arrangement in the hyperbolic plane. This representation carries over to infinite plane graphs with finite vertex degrees in which the balls are finite squaregraphs. Algebraically, finite squaregraphs are median graphs for which the duals are finite circular split systems. Hence squaregraphs are at the crosspoint of two dualities, an algebraic and a geometric one, and thus lend themselves to several combinatorial interpretations and structural characterizations. With these and the 5-colorability theorem for circle graphs at hand, we prove that every squaregraph can be isometrically embedded into the Cartesian product of five trees. This embedding result can also be extended to the infinite case without reference to an embedding in the plane and without any cardinality restriction when formulated for median graphs free of cubes and further finite obstructions. Further, we exhibit a class of squaregraphs that can be embedded into the product of three trees and we characterize those squaregraphs that are embeddable into the product of just two trees. Finally, finite squaregraphs enjoy a number of algorithmic features that do not extend to arbitrary median graphs. For instance, we show that median-generating sets of finite squaregraphs can be computed in polynomial time, whereas, not unexpectedly, the corresponding problem for median graphs turns out to be NP-hard.Comment: 46 pages, 14 figure

    Subquadratic-Time Algorithm for the Diameter and All Eccentricities on Median Graphs

    Get PDF
    On sparse graphs, Roditty and Williams [2013] proved that no O(n^{2-?})-time algorithm achieves an approximation factor smaller than 3/2 for the diameter problem unless SETH fails. We answer here an open question formulated in the literature: can we use the structural properties of median graphs to break this global quadratic barrier? We propose the first combinatorial algorithm computing exactly all eccentricities of a median graph in truly subquadratic time. Median graphs constitute the family of graphs which is the most studied in metric graph theory because their structure represents many other discrete and geometric concepts, such as CAT(0) cube complexes. Our result generalizes a recent one, stating that there is a linear-time algorithm for computing all eccentricities in median graphs with bounded dimension d, i.e. the dimension of the largest induced hypercube (note that 1-dimensional median graphs are exactly the forests). This prerequisite on d is not necessarily anymore to determine all eccentricities in subquadratic time. The execution time of our algorithm is O(n^{1.6456}log^{O(1)} n)

    New Results for the MAP Problem in Bayesian Networks

    Full text link
    This paper presents new results for the (partial) maximum a posteriori (MAP) problem in Bayesian networks, which is the problem of querying the most probable state configuration of some of the network variables given evidence. First, it is demonstrated that the problem remains hard even in networks with very simple topology, such as binary polytrees and simple trees (including the Naive Bayes structure). Such proofs extend previous complexity results for the problem. Inapproximability results are also derived in the case of trees if the number of states per variable is not bounded. Although the problem is shown to be hard and inapproximable even in very simple scenarios, a new exact algorithm is described that is empirically fast in networks of bounded treewidth and bounded number of states per variable. The same algorithm is used as basis of a Fully Polynomial Time Approximation Scheme for MAP under such assumptions. Approximation schemes were generally thought to be impossible for this problem, but we show otherwise for classes of networks that are important in practice. The algorithms are extensively tested using some well-known networks as well as random generated cases to show their effectiveness.Comment: A couple of typos were fixed, as well as the notation in part of section 4, which was misleading. Theoretical and empirical results have not change

    Recognizing Partial Cubes in Quadratic Time

    Full text link
    We show how to test whether a graph with n vertices and m edges is a partial cube, and if so how to find a distance-preserving embedding of the graph into a hypercube, in the near-optimal time bound O(n^2), improving previous O(nm)-time solutions.Comment: 25 pages, five figures. This version significantly expands previous versions, including a new report on an implementation of the algorithm and experiments with i
    corecore