147 research outputs found

    Extremal properties of flood-filling games

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    The problem of determining the number of "flooding operations" required to make a given coloured graph monochromatic in the one-player combinatorial game Flood-It has been studied extensively from an algorithmic point of view, but basic questions about the maximum number of moves that might be required in the worst case remain unanswered. We begin a systematic investigation of such questions, with the goal of determining, for a given graph, the maximum number of moves that may be required, taken over all possible colourings. We give several upper and lower bounds on this quantity for arbitrary graphs and show that all of the bounds are tight for trees; we also investigate how much the upper bounds can be improved if we restrict our attention to graphs with higher edge-density.Comment: Final version, accepted to DMTC

    The complexity of Free-Flood-It on 2xn boards

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    We consider the complexity of problems related to the combinatorial game Free-Flood-It, in which players aim to make a coloured graph monochromatic with the minimum possible number of flooding operations. Our main result is that computing the length of an optimal sequence is fixed parameter tractable (with the number of colours present as a parameter) when restricted to rectangular 2xn boards. We also show that, when the number of colours is unbounded, the problem remains NP-hard on such boards. This resolves a question of Clifford, Jalsenius, Montanaro and Sach (2010)

    How Bad is the Freedom to Flood-It?

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    Fixed-Flood-It and Free-Flood-It are combinatorial problems on graphs that generalize a very popular puzzle called Flood-It. Both problems consist of recoloring moves whose goal is to produce a monochromatic ("flooded") graph as quickly as possible. Their difference is that in Free-Flood-It the player has the additional freedom of choosing the vertex to play in each move. In this paper, we investigate how this freedom affects the complexity of the problem. It turns out that the freedom is bad in some sense. We show that some cases trivially solvable for Fixed-Flood-It become intractable for Free-Flood-It. We also show that some tractable cases for Fixed-Flood-It are still tractable for Free-Flood-It but need considerably more involved arguments. We finally present some combinatorial properties connecting or separating the two problems. In particular, we show that the length of an optimal solution for Fixed-Flood-It is always at most twice that of Free-Flood-It, and this is tight

    How Bad is the Freedom to Flood-It?

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    International audienceFixed-Flood-It and Free-Flood-It are combinatorial problems on graphs that generalize a very popular puzzle called Flood-It. Both problems consist of recoloring moves whose goal is to produce a monochromatic ("flooded") graph as quickly as possible. Their difference is that in Free-Flood-It the player has the additional freedom of choosing the vertex to play in each move. In this paper, we investigate how this freedom affects the complexity of the problem. It turns out that the freedom is bad in some sense. We show that some cases trivially solvable for Fixed-Flood-It become intractable for Free-Flood-It. We also show that some tractable cases for Fixed-Flood-It are still tractable for Free-Flood-It but need considerably more involved arguments. We finally present some combinatorial properties connecting or separating the two problems. In particular, we show that the length of an optimal solution for Fixed-Flood-It is always at most twice that of Free-Flood-It, and this is tight

    Dragon-kings: mechanisms, statistical methods and empirical evidence

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    This introductory article presents the special Discussion and Debate volume "From black swans to dragon-kings, is there life beyond power laws?" published in Eur. Phys. J. Special Topics in May 2012. We summarize and put in perspective the contributions into three main themes: (i) mechanisms for dragon-kings, (ii) detection of dragon-kings and statistical tests and (iii) empirical evidence in a large variety of natural and social systems. Overall, we are pleased to witness significant advances both in the introduction and clarification of underlying mechanisms and in the development of novel efficient tests that demonstrate clear evidence for the presence of dragon-kings in many systems. However, this positive view should be balanced by the fact that this remains a very delicate and difficult field, if only due to the scarcity of data as well as the extraordinary important implications with respect to hazard assessment, risk control and predictability.Comment: 20 page

    Nonholonomic Motion Planning as Efficient as Piano Mover's

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    We present an algorithm for non-holonomic motion planning (or 'parking a car') that is as computationally efficient as a simple approach to solving the famous Piano-mover's problem, where the non-holonomic constraints are ignored. The core of the approach is a graph-discretization of the problem. The graph-discretization is provably accurate in modeling the non-holonomic constraints, and yet is nearly as small as the straightforward regular grid discretization of the Piano-mover's problem into a 3D volume of 2D position plus angular orientation. Where the Piano mover's graph has one vertex and edges to six neighbors each, we have three vertices with a total of ten edges, increasing the graph size by less than a factor of two, and this factor does not depend on spatial or angular resolution. The local edge connections are organized so that they represent globally consistent turn and straight segments. The graph can be used with Dijkstra's algorithm, A*, value iteration or any other graph algorithm. Furthermore, the graph has a structure that lends itself to processing with deterministic massive parallelism. The turn and straight curves divide the configuration space into many parallel groups. We use this to develop a customized 'kernel-style' graph processing method. It results in an N-turn planner that requires no heuristics or load balancing and is as efficient as a simple solution to the Piano mover's problem even in sequential form. In parallel form it is many times faster than the sequential processing of the graph, and can run many times a second on a consumer grade GPU while exploring a configuration space pose grid with very high spatial and angular resolution. We prove approximation quality and computational complexity and demonstrate that it is a flexible, practical, reliable, and efficient component for a production solution.Comment: 34 pages, 37 figures, 9 tables, 4 graphs, 8 insert

    Un arbre des formes pour les images multivariées

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    Nowadays, the demand for multi-scale and region-based analysis in many computer vision and pattern recognition applications is obvious. No one would consider a pixel-based approach as a good candidate to solve such problems. To meet this need, the Mathematical Morphology (MM) framework has supplied region-based hierarchical representations of images such as the Tree of Shapes (ToS). The ToS represents the image in terms of a tree of the inclusion of its level-lines. The ToS is thus self-dual and contrast-change invariant which make it well-adapted for high-level image processing. Yet, it is only defined on grayscale images and most attempts to extend it on multivariate images - e.g. by imposing an “arbitrary” total ordering - are not satisfactory. In this dissertation, we present the Multivariate Tree of Shapes (MToS) as a novel approach to extend the grayscale ToS on multivariate images. This representation is a mix of the ToS's computed marginally on each channel of the image; it aims at merging the marginal shapes in a “sensible” way by preserving the maximum number of inclusion. The method proposed has theoretical foundations expressing the ToS in terms of a topographic map of the curvilinear total variation computed from the image border; which has allowed its extension on multivariate data. In addition, the MToS features similar properties as the grayscale ToS, the most important one being its invariance to any marginal change of contrast and any marginal inversion of contrast (a somewhat “self-duality” in the multidimensional case). As the need for efficient image processing techniques is obvious regarding the larger and larger amount of data to process, we propose an efficient algorithm that can be build the MToS in quasi-linear time w.r.t. the number of pixels and quadraticw.r.t. the number of channels. We also propose tree-based processing algorithms to demonstrate in practice, that the MToS is a versatile, easy-to-use, and efficient structure. Eventually, to validate the soundness of our approach, we propose some experiments testing the robustness of the structure to non-relevant components (e.g. with noise or with low dynamics) and we show that such defaults do not affect the overall structure of the MToS. In addition, we propose many real-case applications using the MToS. Many of them are just a slight modification of methods employing the “regular” ToS and adapted to our new structure. For example, we successfully use the MToS for image filtering, image simplification, image segmentation, image classification and object detection. From these applications, we show that the MToS generally outperforms its ToS-based counterpart, demonstrating the potential of our approachDe nombreuses applications issues de la vision par ordinateur et de la reconnaissance des formes requièrent une analyse de l'image multi-échelle basée sur ses régions. De nos jours, personne ne considérerait une approche orientée « pixel » comme une solution viable pour traiter ce genre de problèmes. Pour répondre à cette demande, la Morphologie Mathématique a fourni des représentations hiérarchiques des régions de l'image telles que l'Arbre des Formes (AdF). L'AdF représente l'image par un arbre d'inclusion de ses lignes de niveaux. L'AdF est ainsi auto-dual et invariant au changement de contraste, ce qui fait de lui une structure bien adaptée aux traitements d'images de haut niveau. Néanmoins, il est seulement défini aux images en niveaux de gris et la plupart des tentatives d'extension aux images multivariées (e.g. en imposant un ordre total «arbitraire ») ne sont pas satisfaisantes. Dans ce manuscrit, nous présentons une nouvelle approche pour étendre l'AdF scalaire aux images multivariées : l'Arbre des Formes Multivarié (AdFM). Cette représentation est une « fusion » des AdFs calculés marginalement sur chaque composante de l'image. On vise à fusionner les formes marginales de manière « sensée » en préservant un nombre maximal d'inclusion. La méthode proposée a des fondements théoriques qui consistent en l'expression de l'AdF par une carte topographique de la variation totale curvilinéaire depuis la bordure de l'image. C'est cette reformulation qui a permis l'extension de l'AdF aux données multivariées. De plus, l'AdFM partage des propriétés similaires avec l'AdF scalaire ; la plus importante étant son invariance à tout changement ou inversion de contraste marginal (une sorte d'auto-dualité dans le cas multidimensionnel). Puisqu'il est évident que, vis-à-vis du nombre sans cesse croissant de données à traiter, nous ayons besoin de techniques rapides de traitement d'images, nous proposons un algorithme efficace qui permet de construire l'AdF en temps quasi-linéaire vis-à-vis du nombre de pixels et quadratique vis-à-vis du nombre de composantes. Nous proposons également des algorithmes permettant de manipuler l'arbre, montrant ainsi que, en pratique, l'AdFM est une structure facile à manipuler, polyvalente, et efficace. Finalement, pour valider la pertinence de notre approche, nous proposons quelques expériences testant la robustesse de notre structure aux composantes non-pertinentes (e.g. avec du bruit ou à faible dynamique) et nous montrons que ces défauts n'affectent pas la structure globale de l'AdFM. De plus, nous proposons des applications concrètes utilisant l'AdFM. Certaines sont juste des modifications mineures aux méthodes employant d'ores et déjà l'AdF scalaire mais adaptées à notre nouvelle structure. Par exemple, nous utilisons l'AdFM à des fins de filtrage, segmentation, classification et de détection d'objet. De ces applications, nous montrons ainsi que les méthodes basées sur l'AdFM surpassent généralement leur analogue basé sur l'AdF, démontrant ainsi le potentiel de notre approch

    Resource allocation technique for powerline network using a modified shuffled frog-leaping algorithm

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    Resource allocation (RA) techniques should be made efficient and optimized in order to enhance the QoS (power & bit, capacity, scalability) of high-speed networking data applications. This research attempts to further increase the efficiency towards near-optimal performance. RA’s problem involves assignment of subcarriers, power and bit amounts for each user efficiently. Several studies conducted by the Federal Communication Commission have proven that conventional RA approaches are becoming insufficient for rapid demand in networking resulted in spectrum underutilization, low capacity and convergence, also low performance of bit error rate, delay of channel feedback, weak scalability as well as computational complexity make real-time solutions intractable. Mainly due to sophisticated, restrictive constraints, multi-objectives, unfairness, channel noise, also unrealistic when assume perfect channel state is available. The main goal of this work is to develop a conceptual framework and mathematical model for resource allocation using Shuffled Frog-Leap Algorithm (SFLA). Thus, a modified SFLA is introduced and integrated in Orthogonal Frequency Division Multiplexing (OFDM) system. Then SFLA generated random population of solutions (power, bit), the fitness of each solution is calculated and improved for each subcarrier and user. The solution is numerically validated and verified by simulation-based powerline channel. The system performance was compared to similar research works in terms of the system’s capacity, scalability, allocated rate/power, and convergence. The resources allocated are constantly optimized and the capacity obtained is constantly higher as compared to Root-finding, Linear, and Hybrid evolutionary algorithms. The proposed algorithm managed to offer fastest convergence given that the number of iterations required to get to the 0.001% error of the global optimum is 75 compared to 92 in the conventional techniques. Finally, joint allocation models for selection of optima resource values are introduced; adaptive power and bit allocators in OFDM system-based Powerline and using modified SFLA-based TLBO and PSO are propose
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