9,792 research outputs found

    Orthogonal Range Searching in Moderate Dimensions: k-d Trees and Range Trees Strike Back

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    We revisit the orthogonal range searching problem and the exact l_infinity nearest neighbor searching problem for a static set of n points when the dimension d is moderately large. We give the first data structure with near linear space that achieves truly sublinear query time when the dimension is any constant multiple of log n. Specifically, the preprocessing time and space are O(n^{1+delta}) for any constant delta>0, and the expected query time is n^{1-1/O(c log c)} for d = c log n. The data structure is simple and is based on a new "augmented, randomized, lopsided" variant of k-d trees. It matches (in fact, slightly improves) the performance of previous combinatorial algorithms that work only in the case of offline queries [Impagliazzo, Lovett, Paturi, and Schneider (2014) and Chan (SODA\u2715)]. It leads to slightly faster combinatorial algorithms for all-pairs shortest paths in general real-weighted graphs and rectangular Boolean matrix multiplication. In the offline case, we show that the problem can be reduced to the Boolean orthogonal vectors problem and thus admits an n^{2-1/O(log c)}-time non-combinatorial algorithm [Abboud, Williams, and Yu (SODA\u2715)]. This reduction is also simple and is based on range trees. Finally, we use a similar approach to obtain a small improvement to Indyk\u27s data structure [FOCS\u2798] for approximate l_infinity nearest neighbor search when d = c log n

    Ad auctions and cascade model: GSP inefficiency and algorithms

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    The design of the best economic mechanism for Sponsored Search Auctions (SSAs) is a central task in computational mechanism design/game theory. Two open questions concern the adoption of user models more accurate than that one currently used and the choice between Generalized Second Price auction (GSP) and Vickrey-Clark-Groves mechanism (VCG). In this paper, we provide some contributions to answer these questions. We study Price of Anarchy (PoA) and Price of Stability (PoS) over social welfare and auctioneer's revenue of GSP w.r.t. the VCG when the users follow the famous cascade model. Furthermore, we provide exact, randomized, and approximate algorithms, showing that in real-world settings (Yahoo! Webscope A3 dataset, 10 available slots) optimal allocations can be found in less than 1s with up to 1000 ads, and can be approximated in less than 20ms even with more than 1000 ads with an average accuracy greater than 99%.Comment: AAAI16, to appea

    Threesomes, Degenerates, and Love Triangles

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    The 3SUM problem is to decide, given a set of nn real numbers, whether any three sum to zero. It is widely conjectured that a trivial O(n2)O(n^2)-time algorithm is optimal and over the years the consequences of this conjecture have been revealed. This 3SUM conjecture implies Ω(n2)\Omega(n^2) lower bounds on numerous problems in computational geometry and a variant of the conjecture implies strong lower bounds on triangle enumeration, dynamic graph algorithms, and string matching data structures. In this paper we refute the 3SUM conjecture. We prove that the decision tree complexity of 3SUM is O(n3/2logn)O(n^{3/2}\sqrt{\log n}) and give two subquadratic 3SUM algorithms, a deterministic one running in O(n2/(logn/loglogn)2/3)O(n^2 / (\log n/\log\log n)^{2/3}) time and a randomized one running in O(n2(loglogn)2/logn)O(n^2 (\log\log n)^2 / \log n) time with high probability. Our results lead directly to improved bounds for kk-variate linear degeneracy testing for all odd k3k\ge 3. The problem is to decide, given a linear function f(x1,,xk)=α0+1ikαixif(x_1,\ldots,x_k) = \alpha_0 + \sum_{1\le i\le k} \alpha_i x_i and a set ARA \subset \mathbb{R}, whether 0f(Ak)0\in f(A^k). We show the decision tree complexity of this problem is O(nk/2logn)O(n^{k/2}\sqrt{\log n}). Finally, we give a subcubic algorithm for a generalization of the (min,+)(\min,+)-product over real-valued matrices and apply it to the problem of finding zero-weight triangles in weighted graphs. We give a depth-O(n5/2logn)O(n^{5/2}\sqrt{\log n}) decision tree for this problem, as well as an algorithm running in time O(n3(loglogn)2/logn)O(n^3 (\log\log n)^2/\log n)

    Join-Reachability Problems in Directed Graphs

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    For a given collection G of directed graphs we define the join-reachability graph of G, denoted by J(G), as the directed graph that, for any pair of vertices a and b, contains a path from a to b if and only if such a path exists in all graphs of G. Our goal is to compute an efficient representation of J(G). In particular, we consider two versions of this problem. In the explicit version we wish to construct the smallest join-reachability graph for G. In the implicit version we wish to build an efficient data structure (in terms of space and query time) such that we can report fast the set of vertices that reach a query vertex in all graphs of G. This problem is related to the well-studied reachability problem and is motivated by emerging applications of graph-structured databases and graph algorithms. We consider the construction of join-reachability structures for two graphs and develop techniques that can be applied to both the explicit and the implicit problem. First we present optimal and near-optimal structures for paths and trees. Then, based on these results, we provide efficient structures for planar graphs and general directed graphs
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