553 research outputs found

    Competitive Online Search Trees on Trees

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    We consider the design of adaptive data structures for searching elements of a tree-structured space. We use a natural generalization of the rotation-based online binary search tree model in which the underlying search space is the set of vertices of a tree. This model is based on a simple structure for decomposing graphs, previously known under several names including elimination trees, vertex rankings, and tubings. The model is equivalent to the classical binary search tree model exactly when the underlying tree is a path. We describe an online O(log⁥log⁥n)O(\log \log n)-competitive search tree data structure in this model, matching the best known competitive ratio of binary search trees. Our method is inspired by Tango trees, an online binary search tree algorithm, but critically needs several new notions including one which we call Steiner-closed search trees, which may be of independent interest. Moreover our technique is based on a novel use of two levels of decomposition, first from search space to a set of Steiner-closed trees, and secondly from these trees into paths

    Searching for patterns in Conway's Game of Life

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    Conway’s Game of Life (Life) is a simple cellular automaton, discovered by John Conway in 1970, that exhibits complex emergent behavior. Life-enthusiasts have been looking for building blocks with specific properties (patterns) to answer unsolved problems in Life for the past five decades. Finding patterns in Life is difficult due to the large search space. Current search algorithms use an explorative approach based on the rules of the game, but this can only sample a small fraction of the search space. More recently, people have used Sat solvers to search for patterns. These solvers are not specifically tuned to this problem and thus waste a lot of time processing Life’s rules in an engine that does not understand them. We propose a novel Sat-based approach that replaces the binary tree used by traditional Sat solvers with a grid-based approach, complemented by an injection of Game of Life specific knowledge. This leads to a significant speedup in searching. As a fortunate side effect, our solver can be generalized to solve general Sat problems. Because it is grid-based, all manipulations are embarrassingly parallel, allowing implementation on massively parallel hardware

    Software architecture for modeling and distributing virtual environments

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    The development and application of metaheuristics for problems in graph theory: A computational study

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.It is known that graph theoretic models have extensive application to real-life discrete optimization problems. Many of these models are NP-hard and, as a result, exact methods may be impractical for large scale problem instances. Consequently, there is a great interest in developing e±cient approximate methods that yield near-optimal solutions in acceptable computational times. A class of such methods, known as metaheuristics, have been proposed with success. This thesis considers some recently proposed NP-hard combinatorial optimization problems formulated on graphs. In particular, the min- imum labelling spanning tree problem, the minimum labelling Steiner tree problem, and the minimum quartet tree cost problem, are inves- tigated. Several metaheuristics are proposed for each problem, from classical approximation algorithms to novel approaches. A compre- hensive computational investigation in which the proposed methods are compared with other algorithms recommended in the literature is reported. The results show that the proposed metaheuristics outper- form the algorithms recommended in the literature, obtaining optimal or near-optimal solutions in short computational running times. In addition, a thorough analysis of the implementation of these methods provide insights for the implementation of metaheuristic strategies for other graph theoretic problems

    read:write. Digital possibilities for literature

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    This report was commissioned by the literature department of Arts Council England (ACE) to gather an overview of how companies, organisations and individuals in the commercial and funded sectors are using Web 2.0 to market fiction, poetry and live literature; spot writing talent; guide readers and potential readers; create, share and review writing. In particular the authors were asked to look at: what opportunities digitisation offers to writers, publishers and other literature organisations how funded organisations can achieve greater sustainability/self-sufficiency or lower costs by making use of technology how organisations can develop audiences and increase participation through use of digital media. The report was commissioned at a formative stage of ACE\u27s digital strategy development, so the research was conducted as an iterative process. The bulk of the research was conducted through interviews and desk research, informed by the experience and expertise of Institute personnel. Interviews informed the desk research and vice versa, and the direction and emphasis of the report evolved in a series of meetings with ACE personnel. The core of this report lies in the case studies. After an initial period of Web research and informal discussion with key individuals in the sector, the authors developed a baseline questionnaire covering key areas. These included technology, site maintenance, resourcing and future hopes and needs. Though each organisation interviewed had different needs and priorities, and the interview was adapted accordingly in each case, we used this baseline to identify themes that persisted across different areas. In addition to the interviews, the authors conducted extensive Web-based research covering both UK and international literature organisations. This formed the basis of subsector overviews that combine with the case studies
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