147 research outputs found

    An Interactive Tool to Explore and Improve the Ply Number of Drawings

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    Given a straight-line drawing Γ\Gamma of a graph G=(V,E)G=(V,E), for every vertex vv the ply disk DvD_v is defined as a disk centered at vv where the radius of the disk is half the length of the longest edge incident to vv. The ply number of a given drawing is defined as the maximum number of overlapping disks at some point in R2\mathbb{R}^2. Here we present a tool to explore and evaluate the ply number for graphs with instant visual feedback for the user. We evaluate our methods in comparison to an existing ply computation by De Luca et al. [WALCOM'17]. We are able to reduce the computation time from seconds to milliseconds for given drawings and thereby contribute to further research on the ply topic by providing an efficient tool to examine graphs extensively by user interaction as well as some automatic features to reduce the ply number.Comment: Appears in the Proceedings of the 25th International Symposium on Graph Drawing and Network Visualization (GD 2017

    Cubic Planar Graphs That Cannot Be Drawn On Few Lines

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    For every integer l, we construct a cubic 3-vertex-connected planar bipartite graph G with O(l^3) vertices such that there is no planar straight-line drawing of G whose vertices all lie on l lines. This strengthens previous results on graphs that cannot be drawn on few lines, which constructed significantly larger maximal planar graphs. We also find apex-trees and cubic bipartite series-parallel graphs that cannot be drawn on a bounded number of lines

    Level-Planar Drawings with Few Slopes

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    We introduce and study level-planar straight-line drawings with a fixed number of slopes. For proper level graphs (all edges connect vertices of adjacent levels), we give an ( log2^{2} / log log )-time algorithm that either finds such a drawing or determines that no such drawing exists. Moreover, we consider the partial drawing extension problem, where we seek to extend an immutable drawing of a subgraph to a drawing of the whole graph, and the simultaneous drawing problem, which asks about the existence of drawings of two graphs whose restrictions to their shared subgraph coincide. We present (4/3^{4/3} log )-time and (10/3^{10/3} log )-time algorithms for these respective problems on proper level-planar graphs. We complement these positive results by showing that testing whether non-proper level graphs admit level-planar drawings with slopes is NP-hard even in restricted cases

    Ordered Level Planarity, Geodesic Planarity and Bi-Monotonicity

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    We introduce and study the problem Ordered Level Planarity which asks for a planar drawing of a graph such that vertices are placed at prescribed positions in the plane and such that every edge is realized as a y-monotone curve. This can be interpreted as a variant of Level Planarity in which the vertices on each level appear in a prescribed total order. We establish a complexity dichotomy with respect to both the maximum degree and the level-width, that is, the maximum number of vertices that share a level. Our study of Ordered Level Planarity is motivated by connections to several other graph drawing problems. Geodesic Planarity asks for a planar drawing of a graph such that vertices are placed at prescribed positions in the plane and such that every edge is realized as a polygonal path composed of line segments with two adjacent directions from a given set SS of directions symmetric with respect to the origin. Our results on Ordered Level Planarity imply NPNP-hardness for any SS with ∣S∣≥4|S|\ge 4 even if the given graph is a matching. Katz, Krug, Rutter and Wolff claimed that for matchings Manhattan Geodesic Planarity, the case where SS contains precisely the horizontal and vertical directions, can be solved in polynomial time [GD'09]. Our results imply that this is incorrect unless P=NPP=NP. Our reduction extends to settle the complexity of the Bi-Monotonicity problem, which was proposed by Fulek, Pelsmajer, Schaefer and \v{S}tefankovi\v{c}. Ordered Level Planarity turns out to be a special case of T-Level Planarity, Clustered Level Planarity and Constrained Level Planarity. Thus, our results strengthen previous hardness results. In particular, our reduction to Clustered Level Planarity generates instances with only two non-trivial clusters. This answers a question posed by Angelini, Da Lozzo, Di Battista, Frati and Roselli.Comment: Appears in the Proceedings of the 25th International Symposium on Graph Drawing and Network Visualization (GD 2017

    Higher-Order Visualization of Causal Structures in Dynamics Graphs

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    Graph or network representations are an important foundation for data mining and machine learning tasks in relational data. Many tools of network analysis, like centrality measures, information ranking, or cluster detection rest on the assumption that links capture direct influence, and that paths represent possible indirect influence. This assumption is invalidated in time-stamped network data capturing, e.g., dynamic social networks, biological sequences or financial transactions. In such data, for two time-stamped links (A,B) and (B,C) the chronological ordering and timing determines whether a causal path from node A via B to C exists. A number of works has shown that for that reason network analysis cannot be directly applied to time-stamped network data. Existing methods to address this issue require statistics on causal paths, which is computationally challenging for big data sets. Addressing this problem, we develop an efficient algorithm to count causal paths in time-stamped network data. Applying it to empirical data, we show that our method is more efficient than a baseline method implemented in an OpenSource data analytics package. Our method works efficiently for different values of the maximum time difference between consecutive links of a causal path and supports streaming scenarios. With it, we are closing a gap that hinders an efficient analysis of big time series data on complex networks

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development

    Planarity Variants for Directed Graphs

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