336 research outputs found
Algorithms for Stable Matching and Clustering in a Grid
We study a discrete version of a geometric stable marriage problem originally
proposed in a continuous setting by Hoffman, Holroyd, and Peres, in which
points in the plane are stably matched to cluster centers, as prioritized by
their distances, so that each cluster center is apportioned a set of points of
equal area. We show that, for a discretization of the problem to an
grid of pixels with centers, the problem can be solved in time , and we experiment with two slower but more practical algorithms and
a hybrid method that switches from one of these algorithms to the other to gain
greater efficiency than either algorithm alone. We also show how to combine
geometric stable matchings with a -means clustering algorithm, so as to
provide a geometric political-districting algorithm that views distance in
economic terms, and we experiment with weighted versions of stable -means in
order to improve the connectivity of the resulting clusters.Comment: 23 pages, 12 figures. To appear (without the appendices) at the 18th
International Workshop on Combinatorial Image Analysis, June 19-21, 2017,
Plovdiv, Bulgari
Improved Bounds for 3SUM, -SUM, and Linear Degeneracy
Given a set of real numbers, the 3SUM problem is to decide whether there
are three of them that sum to zero. Until a recent breakthrough by Gr{\o}nlund
and Pettie [FOCS'14], a simple -time deterministic algorithm for
this problem was conjectured to be optimal. Over the years many algorithmic
problems have been shown to be reducible from the 3SUM problem or its variants,
including the more generalized forms of the problem, such as -SUM and
-variate linear degeneracy testing (-LDT). The conjectured hardness of
these problems have become extremely popular for basing conditional lower
bounds for numerous algorithmic problems in P.
In this paper, we show that the randomized -linear decision tree
complexity of 3SUM is , and that the randomized -linear
decision tree complexity of -SUM and -LDT is , for any odd
. These bounds improve (albeit randomized) the corresponding
and decision tree bounds
obtained by Gr{\o}nlund and Pettie. Our technique includes a specialized
randomized variant of fractional cascading data structure. Additionally, we
give another deterministic algorithm for 3SUM that runs in time. The latter bound matches a recent independent bound by Freund
[Algorithmica 2017], but our algorithm is somewhat simpler, due to a better use
of word-RAM model
Computing the Greedy Spanner in Linear Space
The greedy spanner is a high-quality spanner: its total weight, edge count
and maximal degree are asymptotically optimal and in practice significantly
better than for any other spanner with reasonable construction time.
Unfortunately, all known algorithms that compute the greedy spanner of n points
use Omega(n^2) space, which is impractical on large instances. To the best of
our knowledge, the largest instance for which the greedy spanner was computed
so far has about 13,000 vertices.
We present a O(n)-space algorithm that computes the same spanner for points
in R^d running in O(n^2 log^2 n) time for any fixed stretch factor and
dimension. We discuss and evaluate a number of optimizations to its running
time, which allowed us to compute the greedy spanner on a graph with a million
vertices. To our knowledge, this is also the first algorithm for the greedy
spanner with a near-quadratic running time guarantee that has actually been
implemented
Dense point sets have sparse Delaunay triangulations
The spread of a finite set of points is the ratio between the longest and
shortest pairwise distances. We prove that the Delaunay triangulation of any
set of n points in R^3 with spread D has complexity O(D^3). This bound is tight
in the worst case for all D = O(sqrt{n}). In particular, the Delaunay
triangulation of any dense point set has linear complexity. We also generalize
this upper bound to regular triangulations of k-ply systems of balls, unions of
several dense point sets, and uniform samples of smooth surfaces. On the other
hand, for any n and D=O(n), we construct a regular triangulation of complexity
Omega(nD) whose n vertices have spread D.Comment: 31 pages, 11 figures. Full version of SODA 2002 paper. Also available
at http://www.cs.uiuc.edu/~jeffe/pubs/screw.htm
Distributed PCP Theorems for Hardness of Approximation in P
We present a new distributed model of probabilistically checkable proofs
(PCP). A satisfying assignment to a CNF formula is
shared between two parties, where Alice knows , Bob knows
, and both parties know . The goal is to have
Alice and Bob jointly write a PCP that satisfies , while
exchanging little or no information. Unfortunately, this model as-is does not
allow for nontrivial query complexity. Instead, we focus on a non-deterministic
variant, where the players are helped by Merlin, a third party who knows all of
.
Using our framework, we obtain, for the first time, PCP-like reductions from
the Strong Exponential Time Hypothesis (SETH) to approximation problems in P.
In particular, under SETH we show that there are no truly-subquadratic
approximation algorithms for Bichromatic Maximum Inner Product over
{0,1}-vectors, Bichromatic LCS Closest Pair over permutations, Approximate
Regular Expression Matching, and Diameter in Product Metric. All our
inapproximability factors are nearly-tight. In particular, for the first two
problems we obtain nearly-polynomial factors of ; only
-factor lower bounds (under SETH) were known before
Threesomes, Degenerates, and Love Triangles
The 3SUM problem is to decide, given a set of real numbers, whether any
three sum to zero. It is widely conjectured that a trivial -time
algorithm is optimal and over the years the consequences of this conjecture
have been revealed. This 3SUM conjecture implies 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 and give two subquadratic 3SUM
algorithms, a deterministic one running in
time and a randomized one running in time with
high probability. Our results lead directly to improved bounds for -variate
linear degeneracy testing for all odd . The problem is to decide, given
a linear function and a set , whether . We show the
decision tree complexity of this problem is .
Finally, we give a subcubic algorithm for a generalization of the
-product over real-valued matrices and apply it to the problem of
finding zero-weight triangles in weighted graphs. We give a
depth- decision tree for this problem, as well as an
algorithm running in time
Triangulating the Square and Squaring the Triangle: Quadtrees and Delaunay Triangulations are Equivalent
We show that Delaunay triangulations and compressed quadtrees are equivalent
structures. More precisely, we give two algorithms: the first computes a
compressed quadtree for a planar point set, given the Delaunay triangulation;
the second finds the Delaunay triangulation, given a compressed quadtree. Both
algorithms run in deterministic linear time on a pointer machine. Our work
builds on and extends previous results by Krznaric and Levcopolous and Buchin
and Mulzer. Our main tool for the second algorithm is the well-separated pair
decomposition(WSPD), a structure that has been used previously to find
Euclidean minimum spanning trees in higher dimensions (Eppstein). We show that
knowing the WSPD (and a quadtree) suffices to compute a planar Euclidean
minimum spanning tree (EMST) in linear time. With the EMST at hand, we can find
the Delaunay triangulation in linear time.
As a corollary, we obtain deterministic versions of many previous algorithms
related to Delaunay triangulations, such as splitting planar Delaunay
triangulations, preprocessing imprecise points for faster Delaunay computation,
and transdichotomous Delaunay triangulations.Comment: 37 pages, 13 figures, full version of a paper that appeared in SODA
201
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