3 research outputs found

    Computing Shapley Values in the Plane

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    We consider the problem of computing Shapley values for points in the plane, where each point is interpreted as a player, and the value of a coalition is defined by the area of usual geometric objects, such as the convex hull or the minimum axis-parallel bounding box. For sets of n points in the plane, we show how to compute in roughly O(n^{3/2}) time the Shapley values for the area of the minimum axis-parallel bounding box and the area of the union of the rectangles spanned by the origin and the input points. When the points form an increasing or decreasing chain, the running time can be improved to near-linear. In all these cases, we use linearity of the Shapley values and algebraic methods. We also show that Shapley values for the area of the convex hull or the minimum enclosing disk can be computed in O(n^2) and O(n^3) time, respectively. These problems are closely related to the model of stochastic point sets considered in computational geometry, but here we have to consider random insertion orders of the points instead of a probabilistic existence of points

    Computing Shapley Values for Mean Width in 3-D

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    The Shapley value is a common tool in game theory to evaluate the importance of a player in a cooperative setting. In a geometric context, it provides a way to measure the contribution of a geometric object in a set towards some function on the set. Recently, Cabello and Chan (SoCG 2019) presented algorithms for computing Shapley values for a number of functions for point sets in the plane. More formally, a coalition game consists of a set of players NN and a characteristic function v:2NRv: 2^N \to \mathbb{R} with v()=0v(\emptyset) = 0. Let π\pi be a uniformly random permutation of NN, and PN(π,i)P_N(\pi, i) be the set of players in NN that appear before player ii in the permutation π\pi. The Shapley value of the game is defined to be ϕ(i)=Eπ[v(PN(π,i){i})v(PN(π,i))]\phi(i) = \mathbb{E}_\pi[v(P_N(\pi, i) \cup \{i\}) - v(P_N(\pi, i))]. More intuitively, the Shapley value represents the impact of player ii's appearance over all insertion orders. We present an algorithm to compute Shapley values in 3-D, where we treat points as players and use the mean width of the convex hull as the characteristic function. Our algorithm runs in O(n3log2n)O(n^3\log^2{n}) time and O(n)O(n) space. Our approach is based on a new data structure for a variant of the dynamic convolution problem (u,v,p)(u, v, p), where we want to answer uvu\cdot v dynamically. Our data structure supports updating uu at position pp, incrementing and decrementing pp and rotating vv by 11. We present a data structure that supports nn operations in O(nlog2n)O(n\log^2{n}) time and O(n)O(n) space. Moreover, the same approach can be used to compute the Shapley values for the mean volume of the convex hull projection onto a uniformly random (d2)(d - 2)-subspace in O(ndlog2n)O(n^d\log^2{n}) time and O(n)O(n) space for a point set in dd-dimensional space (d3d \geq 3)

    On the complexity of halfspace area queries

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    Given a non convex simple polygon P , is it possible to construct a data structure which after preprocessing can answer halfspace area queries (i.e
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