60 research outputs found

    Guarding and Searching Polyhedra

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    Guarding and searching problems have been of fundamental interest since the early years of Computational Geometry. Both are well-developed areas of research and have been thoroughly studied in planar polygonal settings. In this thesis we tackle the Art Gallery Problem and the Searchlight Scheduling Problem in 3-dimensional polyhedral environments, putting special emphasis on edge guards and orthogonal polyhedra. We solve the Art Gallery Problem with reflex edge guards in orthogonal polyhedra having reflex edges in just two directions: generalizing a classic theorem by O'Rourke, we prove that r/2 + 1 reflex edge guards are sufficient and occasionally necessary, where r is the number of reflex edges. We also show how to compute guard locations in O(n log n) time. Then we investigate the Art Gallery Problem with mutually parallel edge guards in orthogonal polyhedra with e edges, showing that 11e/72 edge guards are always sufficient and can be found in linear time, improving upon the previous state of the art, which was e/6. We also give tight inequalities relating e with the number of reflex edges r, obtaining an upper bound on the guard number of 7r/12 + 1. We further study the Art Gallery Problem with edge guards in polyhedra having faces oriented in just four directions, obtaining a lower bound of e/6 - 1 edge guards and an upper bound of (e+r)/6 edge guards. All the previously mentioned results hold for polyhedra of any genus. Additionally, several guard types and guarding modes are discussed, namely open and closed edge guards, and orthogonal and non-orthogonal guarding. Next, we model the Searchlight Scheduling Problem, the problem of searching a given polyhedron by suitably turning some half-planes around their axes, in order to catch an evasive intruder. After discussing several generalizations of classic theorems, we study the problem of efficiently placing guards in a given polyhedron, in order to make it searchable. For general polyhedra, we give an upper bound of r^2 on the number of guards, which reduces to r for orthogonal polyhedra. Then we prove that it is strongly NP-hard to decide if a given polyhedron is entirely searchable by a given set of guards. We further prove that, even under the assumption that an orthogonal polyhedron is searchable, approximating the minimum search time within a small-enough constant factor to the optimum is still strongly NP-hard. Finally, we show that deciding if a specific region of an orthogonal polyhedron is searchable is strongly PSPACE-hard. By further improving our construction, we show that the same problem is strongly PSPACE-complete even for planar orthogonal polygons. Our last results are especially meaningful because no similar hardness theorems for 2-dimensional scenarios were previously known

    Wide-Area Surveillance System using a UAV Helicopter Interceptor and Sensor Placement Planning Techniques

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    This project proposes and describes the implementation of a wide-area surveillance system comprised of a sensor/interceptor placement planning and an interceptor unmanned aerial vehicle (UAV) helicopter. Given the 2-D layout of an area, the planning system optimally places perimeter cameras based on maximum coverage and minimal cost. Part of this planning system includes the MATLAB implementation of Erdem and Sclaroff’s Radial Sweep algorithm for visibility polygon generation. Additionally, 2-D camera modeling is proposed for both fixed and PTZ cases. Finally, the interceptor is also placed to minimize shortest-path flight time to any point on the perimeter during a detection event. Secondly, a basic flight control system for the UAV helicopter is designed and implemented. The flight control system’s primary goal is to hover the helicopter in place when a human operator holds an automatic-flight switch. This system represents the first step in a complete waypoint-navigation flight control system. The flight control system is based on an inertial measurement unit (IMU) and a proportional-integral-derivative (PID) controller. This system is implemented using a general-purpose personal computer (GPPC) running Windows XP and other commercial off-the-shelf (COTS) hardware. This setup differs from other helicopter control systems which typically use custom embedded solutions or micro-controllers. Experiments demonstrate the sensor placement planning achieving \u3e90% coverage at optimized-cost for several typical areas given multiple camera types and parameters. Furthermore, the helicopter flight control system experiments achieve hovering success over short flight periods. However, the final conclusion is that the COTS IMU is insufficient for high-speed, high-frequency applications such as a helicopter control system

    Decomposing and packing polygons / Dania el-Khechen.

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    In this thesis, we study three different problems in the field of computational geometry: the partitioning of a simple polygon into two congruent components, the partitioning of squares and rectangles into equal area components while minimizing the perimeter of the cuts, and the packing of the maximum number of squares in an orthogonal polygon. To solve the first problem, we present three polynomial time algorithms which given a simple polygon P partitions it, if possible, into two congruent and possibly nonsimple components P 1 and P 2 : an O ( n 2 log n ) time algorithm for properly congruent components and an O ( n 3 ) time algorithm for mirror congruent components. In our analysis of the second problem, we experimentally find new bounds on the optimal partitions of squares and rectangles into equal area components. The visualization of the best determined solutions allows us to conjecture some characteristics of a class of optimal solutions. Finally, for the third problem, we present three linear time algorithms for packing the maximum number of unit squares in three subclasses of orthogonal polygons: the staircase polygons, the pyramids and Manhattan skyline polygons. We also study a special case of the problem where the given orthogonal polygon has vertices with integer coordinates and the squares to pack are (2 {604} 2) squares. We model the latter problem with a binary integer program and we develop a system that produces and visualizes optimal solutions. The observation of such solutions aided us in proving some characteristics of a class of optimal solutions

    Large bichromatic point sets admit empty monochromatic 4-gons

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    We consider a variation of a problem stated by Erd˝os and Szekeres in 1935 about the existence of a number fES(k) such that any set S of at least fES(k) points in general position in the plane has a subset of k points that are the vertices of a convex k-gon. In our setting the points of S are colored, and we say that a (not necessarily convex) spanned polygon is monochromatic if all its vertices have the same color. Moreover, a polygon is called empty if it does not contain any points of S in its interior. We show that any bichromatic set of n ≥ 5044 points in R2 in general position determines at least one empty, monochromatic quadrilateral (and thus linearly many).Postprint (published version

    16th Scandinavian Symposium and Workshops on Algorithm Theory: SWAT 2018, June 18-20, 2018, Malmö University, Malmö, Sweden

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    Sampling-based coverage path planning for complex 3D structures

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2012.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from student-submitted PDF version of thesis.Includes bibliographical references (p. 173-186).Path planning is an essential capability for autonomous robots, and many applications impose challenging constraints alongside the standard requirement of obstacle avoidance. Coverage planning is one such task, in which a single robot must sweep its end effector over the entirety of a known workspace. For two-dimensional environments, optimal algorithms are documented and well-understood. For threedimensional structures, however, few of the available heuristics succeed over occluded regions and low-clearance areas. This thesis makes several contributions to sampling-based coverage path planning, for use on complex three-dimensional structures. First, we introduce a new algorithm for planning feasible coverage paths. It is more computationally efficient in problems of complex geometry than the well-known dual sampling method, especially when high-quality solutions are desired. Second, we present an improvement procedure that iteratively shortens and smooths a feasible coverage path; robot configurations are adjusted without violating any coverage constraints. Third, we propose a modular algorithm that allows the simple components of a structure to be covered using planar, back-and-forth sweep paths. An analysis of probabilistic completeness, the first of its kind applied to coverage planning, accompanies each of these algorithms, as well as ensemble computational results. The motivating application throughout this work has been autonomous, in-water ship hull inspection. Shafts, propellers, and control surfaces protrude from a ship hull and pose a challenging coverage problem at the stern. Deployment of a sonar-equipped underwater robot on six large vessels has led to robust operations that yield triangle mesh models of these structures; these models form the basis for planning inspections at close range. We give results from a coverage plan executed at the stern of a US Coast Guard Cutter, and results are also presented from an indoor experiment using a precision scanning laser and gantry positioning system.by Brendan J. Englot.Ph.D

    Limited range coverage problems

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    Doutoramento em MatemáticaTal como o título indica, esta tese estuda problemas de cobertura com alcance limitado. Dado um conjunto de antenas (ou qualquer outro dispositivo sem fios capaz de receber ou transmitir sinais), o objectivo deste trabalho é calcular o alcance mínimo das antenas de modo a que estas cubram completamente um caminho entre dois pontos numa região. Um caminho que apresente estas características é um itinerário seguro. A definição de cobertura é variável e depende da aplicação a que se destina. No caso de situações críticas como o controlo de fogos ou cenários militares, a definição de cobertura recorre à utilização de mais do que uma antena para aumentar a eficácia deste tipo de vigilância. No entanto, o alcance das antenas deverá ser minimizado de modo a manter a vigilância activa o maior tempo possível. Consequentemente, esta tese está centrada na resolução deste problema de optimização e na obtenção de uma solução particular para cada caso. Embora este problema de optimização tenha sido investigado como um problema de cobertura, é possível estabelecer um paralelismo entre problemas de cobertura e problemas de iluminação e vigilância, que são habitualmente designados como problemas da Galeria de Arte. Para converter um problema de cobertura num de iluminação basta considerar um conjunto de luzes em vez de um conjunto de antenas e submetê-lo a restrições idênticas. O principal tema do conjunto de problemas da Galeria de Arte abordado nesta tese é a 1-boa iluminação. Diz-se que um objecto está 1-bem iluminado por um conjunto de luzes se o invólucro convexo destas contém o objecto, tornando assim este conceito num tipo de iluminação de qualidade. O objectivo desta parte do trabalho é então minimizar o alcance das luzes de modo a manter uma iluminação de qualidade. São também apresentadas duas variantes da 1-boa iluminação: a iluminação ortogonal e a boa !-iluminação. Esta última tem aplicações em problemas de profundidade e visualização de dados, temas que são frequentemente abordados em estatística. A resolução destes problemas usando o diagrama de Voronoi Envolvente (uma variante do diagrama de Voronoi adaptada a problemas de boa iluminação) é também proposta nesta tese.As the title implies, this thesis studies limited range coverage problems. Given a set of antennas (or any wireless device able to send or receive some sort of signal), the objective of the discussion that follows is to calculate the antennas’ minimum range so that a path between two points within a region is covered by the antennas, a path known as a safe route. The definition of coverage is variable and depends on the applications. In some instances, for example, when monitoring is critical as in the case of fires or military, the definition of coverage necessarily involves the use of multiple antennas to increase the effectiveness of monitoring. However, it is also desirable to extend a network’s lifespan, normally achieved by minimising the antennas’ range. Therefore the focus of this thesis will be the resolution of this dual problem and an affective solution is offered for each case. Although this question has been researched as an issue of coverage, it is also possible to establish a relation between coverage and illumination and visibility, known as Art Gallery problems. To conceptualise coverage problems as Art Gallery problems, all that is needed is to consider a set of lights instead of a set of antennas, which are subject to a similar set of restrictions. The main focus of the Art Gallery problems addressed in this thesis is 1-good illumination. An object is 1-well illuminated if it is fully contained by the convex hull of a set of lights, making this a type of quality illumination. The objective of the discussion that follows is therefore to minimise the lights’ range whilst maintaining a quality illumination. Moreover, two variants of 1-good illumination are also presented: orthogonal good illumination and good ! -illumination. The latter being related to data depth problems and data visualisation that are frequently used in statistics. The resolution of these problems using the Embracing Voronoi diagram (a variant of Voronoi diagrams adapted to good illumination) is also discussed in this thesis

    Online problems and two-player games : algorithms and analysis

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    In this thesis we study three problems that are adversarial in nature. Such problems can be viewed as a game between an algorithm and an adversary, where the adversary always tries to force the algorithm into worst-case scenarios during its execution. Many real world problems with inherent uncertainty or lack of information fit into this model. For instance, it includes the vast field of online problems where the input is only partially available and an adversary reveals the complete input gradually over time (online fashion). The algorithm has to perform efficiently under this uncertainty. In contrast to the online setting, in an offline setting, the complete input is available in the beginning. The first problem that we investigate is a classical online scheduling problem where a sequence of jobs that arrive online have to be assigned to a set of identical machines with the objective of minimizing the maximum load. We study a natural generalization of this problem where we allow migration of already scheduled jobs to other machines upon the arrival of a new job, thus bridging the gap between online and offline setting. Already for a small amount of migration, our result compares with the best results to date in both online and offline settings. From the point of view of sensitivity analysis, our results imply that, only small changes are to be made to the current schedule to accommodate a new job, if we are satisfied with near optimal solution. The other online problem that we study is the well-known metrical task systems problem. We present a probabilistic analysis of the well-known text book algorithm called the work function algorithm. Besides average-case analysis we also present smoothed analysis, which is a notion introduced recently as a hybrid between worst-case and average-case analysis. Our analysis reveals that the performance of this algorithm is much better than worst-case for a large class of inputs. This motivates us to support smoothed analysis as an alternative model for evaluating the performance of online algorithms. The third problem that we investigate is a pursuit-evasion game: an algorithm (the pursuer) has to find/catch an adversary that is \u27hiding\u27; in a graph where both players can travel in the graph. This problem belongs to the rich field of search games and it addresses the question of how long it takes for the pursuer to find the evader in a given graph that, for example, corresponds to a computer network or a geographic terrain. Such game models are also used to design efficient communication protocols. We present improved results against adversaries with varying power and also present tight lower bounds.In der vorliegenden Arbeit beschäftigen wir uns mit drei Problemen, welche als eine Art Spiel zwischen einem Algorithmus und seinem Gegenspieler interpretiert werden können. In diesem Spiel versucht der Gegenspieler, den Algorithmus während seiner Ausführung in sein Worst-Case Verhalten zu zwingen. Eine Vielzahl von praxisrelevanten Problemen, in denen nicht von Beginn an die volle Information über die Eingabeinstanz zur Verfügung steht, lassen sich als derartige Spiele modellieren. Zu dieser Klasse von Problemen gehören z. B. auch online Probleme, in denen der Gegenspieler die Eingabeinstanz für den Algorithmus online, d. h. während der Ausführung des Algorithmus, spezifiziert. Das Ziel des Algorithmus ist es, auf dieser so spezifizierten Instanz möglichst effizient zu sein. Im Gegensatz zum online Szenario kennt der Algorithmus im offline Szenario die gesamte Eingabeinstanz gleich von Beginn an. Im online Szenario wird die Effizienz eines (online) Algorithmus anhand seines Competitive Ratio gemessen. Ein Algorithmus ist c-competitive, wenn die Kosten, die der Algorithmus auf einer beliebigen online Eingabe verursacht, maximal einen Faktor c von den Kosten eines optimalen (offline) Algorithmus, der die gesamte Eingabe kennt, entfernt ist. Das erste Problem, dass wir betrachten, ist ein klassisches Scheduling Problem, in dem Jobs online eintreffen und auf identischen parallelen Maschinen verteilt werden müssen. Das Ziel ist es, die maximale Maschinenlast zu minimieren. Das zweite online Problem, dass wir betrachten, ist das Metrical Task System Problem. Als drittes Problem analysieren wir ein "Katz-und-Maus-Spiel\u27;: eine Katze (der Algorithmus) und eine Maus (der Gegenspieler) befinden sich in einem Graphen und die Katze versucht, die Maus zu fangen
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