24,113 research outputs found

    Route Planning in Transportation Networks

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    We survey recent advances in algorithms for route planning in transportation networks. For road networks, we show that one can compute driving directions in milliseconds or less even at continental scale. A variety of techniques provide different trade-offs between preprocessing effort, space requirements, and query time. Some algorithms can answer queries in a fraction of a microsecond, while others can deal efficiently with real-time traffic. Journey planning on public transportation systems, although conceptually similar, is a significantly harder problem due to its inherent time-dependent and multicriteria nature. Although exact algorithms are fast enough for interactive queries on metropolitan transit systems, dealing with continent-sized instances requires simplifications or heavy preprocessing. The multimodal route planning problem, which seeks journeys combining schedule-based transportation (buses, trains) with unrestricted modes (walking, driving), is even harder, relying on approximate solutions even for metropolitan inputs.Comment: This is an updated version of the technical report MSR-TR-2014-4, previously published by Microsoft Research. This work was mostly done while the authors Daniel Delling, Andrew Goldberg, and Renato F. Werneck were at Microsoft Research Silicon Valle

    Transit Node Routing Reconsidered

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    Transit Node Routing (TNR) is a fast and exact distance oracle for road networks. We show several new results for TNR. First, we give a surprisingly simple implementation fully based on Contraction Hierarchies that speeds up preprocessing by an order of magnitude approaching the time for just finding a CH (which alone has two orders of magnitude larger query time). We also develop a very effective purely graph theoretical locality filter without any compromise in query times. Finally, we show that a specialization to the online many-to-one (or one-to-many) shortest path further speeds up query time by an order of magnitude. This variant even has better query time than the fastest known previous methods which need much more space.Comment: 19 pages, submitted to SEA'201

    Gunrock: A High-Performance Graph Processing Library on the GPU

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    For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs have been two significant challenges for developing a programmable high-performance graph library. "Gunrock", our graph-processing system designed specifically for the GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on operations on a vertex or edge frontier. Gunrock achieves a balance between performance and expressiveness by coupling high performance GPU computing primitives and optimization strategies with a high-level programming model that allows programmers to quickly develop new graph primitives with small code size and minimal GPU programming knowledge. We evaluate Gunrock on five key graph primitives and show that Gunrock has on average at least an order of magnitude speedup over Boost and PowerGraph, comparable performance to the fastest GPU hardwired primitives, and better performance than any other GPU high-level graph library.Comment: 14 pages, accepted by PPoPP'16 (removed the text repetition in the previous version v5

    Cluster counting: The Hoshen-Kopelman algorithm vs. spanning tree approaches

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    Two basic approaches to the cluster counting task in the percolation and related models are discussed. The Hoshen-Kopelman multiple labeling technique for cluster statistics is redescribed. Modifications for random and aperiodic lattices are sketched as well as some parallelised versions of the algorithm are mentioned. The graph-theoretical basis for the spanning tree approaches is given by describing the "breadth-first search" and "depth-first search" procedures. Examples are given for extracting the elastic and geometric "backbone" of a percolation cluster. An implementation of the "pebble game" algorithm using a depth-first search method is also described.Comment: LaTeX, uses ijmpc1.sty(included), 18 pages, 3 figures, submitted to Intern. J. of Modern Physics

    Defining Equitable Geographic Districts in Road Networks via Stable Matching

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    We introduce a novel method for defining geographic districts in road networks using stable matching. In this approach, each geographic district is defined in terms of a center, which identifies a location of interest, such as a post office or polling place, and all other network vertices must be labeled with the center to which they are associated. We focus on defining geographic districts that are equitable, in that every district has the same number of vertices and the assignment is stable in terms of geographic distance. That is, there is no unassigned vertex-center pair such that both would prefer each other over their current assignments. We solve this problem using a version of the classic stable matching problem, called symmetric stable matching, in which the preferences of the elements in both sets obey a certain symmetry. In our case, we study a graph-based version of stable matching in which nodes are stably matched to a subset of nodes denoted as centers, prioritized by their shortest-path distances, so that each center is apportioned a certain number of nodes. We show that, for a planar graph or road network with nn nodes and kk centers, the problem can be solved in O(nnlogn)O(n\sqrt{n}\log n) time, which improves upon the O(nk)O(nk) runtime of using the classic Gale-Shapley stable matching algorithm when kk is large. Finally, we provide experimental results on road networks for these algorithms and a heuristic algorithm that performs better than the Gale-Shapley algorithm for any range of values of kk.Comment: 9 pages, 4 figures, to appear in 25th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems (ACM SIGSPATIAL 2017) November 7-10, 2017, Redondo Beach, California, US

    GPU accelerated maximum cardinality matching algorithms for bipartite graphs

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    We design, implement, and evaluate GPU-based algorithms for the maximum cardinality matching problem in bipartite graphs. Such algorithms have a variety of applications in computer science, scientific computing, bioinformatics, and other areas. To the best of our knowledge, ours is the first study which focuses on GPU implementation of the maximum cardinality matching algorithms. We compare the proposed algorithms with serial and multicore implementations from the literature on a large set of real-life problems where in majority of the cases one of our GPU-accelerated algorithms is demonstrated to be faster than both the sequential and multicore implementations.Comment: 14 pages, 5 figure
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