65,081 research outputs found

    Parallel Transitive Closure and Point Location in Planar Structures

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    AMS(MOS) subject classifications. 68E05, 68C05, 68C25Parallel algorithms for several graph and geometric problems are presented, including transitive closure and topological sorting in planar st-graphs, preprocessing planar subdivisions for point location queries, and construction of visibility representations and drawings of planar graphs. Most of these algorithms achieve optimal O(logn) running time using n/logn processors in the EREW PRAM model, n being the number of vertices

    Optimal Parameterized Algorithms for Planar Facility Location Problems Using Voronoi Diagrams

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    We study a general family of facility location problems defined on planar graphs and on the 2-dimensional plane. In these problems, a subset of kk objects has to be selected, satisfying certain packing (disjointness) and covering constraints. Our main result is showing that, for each of these problems, the nO(k)n^{O(k)} time brute force algorithm of selecting kk objects can be improved to nO(k)n^{O(\sqrt{k})} time. The algorithm is based on an idea that was introduced recently in the design of geometric QPTASs, but was not yet used for exact algorithms and for planar graphs. We focus on the Voronoi diagram of a hypothetical solution of kk objects, guess a balanced separator cycle of this Voronoi diagram to obtain a set that separates the solution in a balanced way, and then recurse on the resulting subproblems. We complement our study by giving evidence that packing problems have nO(k)n^{O(\sqrt{k})} time algorithms for a much more general class of objects than covering problems have.Comment: 64 pages, 16 figure

    Localization game on geometric and planar graphs

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    The main topic of this paper is motivated by a localization problem in cellular networks. Given a graph GG we want to localize a walking agent by checking his distance to as few vertices as possible. The model we introduce is based on a pursuit graph game that resembles the famous Cops and Robbers game. It can be considered as a game theoretic variant of the \emph{metric dimension} of a graph. We provide upper bounds on the related graph invariant ζ(G)\zeta (G), defined as the least number of cops needed to localize the robber on a graph GG, for several classes of graphs (trees, bipartite graphs, etc). Our main result is that, surprisingly, there exists planar graphs of treewidth 22 and unbounded ζ(G)\zeta (G). On a positive side, we prove that ζ(G)\zeta (G) is bounded by the pathwidth of GG. We then show that the algorithmic problem of determining ζ(G)\zeta (G) is NP-hard in graphs with diameter at most 22. Finally, we show that at most one cop can approximate (arbitrary close) the location of the robber in the Euclidean plane

    Linear-Time Algorithms for Geometric Graphs with Sublinearly Many Edge Crossings

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    We provide linear-time algorithms for geometric graphs with sublinearly many crossings. That is, we provide algorithms running in O(n) time on connected geometric graphs having n vertices and k crossings, where k is smaller than n by an iterated logarithmic factor. Specific problems we study include Voronoi diagrams and single-source shortest paths. Our algorithms all run in linear time in the standard comparison-based computational model; hence, we make no assumptions about the distribution or bit complexities of edge weights, nor do we utilize unusual bit-level operations on memory words. Instead, our algorithms are based on a planarization method that "zeroes in" on edge crossings, together with methods for extending planar separator decompositions to geometric graphs with sublinearly many crossings. Incidentally, our planarization algorithm also solves an open computational geometry problem of Chazelle for triangulating a self-intersecting polygonal chain having n segments and k crossings in linear time, for the case when k is sublinear in n by an iterated logarithmic factor.Comment: Expanded version of a paper appearing at the 20th ACM-SIAM Symposium on Discrete Algorithms (SODA09
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