450 research outputs found
Simplex range reporting on a pointer machine
AbstractWe give a lower bound on the following problem, known as simplex range reporting: Given a collection P of n points in d-space and an arbitrary simplex q, find all the points in P ∩ q. It is understood that P is fixed and can be preprocessed ahead of time, while q is a query that must be answered on-line. We consider data structures for this problem that can be modeled on a pointer machine and whose query time is bounded by O(nδ + r), where r is the number of points to be reported and δ is an arbitrary fixed real. We prove that any such data structure of that form must occupy storage Ω(nd(1 − δ)− ε), for any fixed ε > 0. This lower bound is tight within a factor of nε
Output-Sensitive Tools for Range Searching in Higher Dimensions
Let be a set of points in . A point is
\emph{-shallow} if it lies in a halfspace which contains at most points
of (including ). We show that if all points of are -shallow, then
can be partitioned into subsets, so that any hyperplane
crosses at most subsets. Given such
a partition, we can apply the standard construction of a spanning tree with
small crossing number within each subset, to obtain a spanning tree for the
point set , with crossing number . This allows us to extend the construction of Har-Peled
and Sharir \cite{hs11} to three and higher dimensions, to obtain, for any set
of points in (without the shallowness assumption), a
spanning tree with {\em small relative crossing number}. That is, any
hyperplane which contains points of on one side, crosses
edges of . Using a
similar mechanism, we also obtain a data structure for halfspace range
counting, which uses space (and somewhat higher
preprocessing cost), and answers a query in time , where is the output size
Data Structure Lower Bounds for Document Indexing Problems
We study data structure problems related to document indexing and pattern
matching queries and our main contribution is to show that the pointer machine
model of computation can be extremely useful in proving high and unconditional
lower bounds that cannot be obtained in any other known model of computation
with the current techniques. Often our lower bounds match the known space-query
time trade-off curve and in fact for all the problems considered, there is a
very good and reasonable match between the our lower bounds and the known upper
bounds, at least for some choice of input parameters. The problems that we
consider are set intersection queries (both the reporting variant and the
semi-group counting variant), indexing a set of documents for two-pattern
queries, or forbidden- pattern queries, or queries with wild-cards, and
indexing an input set of gapped-patterns (or two-patterns) to find those
matching a document given at the query time.Comment: Full version of the conference version that appeared at ICALP 2016,
25 page
Complexity Theory, Game Theory, and Economics: The Barbados Lectures
This document collects the lecture notes from my mini-course "Complexity
Theory, Game Theory, and Economics," taught at the Bellairs Research Institute
of McGill University, Holetown, Barbados, February 19--23, 2017, as the 29th
McGill Invitational Workshop on Computational Complexity.
The goal of this mini-course is twofold: (i) to explain how complexity theory
has helped illuminate several barriers in economics and game theory; and (ii)
to illustrate how game-theoretic questions have led to new and interesting
complexity theory, including recent several breakthroughs. It consists of two
five-lecture sequences: the Solar Lectures, focusing on the communication and
computational complexity of computing equilibria; and the Lunar Lectures,
focusing on applications of complexity theory in game theory and economics. No
background in game theory is assumed.Comment: Revised v2 from December 2019 corrects some errors in and adds some
recent citations to v1 Revised v3 corrects a few typos in v
New deterministic algorithms for counting pairs of intersecting segments and off-line triangle range searching
We describe a new method for decomposing planar sets of segments and points. Using this method we obtain new efficient {\em deterministic} algorithms for counting pairs of intersecting segments, and for answering off-line triangle range queries. In particular we obtain the following results: \noindent (1) Given segments in the plane, the number of pairs of intersecting segments is computed in time , where an arbitrarily small constant. \noindent (2) Given segments in the plane which are coloured with two colours, the number of pairs of {\em bi-chromatic} intersecting segments is computed in time , where is the number of {\em mono-chromatic} intersections, and is an arbitrarily small constant. \noindent (3) Given weighted points and triangles on a plane, the sum of weights of points in each triangle is computed in time , where is the number of vertices in the arrangement of the triangles, and an arbitrarily small constant. The above bounds depend sub-linearly on the number of intersections among segments (resp. , ), which is desirable since (resp. , ) can range from zero to . All of the above algorithms use optimal storage. The constants of proportionality in the big-Oh notation increase as decreases. These results are based on properties of the sparse nets introduced by Chazelle
Improved Algorithms for the Point-Set Embeddability problem for Plane 3-Trees
In the point set embeddability problem, we are given a plane graph with
vertices and a point set with points. Now the goal is to answer the
question whether there exists a straight-line drawing of such that each
vertex is represented as a distinct point of as well as to provide an
embedding if one does exist. Recently, in \cite{DBLP:conf/gd/NishatMR10}, a
complete characterization for this problem on a special class of graphs known
as the plane 3-trees was presented along with an efficient algorithm to solve
the problem. In this paper, we use the same characterization to devise an
improved algorithm for the same problem. Much of the efficiency we achieve
comes from clever uses of the triangular range search technique. We also study
a generalized version of the problem and present improved algorithms for this
version of the problem as well
Segment Visibility Counting Queries in Polygons
Let be a simple polygon with vertices, and let be a set of
points or line segments inside . We develop data structures that can
efficiently count the number of objects from that are visible to a query
point or a query segment. Our main aim is to obtain fast,
), query times, while using as little space as
possible. In case the query is a single point, a simple
visibility-polygon-based solution achieves query time using
space. In case also contains only points, we present a smaller,
-space, data structure based on a
hierarchical decomposition of the polygon. Building on these results, we tackle
the case where the query is a line segment and contains only points. The
main complication here is that the segment may intersect multiple regions of
the polygon decomposition, and that a point may see multiple such pieces.
Despite these issues, we show how to achieve query time
using only space. Finally, we show that we can
even handle the case where the objects in are segments with the same
bounds.Comment: 27 pages, 13 figure
On Geometric Range Searching, Approximate Counting and Depth Problems
In this thesis we deal with problems connected to range searching,
which is one of the central areas of computational geometry.
The dominant problems in this area are
halfspace range searching, simplex range searching and orthogonal range searching and
research into these problems has spanned decades.
For many range searching problems, the best possible
data structures cannot offer fast (i.e., polylogarithmic) query
times if we limit ourselves to near linear storage.
Even worse, it is conjectured (and proved in some cases)
that only very small improvements to these might be possible.
This inefficiency has encouraged many researchers to seek alternatives through approximations.
In this thesis we continue this line of research and focus on
relative approximation of range counting problems.
One important problem where it is possible to achieve significant speedup
through approximation is halfspace range counting in 3D.
Here we continue the previous research done
and obtain the first optimal data structure for approximate halfspace range counting in 3D.
Our data structure has the slight advantage of being Las Vegas (the result is always correct) in contrast
to the previous methods that were Monte Carlo (the correctness holds with high probability).
Another series of problems where approximation can provide us with
substantial speedup comes from robust statistics.
We recognize three problems here:
approximate Tukey depth, regression depth and simplicial depth queries.
In 2D, we obtain an optimal data structure capable of approximating
the regression depth of a query hyperplane.
We also offer a linear space data structure which can answer approximate
Tukey depth queries efficiently in 3D.
These data structures are obtained by applying our ideas for the
approximate halfspace counting problem.
Approximating the simplicial depth turns out to be much more
difficult, however.
Computing the simplicial depth of a given point is more computationally
challenging than most other definitions of data depth.
In 2D we obtain the first data structure which uses near linear space
and can answer approximate simplicial depth queries in polylogarithmic time.
As applications of this result, we provide two non-trivial methods to
approximate the simplicial depth of a given point in higher dimension.
Along the way, we establish a tight combinatorial relationship between
the Tukey depth of any given point and its simplicial depth.
Another problem investigated in this thesis is the dominance reporting problem,
an important special case of orthogonal range reporting.
In three dimensions, we solve this
problem in the pointer machine model and the external memory model
by offering the first optimal data structures in these models of computation.
Also, in the RAM model and for points from
an integer grid we reduce the space complexity of the fastest
known data structure to optimal.
Using known techniques in the literature, we can use our
results to obtain solutions for the orthogonal range searching problem as well.
The query complexity offered by our orthogonal range reporting data structures
match the most efficient query complexities
known in the literature but our space bounds are lower than the previous methods in the external
memory model and RAM model where the input is a subset of an integer grid.
The results also yield improved orthogonal range searching in
higher dimensions (which shows the significance
of the dominance reporting problem).
Intersection searching is a generalization of range searching where
we deal with more complicated geometric objects instead of points.
We investigate the rectilinear disjoint polygon counting problem
which is a specialized intersection counting problem.
We provide a linear-size data structure capable of counting
the number of disjoint rectilinear polygons
intersecting any rectilinear polygon of constant size.
The query time (as well as some other properties of our data structure) resembles
the classical simplex range searching data structures
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