28,140 research outputs found

    Walking Through Waypoints

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    We initiate the study of a fundamental combinatorial problem: Given a capacitated graph G=(V,E)G=(V,E), find a shortest walk ("route") from a source sVs\in V to a destination tVt\in V that includes all vertices specified by a set WV\mathscr{W}\subseteq V: the \emph{waypoints}. This waypoint routing problem finds immediate applications in the context of modern networked distributed systems. Our main contribution is an exact polynomial-time algorithm for graphs of bounded treewidth. We also show that if the number of waypoints is logarithmically bounded, exact polynomial-time algorithms exist even for general graphs. Our two algorithms provide an almost complete characterization of what can be solved exactly in polynomial-time: we show that more general problems (e.g., on grid graphs of maximum degree 3, with slightly more waypoints) are computationally intractable

    Geodesic-Preserving Polygon Simplification

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    Polygons are a paramount data structure in computational geometry. While the complexity of many algorithms on simple polygons or polygons with holes depends on the size of the input polygon, the intrinsic complexity of the problems these algorithms solve is often related to the reflex vertices of the polygon. In this paper, we give an easy-to-describe linear-time method to replace an input polygon P\mathcal{P} by a polygon P\mathcal{P}' such that (1) P\mathcal{P}' contains P\mathcal{P}, (2) P\mathcal{P}' has its reflex vertices at the same positions as P\mathcal{P}, and (3) the number of vertices of P\mathcal{P}' is linear in the number of reflex vertices. Since the solutions of numerous problems on polygons (including shortest paths, geodesic hulls, separating point sets, and Voronoi diagrams) are equivalent for both P\mathcal{P} and P\mathcal{P}', our algorithm can be used as a preprocessing step for several algorithms and makes their running time dependent on the number of reflex vertices rather than on the size of P\mathcal{P}

    Best of Two Local Models: Local Centralized and Local Distributed Algorithms

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    We consider two models of computation: centralized local algorithms and local distributed algorithms. Algorithms in one model are adapted to the other model to obtain improved algorithms. Distributed vertex coloring is employed to design improved centralized local algorithms for: maximal independent set, maximal matching, and an approximation scheme for maximum (weighted) matching over bounded degree graphs. The improvement is threefold: the algorithms are deterministic, stateless, and the number of probes grows polynomially in logn\log^* n, where nn is the number of vertices of the input graph. The recursive centralized local improvement technique by Nguyen and Onak~\cite{onak2008} is employed to obtain an improved distributed approximation scheme for maximum (weighted) matching. The improvement is twofold: we reduce the number of rounds from O(logn)O(\log n) to O(logn)O(\log^*n) for a wide range of instances and, our algorithms are deterministic rather than randomized
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