4,210 research outputs found

    Solving Geometric Constraints by Homotopy

    No full text
    International audienceNumerous methods have been proposed in order to solve geometric constraints, all of them having their own advantages and drawbacks. In this article, we propose an enhancement of the classical numerical methods, which are, up to now the only ones that apply to the general case

    A Robust and Efficient Method for Solving Point Distance Problems by Homotopy

    Get PDF
    The goal of Point Distance Solving Problems is to find 2D or 3D placements of points knowing distances between some pairs of points. The common guideline is to solve them by a numerical iterative method (\emph{e.g.} Newton-Raphson method). A sole solution is obtained whereas many exist. However the number of solutions can be exponential and methods should provide solutions close to a sketch drawn by the user.Geometric reasoning can help to simplify the underlying system of equations by changing a few equations and triangularizing it.This triangularization is a geometric construction of solutions, called construction plan. We aim at finding several solutions close to the sketch on a one-dimensional path defined by a global parameter-homotopy using a construction plan. Some numerical instabilities may be encountered due to specific geometric configurations. We address this problem by changing on-the-fly the construction plan.Numerical results show that this hybrid method is efficient and robust

    Combining Homotopy Methods and Numerical Optimal Control to Solve Motion Planning Problems

    Full text link
    This paper presents a systematic approach for computing local solutions to motion planning problems in non-convex environments using numerical optimal control techniques. It extends the range of use of state-of-the-art numerical optimal control tools to problem classes where these tools have previously not been applicable. Today these problems are typically solved using motion planners based on randomized or graph search. The general principle is to define a homotopy that perturbs, or preferably relaxes, the original problem to an easily solved problem. By combining a Sequential Quadratic Programming (SQP) method with a homotopy approach that gradually transforms the problem from a relaxed one to the original one, practically relevant locally optimal solutions to the motion planning problem can be computed. The approach is demonstrated in motion planning problems in challenging 2D and 3D environments, where the presented method significantly outperforms a state-of-the-art open-source optimizing sampled-based planner commonly used as benchmark

    Numerical algebraic geometry for model selection and its application to the life sciences

    Full text link
    Researchers working with mathematical models are often confronted by the related problems of parameter estimation, model validation, and model selection. These are all optimization problems, well-known to be challenging due to non-linearity, non-convexity and multiple local optima. Furthermore, the challenges are compounded when only partial data is available. Here, we consider polynomial models (e.g., mass-action chemical reaction networks at steady state) and describe a framework for their analysis based on optimization using numerical algebraic geometry. Specifically, we use probability-one polynomial homotopy continuation methods to compute all critical points of the objective function, then filter to recover the global optima. Our approach exploits the geometric structures relating models and data, and we demonstrate its utility on examples from cell signaling, synthetic biology, and epidemiology.Comment: References added, additional clarification

    Finding All Nash Equilibria of a Finite Game Using Polynomial Algebra

    Full text link
    The set of Nash equilibria of a finite game is the set of nonnegative solutions to a system of polynomial equations. In this survey article we describe how to construct certain special games and explain how to find all the complex roots of the corresponding polynomial systems, including all the Nash equilibria. We then explain how to find all the complex roots of the polynomial systems for arbitrary generic games, by polyhedral homotopy continuation starting from the solutions to the specially constructed games. We describe the use of Groebner bases to solve these polynomial systems and to learn geometric information about how the solution set varies with the payoff functions. Finally, we review the use of the Gambit software package to find all Nash equilibria of a finite game.Comment: Invited contribution to Journal of Economic Theory; includes color figure

    Polynomial-Time Amoeba Neighborhood Membership and Faster Localized Solving

    Full text link
    We derive efficient algorithms for coarse approximation of algebraic hypersurfaces, useful for estimating the distance between an input polynomial zero set and a given query point. Our methods work best on sparse polynomials of high degree (in any number of variables) but are nevertheless completely general. The underlying ideas, which we take the time to describe in an elementary way, come from tropical geometry. We thus reduce a hard algebraic problem to high-precision linear optimization, proving new upper and lower complexity estimates along the way.Comment: 15 pages, 9 figures. Submitted to a conference proceeding

    Problems on homology manifolds

    Full text link
    A list of problems prepared for the proceedings of the Workshop on Exotic Homology Manifolds, Oberwolfach June 29-July 5 2003.Comment: This is the version published by Geometry & Topology Monographs on 22 April 200
    • …
    corecore