4,210 research outputs found
Solving Geometric Constraints by Homotopy
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
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
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
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
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
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
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
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