1,593 research outputs found

    Half-Guarding Weakly-Visible Polygons and Terrains

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    We consider a variant of the art gallery problem where all guards are limited to seeing 180degree. Guards that can only see in one direction are called half-guards. We give a polynomial time approximation scheme for vertex guarding the vertices of a weakly-visible polygon with half-guards. We extend this to vertex guarding the boundary of a weakly-visible polygon with half-guards. We also show NP-hardness for vertex guarding a weakly-visible polygon with half-guards. Lastly, we show that the orientation of half-guards is critical in terrain guarding. Depending on the orientation of the half-guards, the problem is either very easy (polynomial time solvable) or very hard (NP-hard)

    Exact Algorithms for Terrain Guarding

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    Given a 1.5-dimensional terrain T, also known as an x-monotone polygonal chain, the Terrain Guarding problem seeks a set of points of minimum size on T that guards all of the points on T. Here, we say that a point p guards a point q if no point of the line segment pq is strictly below T. The Terrain Guarding problem has been extensively studied for over 20 years. In 2005 it was already established that this problem admits a constant-factor approximation algorithm [SODA 2005]. However, only in 2010 King and Krohn [SODA 2010] finally showed that Terrain Guarding is NP-hard. In spite of the remarkable developments in approximation algorithms for Terrain Guarding, next to nothing is known about its parameterized complexity. In particular, the most intriguing open questions in this direction ask whether it admits a subexponential-time algorithm and whether it is fixed-parameter tractable. In this paper, we answer the first question affirmatively by developing an n^O(sqrt{k})-time algorithm for both Discrete Terrain Guarding and Continuous Terrain Guarding. We also make non-trivial progress with respect to the second question: we show that Discrete Orthogonal Terrain Guarding, a well-studied special case of Terrain Guarding, is fixed-parameter tractable

    Efficient parallel implementations of approximation algorithms for guarding 1.5D terrains

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    In the 1.5D terrain guarding problem, an x-monotone polygonal line is dened by k vertices and a G set of terrain points, i.e. guards, and a N set of terrain points which guards are to observe (guard). This involves a weighted version of the guarding problem where guards G have weights. The goal is to determine a minimum weight subset of G to cover all the points in N, including a version where points from N have demands. Furthermore, another goal is to determine the smallest subset of G, such that every point in N is observed by the required number of guards. Both problems are NP-hard and have a factor 5 approximation [3, 4]. This paper will show that if the (1+ϵ)-approximate solver for the corresponding linear program is a computer, for any ϵ > 0, an extra 1+ϵ factor will appear in the final approximation factor for both problems. A comparison will be carried out the parallel implementation based on GPU and CPU threads with the Gurobi solver, leading to the conclusion that the respective algorithm outperforms the Gurobi solver on large and dense inputs typically by one order of magnitude

    The Continuous 1.5{D} Terrain Guarding Problem: {D}iscretization, Optimal Solutions, and {PTAS}

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    In the NP-hard continuous 1.5D Terrain Guarding Problem (TGP) we are given an x-monotone chain of line segments in the plain (the terrain TT), and ask for the minimum number of guards (located anywhere on TT) required to guard all of TT. We construct guard candidate and witness sets G,WTG, W \subset T of polynomial size, such that any feasible (optimal) guard cover GGG' \subseteq G for WW is also feasible (optimal) for the continuous TGP. This discretization allows us to: (1) settle NP-completeness for the continuous TGP; (2) provide a Polynomial Time Approximation Scheme (PTAS) for the continuous TGP using the existing PTAS for the discrete TGP by Gibson et al.; (3) formulate the continuous TGP as an Integer Linear Program (IP). Furthermore, we propose several filtering techniques reducing the size of our discretization, allowing us to devise an efficient IP-based algorithm that reliably provides optimal guard placements for terrains with up to 1000000 vertices within minutes on a standard desktop computer
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