40,337 research outputs found
Some families of increasing planar maps
Stack-triangulations appear as natural objects when one wants to define some
increasing families of triangulations by successive additions of faces. We
investigate the asymptotic behavior of rooted stack-triangulations with
faces under two different distributions. We show that the uniform distribution
on this set of maps converges, for a topology of local convergence, to a
distribution on the set of infinite maps. In the other hand, we show that
rescaled by , they converge for the Gromov-Hausdorff topology on
metric spaces to the continuum random tree introduced by Aldous. Under a
distribution induced by a natural random construction, the distance between
random points rescaled by converge to 1 in probability.
We obtain similar asymptotic results for a family of increasing
quadrangulations
A Sparse Stress Model
Force-directed layout methods constitute the most common approach to draw
general graphs. Among them, stress minimization produces layouts of
comparatively high quality but also imposes comparatively high computational
demands. We propose a speed-up method based on the aggregation of terms in the
objective function. It is akin to aggregate repulsion from far-away nodes
during spring embedding but transfers the idea from the layout space into a
preprocessing phase. An initial experimental study informs a method to select
representatives, and subsequent more extensive experiments indicate that our
method yields better approximations of minimum-stress layouts in less time than
related methods.Comment: Appears in the Proceedings of the 24th International Symposium on
Graph Drawing and Network Visualization (GD 2016
On Vertex- and Empty-Ply Proximity Drawings
We initiate the study of the vertex-ply of straight-line drawings, as a
relaxation of the recently introduced ply number. Consider the disks centered
at each vertex with radius equal to half the length of the longest edge
incident to the vertex. The vertex-ply of a drawing is determined by the vertex
covered by the maximum number of disks. The main motivation for considering
this relaxation is to relate the concept of ply to proximity drawings. In fact,
if we interpret the set of disks as proximity regions, a drawing with
vertex-ply number 1 can be seen as a weak proximity drawing, which we call
empty-ply drawing. We show non-trivial relationships between the ply number and
the vertex-ply number. Then, we focus on empty-ply drawings, proving some
properties and studying what classes of graphs admit such drawings. Finally, we
prove a lower bound on the ply and the vertex-ply of planar drawings.Comment: Appears in the Proceedings of the 25th International Symposium on
Graph Drawing and Network Visualization (GD 2017
Spin network setting of topological quantum computation
The spin network simulator model represents a bridge between (generalised)
circuit schemes for standard quantum computation and approaches based on
notions from Topological Quantum Field Theories (TQFTs). The key tool is
provided by the fiber space structure underlying the model which exhibits
combinatorial properties closely related to SU(2) state sum models, widely
employed in discretizing TQFTs and quantum gravity in low spacetime dimensions.Comment: Proc. "Foundations of Quantum Information", Camerino (Italy), 16-19
April 2004, to be published in Int. J. of Quantum Informatio
Hierarchies of Relaxations for Online Prediction Problems with Evolving Constraints
We study online prediction where regret of the algorithm is measured against
a benchmark defined via evolving constraints. This framework captures online
prediction on graphs, as well as other prediction problems with combinatorial
structure. A key aspect here is that finding the optimal benchmark predictor
(even in hindsight, given all the data) might be computationally hard due to
the combinatorial nature of the constraints. Despite this, we provide
polynomial-time \emph{prediction} algorithms that achieve low regret against
combinatorial benchmark sets. We do so by building improper learning algorithms
based on two ideas that work together. The first is to alleviate part of the
computational burden through random playout, and the second is to employ
Lasserre semidefinite hierarchies to approximate the resulting integer program.
Interestingly, for our prediction algorithms, we only need to compute the
values of the semidefinite programs and not the rounded solutions. However, the
integrality gap for Lasserre hierarchy \emph{does} enter the generic regret
bound in terms of Rademacher complexity of the benchmark set. This establishes
a trade-off between the computation time and the regret bound of the algorithm
Who's Better? Who's Best? Pairwise Deep Ranking for Skill Determination
We present a method for assessing skill from video, applicable to a variety
of tasks, ranging from surgery to drawing and rolling pizza dough. We formulate
the problem as pairwise (who's better?) and overall (who's best?) ranking of
video collections, using supervised deep ranking. We propose a novel loss
function that learns discriminative features when a pair of videos exhibit
variance in skill, and learns shared features when a pair of videos exhibit
comparable skill levels. Results demonstrate our method is applicable across
tasks, with the percentage of correctly ordered pairs of videos ranging from
70% to 83% for four datasets. We demonstrate the robustness of our approach via
sensitivity analysis of its parameters. We see this work as effort toward the
automated organization of how-to video collections and overall, generic skill
determination in video.Comment: CVPR 201
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