6,753 research outputs found
Improved Implementation of Point Location in General Two-Dimensional Subdivisions
We present a major revamp of the point-location data structure for general
two-dimensional subdivisions via randomized incremental construction,
implemented in CGAL, the Computational Geometry Algorithms Library. We can now
guarantee that the constructed directed acyclic graph G is of linear size and
provides logarithmic query time. Via the construction of the Voronoi diagram
for a given point set S of size n, this also enables nearest-neighbor queries
in guaranteed O(log n) time. Another major innovation is the support of general
unbounded subdivisions as well as subdivisions of two-dimensional parametric
surfaces such as spheres, tori, cylinders. The implementation is exact,
complete, and general, i.e., it can also handle non-linear subdivisions. Like
the previous version, the data structure supports modifications of the
subdivision, such as insertions and deletions of edges, after the initial
preprocessing. A major challenge is to retain the expected O(n log n)
preprocessing time while providing the above (deterministic) space and
query-time guarantees. We describe an efficient preprocessing algorithm, which
explicitly verifies the length L of the longest query path in O(n log n) time.
However, instead of using L, our implementation is based on the depth D of G.
Although we prove that the worst case ratio of D and L is Theta(n/log n), we
conjecture, based on our experimental results, that this solution achieves
expected O(n log n) preprocessing time.Comment: 21 page
Optimal randomized incremental construction for guaranteed logarithmic planar point location
Given a planar map of segments in which we wish to efficiently locate
points, we present the first randomized incremental construction of the
well-known trapezoidal-map search-structure that only requires expected preprocessing time while deterministically guaranteeing worst-case
linear storage space and worst-case logarithmic query time. This settles a long
standing open problem; the best previously known construction time of such a
structure, which is based on a directed acyclic graph, so-called the history
DAG, and with the above worst-case space and query-time guarantees, was
expected . The result is based on a deeper understanding of the
structure of the history DAG, its depth in relation to the length of its
longest search path, as well as its correspondence to the trapezoidal search
tree. Our results immediately extend to planar maps induced by finite
collections of pairwise interior disjoint well-behaved curves.Comment: The article significantly extends the theoretical aspects of the work
presented in http://arxiv.org/abs/1205.543
The riddle of togelby
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio
A Fast Algorithm for Well-Spaced Points and Approximate Delaunay Graphs
We present a new algorithm that produces a well-spaced superset of points
conforming to a given input set in any dimension with guaranteed optimal output
size. We also provide an approximate Delaunay graph on the output points. Our
algorithm runs in expected time , where is the
input size, is the output point set size, and is the ambient dimension.
The constants only depend on the desired element quality bounds.
To gain this new efficiency, the algorithm approximately maintains the
Voronoi diagram of the current set of points by storing a superset of the
Delaunay neighbors of each point. By retaining quality of the Voronoi diagram
and avoiding the storage of the full Voronoi diagram, a simple exponential
dependence on is obtained in the running time. Thus, if one only wants the
approximate neighbors structure of a refined Delaunay mesh conforming to a set
of input points, the algorithm will return a size graph in
expected time. If is superlinear in , then we
can produce a hierarchically well-spaced superset of size in
expected time.Comment: Full versio
Statistical theory of correlations in random packings of hard particles
A random packing of hard particles represents a fundamental model for
granular matter. Despite its importance, analytical modeling of random packings
remains difficult due to the existence of strong correlations which preclude
the development of a simple theory. Here, we take inspiration from liquid
theories for the -particle angular correlation function to develop a
formalism of random packings of hard particles from the bottom-up. A
progressive expansion into a shell of particles converges in the large layer
limit under a Kirkwood-like approximation of higher-order correlations. We
apply the formalism to hard disks and predict the density of two-dimensional
random close packing (RCP), , and random loose
packing (RLP), . Our theory also predicts a phase
diagram and angular correlation functions that are in good agreement with
experimental and numerical data.Comment: 9 pages, 6 figures, to appear in PR
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