11,655 research outputs found
On the Combinatorial Complexity of Approximating Polytopes
Approximating convex bodies succinctly by convex polytopes is a fundamental
problem in discrete geometry. A convex body of diameter
is given in Euclidean -dimensional space, where is a constant. Given an
error parameter , the objective is to determine a polytope of
minimum combinatorial complexity whose Hausdorff distance from is at most
. By combinatorial complexity we mean the
total number of faces of all dimensions of the polytope. A well-known result by
Dudley implies that facets suffice, and a dual
result by Bronshteyn and Ivanov similarly bounds the number of vertices, but
neither result bounds the total combinatorial complexity. We show that there
exists an approximating polytope whose total combinatorial complexity is
, where conceals a
polylogarithmic factor in . This is a significant improvement
upon the best known bound, which is roughly .
Our result is based on a novel combination of both old and new ideas. First,
we employ Macbeath regions, a classical structure from the theory of convexity.
The construction of our approximating polytope employs a new stratified
placement of these regions. Second, in order to analyze the combinatorial
complexity of the approximating polytope, we present a tight analysis of a
width-based variant of B\'{a}r\'{a}ny and Larman's economical cap covering.
Finally, we use a deterministic adaptation of the witness-collector technique
(developed recently by Devillers et al.) in the context of our stratified
construction.Comment: In Proceedings of the 32nd International Symposium Computational
Geometry (SoCG 2016) and accepted to SoCG 2016 special issue of Discrete and
Computational Geometr
Shadoks Approach to Convex Covering
We describe the heuristics used by the Shadoks team in the CG:SHOP 2023
Challenge. The Challenge consists of 206 instances, each being a polygon with
holes. The goal is to cover each instance polygon with a small number of convex
polygons. Our general strategy is the following. We find a big collection of
large (often maximal) convex polygons inside the instance polygon and then
solve several set cover problems to find a small subset of the collection that
covers the whole polygon.Comment: SoCG CG:SHOP 2023 Challeng
The Cost of Perfection for Matchings in Graphs
Perfect matchings and maximum weight matchings are two fundamental
combinatorial structures. We consider the ratio between the maximum weight of a
perfect matching and the maximum weight of a general matching. Motivated by the
computer graphics application in triangle meshes, where we seek to convert a
triangulation into a quadrangulation by merging pairs of adjacent triangles, we
focus mainly on bridgeless cubic graphs. First, we characterize graphs that
attain the extreme ratios. Second, we present a lower bound for all bridgeless
cubic graphs. Third, we present upper bounds for subclasses of bridgeless cubic
graphs, most of which are shown to be tight. Additionally, we present tight
bounds for the class of regular bipartite graphs
Shadoks Approach to Knapsack Polygonal Packing
We describe the heuristics used by the Shadoks team in the CG:SHOP 2024
Challenge. Each instance consists of a convex polygon called container and a
multiset of items, where each item is a simple polygon and has an associated
value. The goal is to pack some of the items inside the container using
translations, in order to maximize the sum of their values. Our strategy
consists of obtaining good initial solutions and improving them with local
search. To obtain the initial solutions we used integer programming and a
carefully designed greedy approach
Efficient Algorithms for Battleship
We consider an algorithmic problem inspired by the Battleship game. In the
variant of the problem that we investigate, there is a unique ship of shape which has been translated in the lattice . We assume that a
player has already hit the ship with a first shot and the goal is to sink the
ship using as few shots as possible, that is, by minimizing the number of
missed shots. While the player knows the shape , which position of has
been hit is not known.
Given a shape of lattice points, the minimum number of misses that
can be achieved in the worst case by any algorithm is called the Battleship
complexity of the shape and denoted . We prove three bounds on
, each considering a different class of shapes. First, we have for arbitrary shapes and the bound is tight for parallelogram-free shapes.
Second, we provide an algorithm that shows that if is an
HV-convex polyomino. Third, we provide an algorithm that shows that if is a digital convex set. This last result is obtained
through a novel discrete version of the Blaschke-Lebesgue inequality relating
the area and the width of any convex body.Comment: Conference version at 10th International Conference on Fun with
Algorithms (FUN 2020
10 passos essenciais para a inseminação artificial em caprinos e ovinos.
bitstream/item/47281/1/FD-Inseminacao-artificial.pdf1. reimpr
Instantaneous frequencies in the Kuramoto model
Using the main results of the Kuramoto theory of globally coupled phase
oscillators combined with methods from probability and generalized function
theory in a geometric analysis, we extend Kuramoto's results and obtain a
mathematical description of the instantaneous frequency (phase-velocity)
distribution. Our result is validated against numerical simulations, and we
illustrate it in cases where the natural frequencies have normal and Beta
distributions. In both cases, we vary the coupling strength and compare
systematically the distribution of time-averaged frequencies (a known result of
Kuramoto theory) to that of instantaneous frequencies, focussing on their
qualitative differences near the synchronized frequency and in their tails. For
a class of natural frequency distributions with power-law tails, which includes
the Cauchy-Lorentz distribution, we analyze rare events by means of an
asymptotic formula obtained from a power series expansion of the instantaneous
frequency distribution
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