555 research outputs found

    On the Beck-Fiala Conjecture for Random Set Systems

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    Motivated by the Beck-Fiala conjecture, we study discrepancy bounds for random sparse set systems. Concretely, these are set systems (X,Σ)(X,\Sigma), where each element xXx \in X lies in tt randomly selected sets of Σ\Sigma, where tt is an integer parameter. We provide new bounds in two regimes of parameters. We show that when ΣX|\Sigma| \ge |X| the hereditary discrepancy of (X,Σ)(X,\Sigma) is with high probability O(tlogt)O(\sqrt{t \log t}); and when XΣt|X| \gg |\Sigma|^t the hereditary discrepancy of (X,Σ)(X,\Sigma) is with high probability O(1)O(1). The first bound combines the Lov{\'a}sz Local Lemma with a new argument based on partial matchings; the second follows from an analysis of the lattice spanned by sparse vectors

    A Nearly Quadratic Bound for the Decision Tree Complexity of k-SUM

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    We show that the k-SUM problem can be solved by a linear decision tree of depth O(n^2 log^2 n),improving the recent bound O(n^3 log^3 n) of Cardinal et al. Our bound depends linearly on k, and allows us to conclude that the number of linear queries required to decide the n-dimensional Knapsack or SubsetSum problems is only O(n^3 log n), improving the currently best known bounds by a factor of n. Our algorithm extends to the RAM model, showing that the k-SUM problem can be solved in expected polynomial time, for any fixed k, with the above bound on the number of linear queries. Our approach relies on a new point-location mechanism, exploiting "Epsilon-cuttings" that are based on vertical decompositions in hyperplane arrangements in high dimensions. A major side result of the analysis in this paper is a sharper bound on the complexity of the vertical decomposition of such an arrangement (in terms of its dependence on the dimension). We hope that this study will reveal further structural properties of vertical decompositions in hyperplane arrangements

    Intersection Searching Amid Tetrahedra in 4-Space and Efficient Continuous Collision Detection

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    On Ray Shooting for Triangles in 3-Space and Related Problems

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    We consider several problems that involve lines in three dimensions, and present improved algorithms for solving them. The problems include (i) ray shooting amid triangles in R3R^3, (ii) reporting intersections between query lines (segments, or rays) and input triangles, as well as approximately counting the number of such intersections, (iii) computing the intersection of two nonconvex polyhedra, (iv) detecting, counting, or reporting intersections in a set of lines in R3R^3, and (v) output-sensitive construction of an arrangement of triangles in three dimensions. Our approach is based on the polynomial partitioning technique. For example, our ray-shooting algorithm processes a set of nn triangles in R3R^3 into a data structure for answering ray shooting queries amid the given triangles, which uses O(n3/2+ε)O(n^{3/2+\varepsilon}) storage and preprocessing, and answers a query in O(n1/2+ε)O(n^{1/2+\varepsilon}) time, for any ε>0\varepsilon>0. This is a significant improvement over known results, obtained more than 25 years ago, in which, with this amount of storage, the query time bound is roughly n5/8n^{5/8}. The algorithms for the other problems have similar performance bounds, with similar improvements over previous results. We also derive a nontrivial improved tradeoff between storage and query time. Using it, we obtain algorithms that answer mm queries on nn objects in max{O(m2/3n5/6+ε+n1+ε),  O(m5/6+εn2/3+m1+ε)} \max \left\{ O(m^{2/3}n^{5/6+\varepsilon} + n^{1+\varepsilon}),\; O(m^{5/6+\varepsilon}n^{2/3} + m^{1+\varepsilon}) \right\} time, for any ε>0\varepsilon>0, again an improvement over the earlier bounds.Comment: 33 pages, 7 figure
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