555 research outputs found
On the Beck-Fiala Conjecture for Random Set Systems
Motivated by the Beck-Fiala conjecture, we study discrepancy bounds for
random sparse set systems. Concretely, these are set systems ,
where each element lies in randomly selected sets of ,
where is an integer parameter. We provide new bounds in two regimes of
parameters. We show that when the hereditary discrepancy of
is with high probability ; and when the hereditary discrepancy of is with high probability
. 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
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
On Ray Shooting for Triangles in 3-Space and Related Problems
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 , (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 , 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 triangles in
into a data structure for answering ray shooting queries amid the given
triangles, which uses storage and preprocessing, and
answers a query in time, for any . 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
. 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 queries on objects in time, for any
, again an improvement over the earlier bounds.Comment: 33 pages, 7 figure
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