12 research outputs found
Computing the Greedy Spanner in Linear Space
The greedy spanner is a high-quality spanner: its total weight, edge count
and maximal degree are asymptotically optimal and in practice significantly
better than for any other spanner with reasonable construction time.
Unfortunately, all known algorithms that compute the greedy spanner of n points
use Omega(n^2) space, which is impractical on large instances. To the best of
our knowledge, the largest instance for which the greedy spanner was computed
so far has about 13,000 vertices.
We present a O(n)-space algorithm that computes the same spanner for points
in R^d running in O(n^2 log^2 n) time for any fixed stretch factor and
dimension. We discuss and evaluate a number of optimizations to its running
time, which allowed us to compute the greedy spanner on a graph with a million
vertices. To our knowledge, this is also the first algorithm for the greedy
spanner with a near-quadratic running time guarantee that has actually been
implemented
Mapping polygons to the grid with small Hausdorff and Fréchet distance
We show how to represent a simple polygon \u3ci\u3eP\u3c/i\u3e by a grid (pixel-based) polygon \u3ci\u3eQ\u3c/i\u3e that is simple and whose Hausdorff or Fréchet distance to \u3ci\u3eP\u3c/i\u3e is small. For any simple polygon \u3ci\u3eP\u3c/i\u3e, a grid polygon exists with constant Hausdorff distance between their boundaries and their interiors. Moreover, we show that with a realistic input assumption we can also realize constant Fréchet distance between the boundaries. We present algorithms accompanying these constructions, heuristics to improve their output while keeping the distance bounds, and experiments to assess the output
Mapping polygons to the grid with small Hausdorff and Fréchet distance
We show how to represent a simple polygon \u3ci\u3eP\u3c/i\u3e by a grid (pixel-based) polygon \u3ci\u3eQ\u3c/i\u3e that is simple and whose Hausdorff or Fréchet distance to \u3ci\u3eP\u3c/i\u3e is small. For any simple polygon \u3ci\u3eP\u3c/i\u3e, a grid polygon exists with constant Hausdorff distance between their boundaries and their interiors. Moreover, we show that with a realistic input assumption we can also realize constant Fréchet distance between the boundaries. We present algorithms accompanying these constructions, heuristics to improve their output while keeping the distance bounds, and experiments to assess the output
Mapping polygons to the grid with small Hausdorff and Fréchet distance
\u3cp\u3eWe show how to represent a simple polygon P by a (pixel-based) grid polygon Q that is simple and whose Hausdorff or Fréchet distance to P is small. For any simple polygon P, a grid polygon exists with constant Hausdorff distance between their boundaries and their interiors. Moreover, we show that with a realistic input assumption we can also realize constant Fréchet distance between the boundaries. We present algorithms accompanying these constructions, heuristics to improve their output while keeping the distance bounds, and experiments to assess the output.\u3c/p\u3
Competitive Searching for a Line on a Line Arrangement
We discuss the problem of searching for an unknown line on a known or unknown line arrangement by a searcher S, and show that a search strategy exists that finds the line competitively, that is, with detour factor at most a constant when compared to the situation where S has all knowledge. In the case where S knows all lines but not which one is sought, the strategy is 79-competitive. We also show that it may be necessary to travel on Omega(n) lines to realize a constant competitive ratio. In the case where initially, S does not know any line, but learns about the ones it encounters during the search, we give a 414.2-competitive search strategy
Competitive Searching for a Line on a Line Arrangement
We discuss the problem of searching for an unknown line on a known or unknown line arrangement by a searcher S, and show that a search strategy exists that finds the line competitively, that is, with detour factor at most a constant when compared to the situation where S has all knowledge. In the case where S knows all lines but not which one is sought, the strategy is 79-competitive. We also show that it may be necessary to travel on Omega(n) lines to realize a constant competitive ratio. In the case where initially, S does not know any line, but learns about the ones it encounters during the search, we give a 414.2-competitive search strategy
Competitive Searching for a Line on a Line Arrangement
We discuss the problem of searching for an unknown line on a known or unknown line arrangement by a searcher S, and show that a search strategy exists that finds the line competitively, that is, with detour factor at most a constant when compared to the situation where S has all knowledge. In the case where S knows all lines but not which one is sought, the strategy is 79-competitive. We also show that it may be necessary to travel on Omega(n) lines to realize a constant competitive ratio. In the case where initially, S does not know any line, but learns about the ones it encounters during the search, we give a 414.2-competitive search strategy
Competitive Searching for a Line on a Line Arrangement
We discuss the problem of searching for an unknown line on a known or unknown line arrangement by a searcher S, and show that a search strategy exists that finds the line competitively, that is, with detour factor at most a constant when compared to the situation where S has all knowledge. In the case where S knows all lines but not which one is sought, the strategy is 79-competitive. We also show that it may be necessary to travel on Omega(n) lines to realize a constant competitive ratio. In the case where initially, S does not know any line, but learns about the ones it encounters during the search, we give a 414.2-competitive search strategy