1,481 research outputs found
Experimental characterization of wheel-rail contact patch evolution
The contact area and pressure distribution in a wheel/rail contact is essential information required in any fatigue or wear calculations to determine design life, re-grinding, and maintenance schedules. As wheel or rail wear or surface damage takes place the contact patch size and shape will change. This leads to a redistribution of the contact stresses. The aim of this work was to use ultrasound to nondestructively quantify the stress distribution in new, worn, and damaged wheel-rail contacts. The response of a wheel/rail interface to an ultrasonic wave can be modeled as a spring. If the contact pressure is high the interface is very stiff, with few air gaps, and allows the transmission of an ultrasonic sound wave. If the pressure is low, interfacial stiffness is lower and almost all the ultrasound is reflected. A quasistatic spring model was used to determine maps of contact stiffness from wheel/rail ultrasonic reflection data. Pressure was then determined using a parallel calibration experiment. Three different contacts were investigated; those resulting from unused, worn, and sand damaged wheel and rail specimens. Measured contact pressure distributions are compared to those determined using elastic analytical and numerical elastic-plastic solutions. Unused as-machined contact surfaces had similar contact areas to predicted elastic Hertzian solutions. However, within the contact patch, the numerical models better reproduced the stress distribution, as they incorporated real surface roughness effects. The worn surfaces were smoother and more conformal, resulting in a larger contact patch and lower contact stress. Sand damaged surfaces were extremely rough and resulted in highly fragmented contact regions and high local contact stress. Copyright © 2006 by ASME
Families with infants: a general approach to solve hard partition problems
We introduce a general approach for solving partition problems where the goal
is to represent a given set as a union (either disjoint or not) of subsets
satisfying certain properties. Many NP-hard problems can be naturally stated as
such partition problems. We show that if one can find a large enough system of
so-called families with infants for a given problem, then this problem can be
solved faster than by a straightforward algorithm. We use this approach to
improve known bounds for several NP-hard problems as well as to simplify the
proofs of several known results.
For the chromatic number problem we present an algorithm with
time and exponential space for graphs of average
degree . This improves the algorithm by Bj\"{o}rklund et al. [Theory Comput.
Syst. 2010] that works for graphs of bounded maximum (as opposed to average)
degree and closes an open problem stated by Cygan and Pilipczuk [ICALP 2013].
For the traveling salesman problem we give an algorithm working in
time and polynomial space for graphs of average
degree . The previously known results of this kind is a polyspace algorithm
by Bj\"{o}rklund et al. [ICALP 2008] for graphs of bounded maximum degree and
an exponential space algorithm for bounded average degree by Cygan and
Pilipczuk [ICALP 2013].
For counting perfect matching in graphs of average degree~ we present an
algorithm with running time and polynomial
space. Recent algorithms of this kind due to Cygan, Pilipczuk [ICALP 2013] and
Izumi, Wadayama [FOCS 2012] (for bipartite graphs only) use exponential space.Comment: 18 pages, a revised version of this paper is available at
http://arxiv.org/abs/1410.220
Eliminating Recursion from Monadic Datalog Programs on Trees
We study the problem of eliminating recursion from monadic datalog programs
on trees with an infinite set of labels. We show that the boundedness problem,
i.e., determining whether a datalog program is equivalent to some nonrecursive
one is undecidable but the decidability is regained if the descendant relation
is disallowed. Under similar restrictions we obtain decidability of the problem
of equivalence to a given nonrecursive program. We investigate the connection
between these two problems in more detail
Fragments of ML Decidable by Nested Data Class Memory Automata
The call-by-value language RML may be viewed as a canonical restriction of
Standard ML to ground-type references, augmented by a "bad variable" construct
in the sense of Reynolds. We consider the fragment of (finitary) RML terms of
order at most 1 with free variables of order at most 2, and identify two
subfragments of this for which we show observational equivalence to be
decidable. The first subfragment consists of those terms in which the
P-pointers in the game semantic representation are determined by the underlying
sequence of moves. The second subfragment consists of terms in which the
O-pointers of moves corresponding to free variables in the game semantic
representation are determined by the underlying moves. These results are shown
using a reduction to a form of automata over data words in which the data
values have a tree-structure, reflecting the tree-structure of the threads in
the game semantic plays. In addition we show that observational equivalence is
undecidable at every third- or higher-order type, every second-order type which
takes at least two first-order arguments, and every second-order type (of arity
greater than one) that has a first-order argument which is not the final
argument
On the Equivalence among Problems of Bounded Width
In this paper, we introduce a methodology, called decomposition-based
reductions, for showing the equivalence among various problems of
bounded-width.
First, we show that the following are equivalent for any :
* SAT can be solved in time,
* 3-SAT can be solved in time,
* Max 2-SAT can be solved in time,
* Independent Set can be solved in time, and
* Independent Set can be solved in time, where
tw and cw are the tree-width and clique-width of the instance, respectively.
Then, we introduce a new parameterized complexity class EPNL, which includes
Set Cover and Directed Hamiltonicity, and show that SAT, 3-SAT, Max 2-SAT, and
Independent Set parameterized by path-width are EPNL-complete. This implies
that if one of these EPNL-complete problems can be solved in time,
then any problem in EPNL can be solved in time.Comment: accepted to ESA 201
Symmetric Strategy Improvement
Symmetry is inherent in the definition of most of the two-player zero-sum
games, including parity, mean-payoff, and discounted-payoff games. It is
therefore quite surprising that no symmetric analysis techniques for these
games exist. We develop a novel symmetric strategy improvement algorithm where,
in each iteration, the strategies of both players are improved simultaneously.
We show that symmetric strategy improvement defies Friedmann's traps, which
shook the belief in the potential of classic strategy improvement to be
polynomial
Dynamic Set Intersection
Consider the problem of maintaining a family of dynamic sets subject to
insertions, deletions, and set-intersection reporting queries: given , report every member of in any order. We show that in the word
RAM model, where is the word size, given a cap on the maximum size of
any set, we can support set intersection queries in
expected time, and updates in expected time. Using this algorithm
we can list all triangles of a graph in
expected time, where and
is the arboricity of . This improves a 30-year old triangle enumeration
algorithm of Chiba and Nishizeki running in time.
We provide an incremental data structure on that supports intersection
{\em witness} queries, where we only need to find {\em one} .
Both queries and insertions take O\paren{\sqrt \frac{N}{w/\log^2 w}} expected
time, where . Finally, we provide time/space tradeoffs for
the fully dynamic set intersection reporting problem. Using words of space,
each update costs expected time, each reporting query
costs expected time where
is the size of the output, and each witness query costs expected time.Comment: Accepted to WADS 201
New Deterministic Algorithms for Solving Parity Games
We study parity games in which one of the two players controls only a small
number of nodes and the other player controls the other nodes of the
game. Our main result is a fixed-parameter algorithm that solves bipartite
parity games in time , and general parity games in
time , where is the number of distinct
priorities and is the number of edges. For all games with this
improves the previously fastest algorithm by Jurdzi{\'n}ski, Paterson, and
Zwick (SICOMP 2008). We also obtain novel kernelization results and an improved
deterministic algorithm for graphs with small average degree
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