9 research outputs found

    Single-Player and Two-Player Buttons & Scissors Games

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    We study the computational complexity of the Buttons \& Scissors game and obtain sharp thresholds with respect to several parameters. Specifically we show that the game is NP-complete for C=2C = 2 colors but polytime solvable for C=1C = 1. Similarly the game is NP-complete if every color is used by at most F=4F = 4 buttons but polytime solvable for F≤3F \leq 3. We also consider restrictions on the board size, cut directions, and cut sizes. Finally, we introduce several natural two-player versions of the game and show that they are PSPACE-complete.Comment: 21 pages, 15 figures. Presented at JCDCG2 2015, Kyoto University, Kyoto, Japan, September 14 - 16, 201

    Creative and Coordinated Computation

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    Approximating Largest Convex Hulls for Imprecise Points

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    Assume that a set of imprecise points in the plane is given, where each point is specified by a region in which the point will lie. Such a region can be modelled as a circle, square, line segment, etc. We study the problem of maximising the area of the convex hull of such a set. We prove NP-hardness when the imprecise points are modelled as line segments, and give linear time approximation schemes for a variety of models, based on the core-set paradigm

    Automated Puzzle Difficulty Estimation

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    We introduce a method for automatically rating the difficulty of puzzle game levels. Our method takes multiple aspects of the levels of these games, such as level size, and combines these into a difficulty function. It can simply be adapted to most puzzle games, and we test it on three different ones: Flow, Lazors and Move. We conducted a user study to discover how difficult players find the levels of a set and use this data to train the difficulty function to match the user-provided ratings. Our experiments show that the difficulty function is capable of rating levels with an average error of approximately one point in Lazors and Move, and less than half a point in Flow, on a difficulty scale of 1-10

    Google Scholar makes it hard - the complexity of organizing one's publications

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    With Google Scholar, scientists can maintain their publications on personal profile pages, while the citations to these works are automatically collected and counted. Maintenance of publications is done manually by the researcher herself, and involves deleting erroneous ones, merging ones that are the same but which were not recognized as the same, adding forgotten co-authors, and correcting titles of papers and venues. The publications are presented on pages with 20 or 100 papers in the web page interface from 2012–2014. (Since mid 2014, Google Scholar's profile pages allow any number of papers on a single page.) The interface does not allow a scientist to merge two versions of a paper if they appear on different pages. This not only implies that a scientist who wants to merge certain subsets of publications will sometimes be unable to do so, but also, we show in this note that the decision problem to determine if it is possible to merge given subsets of papers is NP-complete

    Mixed Map Labeling

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    Point feature map labeling is a geometric problem, in which a set of input points must be labeled with a set of disjoint rectangles (the bounding boxes of the label texts). Typically, labeling models either use internal labels, which must touch their feature point, or external (boundary) labels, which are placed on one of the four sides of the input points’ bounding box and which are connected to their feature points by crossing-free leader lines. In this paper we study polynomial-time algorithms for maximizing the number of internal labels in a mixed labeling model that combines internal and external labels. The model requires that all leaders are parallel to a given orientation θ∈[0,2π) , whose value influences the geometric properties and hence the running times of our algorithms

    Clustering in Aggregated Health Data

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    Spatial information plays an important role in the identification of sources of outbreaks for many different health-related conditions. In the public health domain, as in many other domains, the available data is often aggregated into geographical regions, such as zip codes or municipalities. In this paper we study the problem of finding clusters in spatially aggregated data. Given a subdivision of the plane into regions with two values per region, a case count and a population count, we look for a cluster with maximum density. We model the problem as finding a placement of a given shape R such that the ratio of cases contained in R to people living in R is maximized. We propose two models that differ on how to determine the cases in R, together with several variants and extensions, and give algorithms that solve the problems efficiently

    Clustering Trajectories for Map Construction

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    We propose a new approach for constructing the underlying map from trajectory data. Our algorithm is based on the idea that road segments can be identified as stable subtrajectory clusters in the data. For this, we consider how subtrajectory clusters evolve for varying distance values, and choose stable values for these. In doing so we avoid a global proximity parameter. Within trajectory clusters, we choose representatives, which are combined to form the map. We experimentally evaluate our algorithm on vehicle and hiking tracking data. These experiments demonstrate that our approach can naturally separate roads that run close to each other and can deal with outliers in the data, two issues that are notoriously difficult in road network reconstruction

    Single-Player and Two-Player Buttons & Scissors Games

    No full text
    We study the computational complexity of the Buttons \& Scissors game and obtain sharp thresholds with respect to several parameters. Specifically we show that the game is NP-complete for C=2 colors but polytime solvable for C=1. Similarly the game is NP-complete if every color is used by at most F=4 buttons but polytime solvable for F≤3. We also consider restrictions on the board size, cut directions, and cut sizes. Finally, we introduce several natural two-player versions of the game and show that they are PSPACE-complete
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