194 research outputs found

    A Fire Fighter's Problem

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    Suppose that a circular fire spreads in the plane at unit speed. A single fire fighter can build a barrier at speed v>1v>1. How large must vv be to ensure that the fire can be contained, and how should the fire fighter proceed? We contribute two results. First, we analyze the natural curve \mbox{FF}_v that develops when the fighter keeps building, at speed vv, a barrier along the boundary of the expanding fire. We prove that the behavior of this spiralling curve is governed by a complex function (ewZsZ)1(e^{w Z} - s \, Z)^{-1}, where ww and ss are real functions of vv. For v>vc=2.6144v>v_c=2.6144 \ldots all zeroes are complex conjugate pairs. If ϕ\phi denotes the complex argument of the conjugate pair nearest to the origin then, by residue calculus, the fire fighter needs Θ(1/ϕ)\Theta( 1/\phi) rounds before the fire is contained. As vv decreases towards vcv_c these two zeroes merge into a real one, so that argument ϕ\phi goes to~0. Thus, curve \mbox{FF}_v does not contain the fire if the fighter moves at speed v=vcv=v_c. (That speed v>vcv>v_c is sufficient for containing the fire has been proposed before by Bressan et al. [7], who constructed a sequence of logarithmic spiral segments that stay strictly away from the fire.) Second, we show that any curve that visits the four coordinate half-axes in cyclic order, and in inreasing distances from the origin, needs speed v>1.618v>1.618\ldots, the golden ratio, in order to contain the fire. Keywords: Motion Planning, Dynamic Environments, Spiralling strategies, Lower and upper boundsComment: A preliminary version of the paper was presented at SoCG 201

    Heuristics for optimum binary search trees and minimum weight triangulation problems

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    AbstractIn this paper we establish new bounds on the problem of constructing optimum binary search trees with zero-key access probabilities (with applications e.g. to point location problems). We present a linear-time heuristic for constructing such search trees so that their cost is within a factor of 1 + ε from the optimum cost, where ε is an arbitrary small positive constant. Furthermore, by using an interesting amortization argument, we give a simple and practical, linear-time implementation of a known greedy heuristics for such trees.The above results are obtained in a more general setting, namely in the context of minimum length triangulations of so-called semi-circular polygons. They are carried over to binary search trees by proving a duality between optimum (m − 1)-way search trees and minimum weight partitions of infinitely-flat semi-circular polygons into m-gons. With this duality we can also obtain better heuristics for minimum length partitions of polygons by using known algorithms for optimum search trees

    Fault-tolerant additive weighted geometric spanners

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    Let S be a set of n points and let w be a function that assigns non-negative weights to points in S. The additive weighted distance d_w(p, q) between two points p,q belonging to S is defined as w(p) + d(p, q) + w(q) if p \ne q and it is zero if p = q. Here, d(p, q) denotes the (geodesic) Euclidean distance between p and q. A graph G(S, E) is called a t-spanner for the additive weighted set S of points if for any two points p and q in S the distance between p and q in graph G is at most t.d_w(p, q) for a real number t > 1. Here, d_w(p,q) is the additive weighted distance between p and q. For some integer k \geq 1, a t-spanner G for the set S is a (k, t)-vertex fault-tolerant additive weighted spanner, denoted with (k, t)-VFTAWS, if for any set S' \subset S with cardinality at most k, the graph G \ S' is a t-spanner for the points in S \ S'. For any given real number \epsilon > 0, we obtain the following results: - When the points in S belong to Euclidean space R^d, an algorithm to compute a (k,(2 + \epsilon))-VFTAWS with O(kn) edges for the metric space (S, d_w). Here, for any two points p, q \in S, d(p, q) is the Euclidean distance between p and q in R^d. - When the points in S belong to a simple polygon P, for the metric space (S, d_w), one algorithm to compute a geodesic (k, (2 + \epsilon))-VFTAWS with O(\frac{k n}{\epsilon^{2}}\lg{n}) edges and another algorithm to compute a geodesic (k, (\sqrt{10} + \epsilon))-VFTAWS with O(kn(\lg{n})^2) edges. Here, for any two points p, q \in S, d(p, q) is the geodesic Euclidean distance along the shortest path between p and q in P. - When the points in SS lie on a terrain T, an algorithm to compute a geodesic (k, (2 + \epsilon))-VFTAWS with O(\frac{k n}{\epsilon^{2}}\lg{n}) edges.Comment: a few update

    Shortcuts for the Circle

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    Let C be the unit circle in R^2. We can view C as a plane graph whose vertices are all the points on C, and the distance between any two points on C is the length of the smaller arc between them. We consider a graph augmentation problem on C, where we want to place k >= 1 shortcuts on C such that the diameter of the resulting graph is minimized. We analyze for each k with 1 <= k <= 7 what the optimal set of shortcuts is. Interestingly, the minimum diameter one can obtain is not a strictly decreasing function of k. For example, with seven shortcuts one cannot obtain a smaller diameter than with six shortcuts. Finally, we prove that the optimal diameter is 2 + Theta(1/k^(2/3)) for any k

    Minimum-weight triangulation is NP-hard

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    A triangulation of a planar point set S is a maximal plane straight-line graph with vertex set S. In the minimum-weight triangulation (MWT) problem, we are looking for a triangulation of a given point set that minimizes the sum of the edge lengths. We prove that the decision version of this problem is NP-hard. We use a reduction from PLANAR-1-IN-3-SAT. The correct working of the gadgets is established with computer assistance, using dynamic programming on polygonal faces, as well as the beta-skeleton heuristic to certify that certain edges belong to the minimum-weight triangulation.Comment: 45 pages (including a technical appendix of 13 pages), 28 figures. This revision contains a few improvements in the expositio

    Optimal Point Placement for Mesh Smoothing

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    We study the problem of moving a vertex in an unstructured mesh of triangular, quadrilateral, or tetrahedral elements to optimize the shapes of adjacent elements. We show that many such problems can be solved in linear time using generalized linear programming. We also give efficient algorithms for some mesh smoothing problems that do not fit into the generalized linear programming paradigm.Comment: 12 pages, 3 figures. A preliminary version of this paper was presented at the 8th ACM/SIAM Symp. on Discrete Algorithms (SODA '97). This is the final version, and will appear in a special issue of J. Algorithms for papers from SODA '9

    Efficient Assignment of Identities in Anonymous Populations

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    We consider the fundamental problem of assigning distinct labels to agents in the probabilistic model of population protocols. Our protocols operate under the assumption that the size nn of the population is embedded in the transition function. Our labeling protocols are silent w.h.p., i.e., eventually each agent reaches its final state and remains in it forever w.h.p., as well as safe, i.e., never update the label assigned to any single agent. We first present a fast, silent w.h.p.and safe labeling protocol for which the required number of interactions is asymptotically optimal, i.e., O(nlogn/ϵ)O(n \log n/\epsilon) w.h.p. It uses (2+ϵ)n+O(nc)(2+\epsilon)n+O(n^c) states, for any c11nc1-\frac 1n, uses n+n11\ge n+\sqrt {n-1} -1 states. Hence, our protocol is almost state-optimal. We also present a generalization of the protocol to include a trade-off between the number of states and the expected number of interactions. Furthermore, we show that for any silent and safe labeling protocol utilizing n+t<2nn+t<2n states the expected number of interactions required to achieve a valid labeling is n2t+1\ge \frac{n^2}{t+1}
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