1,145 research outputs found
On Minimizing Crossings in Storyline Visualizations
In a storyline visualization, we visualize a collection of interacting
characters (e.g., in a movie, play, etc.) by -monotone curves that converge
for each interaction, and diverge otherwise. Given a storyline with
characters, we show tight lower and upper bounds on the number of crossings
required in any storyline visualization for a restricted case. In particular,
we show that if (1) each meeting consists of exactly two characters and (2) the
meetings can be modeled as a tree, then we can always find a storyline
visualization with crossings. Furthermore, we show that there
exist storylines in this restricted case that require
crossings. Lastly, we show that, in the general case, minimizing the number of
crossings in a storyline visualization is fixed-parameter tractable, when
parameterized on the number of characters . Our algorithm runs in time
, where is the number of meetings.Comment: 6 pages, 4 figures. To appear at the 23rd International Symposium on
Graph Drawing and Network Visualization (GD 2015
Scheduling Bidirectional Traffic on a Path
We study the fundamental problem of scheduling bidirectional traffic along a
path composed of multiple segments. The main feature of the problem is that
jobs traveling in the same direction can be scheduled in quick succession on a
segment, while jobs in opposing directions cannot cross a segment at the same
time. We show that this tradeoff makes the problem significantly harder than
the related flow shop problem, by proving that it is NP-hard even for identical
jobs. We complement this result with a PTAS for a single segment and
non-identical jobs. If we allow some pairs of jobs traveling in different
directions to cross a segment concurrently, the problem becomes APX-hard even
on a single segment and with identical jobs. We give polynomial algorithms for
the setting with restricted compatibilities between jobs on a single and any
constant number of segments, respectively
Dissection with the Fewest Pieces is Hard, Even to Approximate
We prove that it is NP-hard to dissect one simple orthogonal polygon into another using a given number of pieces, as is approximating the fewest pieces to within a factor of 1+1/1080−ε .National Science Foundation (U.S.) (Grant CCF-1217423)National Science Foundation (U.S.) (Grant CCF-1065125)National Science Foundation (U.S.) (Grant CCF-1420692
Push-Pull Block Puzzles are Hard
This paper proves that push-pull block puzzles in 3D are PSPACE-complete to
solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve,
settling an open question by Zubaran and Ritt. Push-pull block puzzles are a
type of recreational motion planning problem, similar to Sokoban, that involve
moving a `robot' on a square grid with obstacles. The obstacles
cannot be traversed by the robot, but some can be pushed and pulled by the
robot into adjacent squares. Thin walls prevent movement between two adjacent
squares. This work follows in a long line of algorithms and complexity work on
similar problems. The 2D push-pull block puzzle shows up in the video games
Pukoban as well as The Legend of Zelda: A Link to the Past, giving another
proof of hardness for the latter. This variant of block-pushing puzzles is of
particular interest because of its connections to reversibility, since any
action (e.g., push or pull) can be inverted by another valid action (e.g., pull
or push).Comment: Full version of CIAC 2017 paper. 17 page
Edge Elimination in TSP Instances
The Traveling Salesman Problem is one of the best studied NP-hard problems in
combinatorial optimization. Powerful methods have been developed over the last
60 years to find optimum solutions to large TSP instances. The largest TSP
instance so far that has been solved optimally has 85,900 vertices. Its
solution required more than 136 years of total CPU time using the
branch-and-cut based Concorde TSP code [1]. In this paper we present graph
theoretic results that allow to prove that some edges of a TSP instance cannot
occur in any optimum TSP tour. Based on these results we propose a
combinatorial algorithm to identify such edges. The runtime of the main part of
our algorithm is for an n-vertex TSP instance. By combining our
approach with the Concorde TSP solver we are able to solve a large TSPLIB
instance more than 11 times faster than Concorde alone
A Fast and Scalable Graph Coloring Algorithm for Multi-core and Many-core Architectures
Irregular computations on unstructured data are an important class of
problems for parallel programming. Graph coloring is often an important
preprocessing step, e.g. as a way to perform dependency analysis for safe
parallel execution. The total run time of a coloring algorithm adds to the
overall parallel overhead of the application whereas the number of colors used
determines the amount of exposed parallelism. A fast and scalable coloring
algorithm using as few colors as possible is vital for the overall parallel
performance and scalability of many irregular applications that depend upon
runtime dependency analysis.
Catalyurek et al. have proposed a graph coloring algorithm which relies on
speculative, local assignment of colors. In this paper we present an improved
version which runs even more optimistically with less thread synchronization
and reduced number of conflicts compared to Catalyurek et al.'s algorithm. We
show that the new technique scales better on multi-core and many-core systems
and performs up to 1.5x faster than its predecessor on graphs with high-degree
vertices, while keeping the number of colors at the same near-optimal levels.Comment: To appear in the proceedings of Euro Par 201
Optimizing egalitarian performance in the side-effects model of colocation for data center resource management
In data centers, up to dozens of tasks are colocated on a single physical
machine. Machines are used more efficiently, but tasks' performance
deteriorates, as colocated tasks compete for shared resources. As tasks are
heterogeneous, the resulting performance dependencies are complex. In our
previous work [18] we proposed a new combinatorial optimization model that uses
two parameters of a task - its size and its type - to characterize how a task
influences the performance of other tasks allocated to the same machine.
In this paper, we study the egalitarian optimization goal: maximizing the
worst-off performance. This problem generalizes the classic makespan
minimization on multiple processors (P||Cmax). We prove that
polynomially-solvable variants of multiprocessor scheduling are NP-hard and
hard to approximate when the number of types is not constant. For a constant
number of types, we propose a PTAS, a fast approximation algorithm, and a
series of heuristics. We simulate the algorithms on instances derived from a
trace of one of Google clusters. Algorithms aware of jobs' types lead to better
performance compared with algorithms solving P||Cmax.
The notion of type enables us to model degeneration of performance caused by
using standard combinatorial optimization methods. Types add a layer of
additional complexity. However, our results - approximation algorithms and good
average-case performance - show that types can be handled efficiently.Comment: Author's version of a paper published in Euro-Par 2017 Proceedings,
extends the published paper with addtional results and proof
Flight Gate Assignment with a Quantum Annealer
Optimal flight gate assignment is a highly relevant optimization problem from
airport management. Among others, an important goal is the minimization of the
total transit time of the passengers. The corresponding objective function is
quadratic in the binary decision variables encoding the flight-to-gate
assignment. Hence, it is a quadratic assignment problem being hard to solve in
general. In this work we investigate the solvability of this problem with a
D-Wave quantum annealer. These machines are optimizers for quadratic
unconstrained optimization problems (QUBO). Therefore the flight gate
assignment problem seems to be well suited for these machines. We use real
world data from a mid-sized German airport as well as simulation based data to
extract typical instances small enough to be amenable to the D-Wave machine. In
order to mitigate precision problems, we employ bin packing on the passenger
numbers to reduce the precision requirements of the extracted instances. We
find that, for the instances we investigated, the bin packing has little effect
on the solution quality. Hence, we were able to solve small problem instances
extracted from real data with the D-Wave 2000Q quantum annealer.Comment: Updated figure
Exploring Graphs with Time Constraints by Unreliable Collections of Mobile Robots
A graph environment must be explored by a collection of mobile robots. Some
of the robots, a priori unknown, may turn out to be unreliable. The graph is
weighted and each node is assigned a deadline. The exploration is successful if
each node of the graph is visited before its deadline by a reliable robot. The
edge weight corresponds to the time needed by a robot to traverse the edge.
Given the number of robots which may crash, is it possible to design an
algorithm, which will always guarantee the exploration, independently of the
choice of the subset of unreliable robots by the adversary? We find the optimal
time, during which the graph may be explored. Our approach permits to find the
maximal number of robots, which may turn out to be unreliable, and the graph is
still guaranteed to be explored.
We concentrate on line graphs and rings, for which we give positive results.
We start with the case of the collections involving only reliable robots. We
give algorithms finding optimal times needed for exploration when the robots
are assigned to fixed initial positions as well as when such starting positions
may be determined by the algorithm. We extend our consideration to the case
when some number of robots may be unreliable. Our most surprising result is
that solving the line exploration problem with robots at given positions, which
may involve crash-faulty ones, is NP-hard. The same problem has polynomial
solutions for a ring and for the case when the initial robots' positions on the
line are arbitrary.
The exploration problem is shown to be NP-hard for star graphs, even when the
team consists of only two reliable robots
Creating seating plans: A practical application
© 2016 Operational Research Society Ltd. All rights reserved. 0160-5682/16. This paper examines the interesting problem of designing seating plans for large events such as weddings and gala dinners where, among other things, the aim is to construct solutions where guests are sat on the same tables as friends and family, but, perhaps more importantly, are kept away from those they dislike. This problem is seen to be N P-complete from a number of different perspectives. We describe the problem model and heuristic algorithm that is used on the commercial website www.weddingseatplanner.com. We present results on the performance of this algorithm, demonstrating the factors that can influence run time and solution quality, and also present a comparison with an equivalent IP model used in conjunction with a commercial solver
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