1,145 research outputs found

    On Minimizing Crossings in Storyline Visualizations

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    In a storyline visualization, we visualize a collection of interacting characters (e.g., in a movie, play, etc.) by xx-monotone curves that converge for each interaction, and diverge otherwise. Given a storyline with nn 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 O(nlogn)O(n\log n) crossings. Furthermore, we show that there exist storylines in this restricted case that require Ω(nlogn)\Omega(n\log n) 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 kk. Our algorithm runs in time O(k!2klogk+k!2m)O(k!^2k\log k + k!^2m), where mm 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

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    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

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    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

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    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 1×11 \times 1 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

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    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 O(n2logn)O(n^2 \log n) 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

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    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

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    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

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    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

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    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

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    © 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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