141 research outputs found
On the complexity of optimal homotopies
In this article, we provide new structural results and algorithms for the
Homotopy Height problem. In broad terms, this problem quantifies how much a
curve on a surface needs to be stretched to sweep continuously between two
positions. More precisely, given two homotopic curves and
on a combinatorial (say, triangulated) surface, we investigate the problem of
computing a homotopy between and where the length of the
longest intermediate curve is minimized. Such optimal homotopies are relevant
for a wide range of purposes, from very theoretical questions in quantitative
homotopy theory to more practical applications such as similarity measures on
meshes and graph searching problems.
We prove that Homotopy Height is in the complexity class NP, and the
corresponding exponential algorithm is the best one known for this problem.
This result builds on a structural theorem on monotonicity of optimal
homotopies, which is proved in a companion paper. Then we show that this
problem encompasses the Homotopic Fr\'echet distance problem which we therefore
also establish to be in NP, answering a question which has previously been
considered in several different settings. We also provide an O(log
n)-approximation algorithm for Homotopy Height on surfaces by adapting an
earlier algorithm of Har-Peled, Nayyeri, Salvatipour and Sidiropoulos in the
planar setting
The Complexity of Snake
Snake and Nibbler are two well-known video games in which a snake slithers through a maze and grows as it collects food. During this process, the snake must avoid any collision with its tail. Various goals can be associated with these video games, such as avoiding the tail as long as possible, or collecting a certain amount of food, or reaching some target location. Unfortunately, like many other motion-planning problems, even very restricted variants are computationally intractable. In particular, we prove the NP--hardness of collecting all food on solid grid graphs; as well as its PSPACE-completeness on general grid graphs. Moreover, given an initial and a target configuration of the snake, moving from one configuration to the other is PSPACE-complete, even on grid graphs without food, or with an initially short snake.
Our results make use of the nondeterministic constraint logic framework by Hearn and Demaine, which has been used to analyze the computational complexity of many games and puzzles. We extend this framework for the analysis of puzzles whose initial state is chosen by the player
Computing Minimum Complexity 1D Curve Simplifications under the Fréchet Distance
We consider the problem of simplifying curves under the Fréchet distance. Let P be a curve and Δ ℠0 be a distance threshold. An Δ-simplification is a curve within Fréchet distance Δ of P . We consider Δ-simplifications of minimum complexity (i.e. minimum number of vertices). Parameterized by Δ, we define a continuous family of minimum complexity Δ-simplifications P Δ of a curve P inone dimension. We present a data structure that after linear preprocessing time can report the Δ-simplification in linear output-sensitive time. Moreover, for k ℠1, we show how this data structure can be used to report a simplification P Δ with at most k vertices that is closest to P in O(k) time
Constructing monotone homotopies and sweepouts
This article investigates when homotopies can be converted to monotone
homotopies without increasing the lengths of curves. A monotone homotopy is one
which consists of curves which are simple or constant, and in which curves are
pairwise disjoint. We show that, if the boundary of a Riemannian disc can be
contracted through curves of length less than , then it can also be
contracted monotonously through curves of length less than . This proves a
conjecture of Chambers and Rotman. Additionally, any sweepout of a Riemannian
-sphere through curves of length less than can be replaced with a
monotone sweepout through curves of length less than . Applications of these
results are also discussed.Comment: 16 pages, 6 figure
A Family of Metrics from the Truncated Smoothing of Reeb Graphs
In this paper, we introduce an extension of smoothing on Reeb graphs, which we call truncated smoothing; this in turn allows us to define a new family of metrics which generalize the interleaving distance for Reeb graphs. Intuitively, we "chop off" parts near local minima and maxima during the course of smoothing, where the amount cut is controlled by a parameter ?. After formalizing truncation as a functor, we show that when applied after the smoothing functor, this prevents extensive expansion of the range of the function, and yields particularly nice properties (such as maintaining connectivity) when combined with smoothing for 0 ? ? ? 2?, where ? is the smoothing parameter. Then, for the restriction of ? ? [0,?], we have additional structure which we can take advantage of to construct a categorical flow for any choice of slope m ? [0,1]. Using the infrastructure built for a category with a flow, this then gives an interleaving distance for every m ? [0,1], which is a generalization of the original interleaving distance, which is the case m = 0. While the resulting metrics are not stable, we show that any pair of these for m, m\u27 ? [0,1) are strongly equivalent metrics, which in turn gives stability of each metric up to a multiplicative constant. We conclude by discussing implications of this metric within the broader family of metrics for Reeb graphs
Shortest Paths in Portalgons
Any surface that is intrinsically polyhedral can be represented by a collection of simple polygons (fragments), glued along pairs of equally long oriented edges, where each fragment is endowed with the geodesic metric arising from its Euclidean metric. We refer to such a representation as a portalgon, and we call two portalgons equivalent if the surfaces they represent are isometric.
We analyze the complexity of shortest paths. We call a fragment happy if any shortest path on the portalgon visits it at most a constant number of times. A portalgon is happy if all of its fragments are happy. We present an efficient algorithm to compute shortest paths on happy portalgons.
The number of times that a shortest path visits a fragment is unbounded in general. We contrast this by showing that the intrinsic Delaunay triangulation of any polyhedral surface corresponds to a happy portalgon. Since computing the intrinsic Delaunay triangulation may be inefficient, we provide an efficient algorithm to compute happy portalgons for a restricted class of portalgons
Minimum Height Drawings of Ordered Trees in Polynomial Time: Homotopy Height of Tree Duals
We consider drawings of graphs in the plane in which vertices are assigned distinct points in the plane and edges are drawn as simple curves connecting the vertices and such that the edges intersect only at their common endpoints. There is an intuitive quality measure for drawings of a graph that measures the height of a drawing Ï : GâȘâÂČ as follows. For a vertical line in âÂČ, let the height of be the cardinality of the set â© Ï(G). The height of a drawing of G is the maximum height over all vertical lines. In this paper, instead of abstract graphs, we fix a drawing and consider plane graphs. In other words, we are looking for a homeomorphism of the plane that minimizes the height of the resulting drawing. This problem is equivalent to the homotopy height problem in the plane, and the homotopic FrĂ©chet distance problem. These problems were recently shown to lie in NP, but no polynomial-time algorithm or NP-hardness proof has been found since their formulation in 2009. We present the first polynomial-time algorithm for drawing trees with optimal height. This corresponds to a polynomial-time algorithm for the homotopy height where the triangulation has only one vertex (that is, a set of loops incident to a single vertex), so that its dual is a tree
Polygon-Universal Graphs
We study a fundamental question from graph drawing: given a pair (G,C) of a graph G and a cycle C in G together with a simple polygon P, is there a straight-line drawing of G inside P which maps C to P? We say that such a drawing of (G,C) respects P. We fully characterize those instances (G,C) which are polygon-universal, that is, they have a drawing that respects P for any simple (not necessarily convex) polygon P. Specifically, we identify two necessary conditions for an instance to be polygon-universal. Both conditions are based purely on graph and cycle distances and are easy to check. We show that these two conditions are also sufficient. Furthermore, if an instance (G,C) is planar, that is, if there exists a planar drawing of G with C on the outer face, we show that the same conditions guarantee for every simple polygon P the existence of a planar drawing of (G,C) that respects P. If (G,C) is polygon-universal, then our proofs directly imply a linear-time algorithm to construct a drawing that respects a given polygon P
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