19 research outputs found

    Equal-Subset-Sum Faster Than the Meet-in-the-Middle

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    In the Equal-Subset-Sum problem, we are given a set S of n integers and the problem is to decide if there exist two disjoint nonempty subsets A,B subseteq S, whose elements sum up to the same value. The problem is NP-complete. The state-of-the-art algorithm runs in O^*(3^(n/2)) <= O^*(1.7321^n) time and is based on the meet-in-the-middle technique. In this paper, we improve upon this algorithm and give O^*(1.7088^n) worst case Monte Carlo algorithm. This answers a question suggested by Woeginger in his inspirational survey. Additionally, we analyse the polynomial space algorithm for Equal-Subset-Sum. A naive polynomial space algorithm for Equal-Subset-Sum runs in O^*(3^n) time. With read-only access to the exponentially many random bits, we show a randomized algorithm running in O^*(2.6817^n) time and polynomial space

    Sublinear Average-Case Shortest Paths in Weighted Unit-Disk Graphs

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    We consider the problem of computing shortest paths in weighted unit-disk graphs in constant dimension dd. Although the single-source and all-pairs variants of this problem are well-studied in the plane case, no non-trivial exact distance oracles for unit-disk graphs have been known to date, even for d=2d=2. The classical result of Sedgewick and Vitter [Algorithmica '86] shows that for weighted unit-disk graphs in the plane the AA^* search has average-case performance superior to that of a standard shortest path algorithm, e.g., Dijkstra's algorithm. Specifically, if the nn corresponding points of a weighted unit-disk graph GG are picked from a unit square uniformly at random, and the connectivity radius is r(0,1)r\in (0,1), AA^* finds a shortest path in GG in O(n)O(n) expected time when r=Ω(logn/n)r=\Omega(\sqrt{\log n/n}), even though GG has Θ((nr)2)\Theta((nr)^2) edges in expectation. In other words, the work done by the algorithm is in expectation proportional to the number of vertices and not the number of edges. In this paper, we break this natural barrier and show even stronger sublinear time results. We propose a new heuristic approach to computing point-to-point exact shortest paths in unit-disk graphs. We analyze the average-case behavior of our heuristic using the same random graph model as used by Sedgewick and Vitter and prove it superior to AA^*. Specifically, we show that, if we are able to report the set of all kk points of GG from an arbitrary rectangular region of the plane in O(k+t(n))O(k + t(n)) time, then a shortest path between arbitrary two points of such a random graph on the plane can be found in O(1/r2+t(n))O(1/r^2 + t(n)) expected time. In particular, the state-of-the-art range reporting data structures imply a sublinear expected bound for all r=Ω(logn/n)r=\Omega(\sqrt{\log n/n}) and O(n)O(\sqrt{n}) expected bound for r=Ω(n1/4)r=\Omega(n^{-1/4}) after only near-linear preprocessing of the point set.Comment: Full version of a SoCG'21 paper. Abstract truncated to meet arxiv requirement

    Recoloring Interval Graphs with Limited Recourse Budget

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    We consider the problem of coloring an interval graph dynamically. Intervals arrive one after the other and have to be colored immediately such that no two intervals of the same color overlap. In each step only a limited number of intervals may be recolored to maintain a proper coloring (thus interpolating between the well-studied online and offline settings). The number of allowed recolorings per step is the so-called recourse budget. Our main aim is to prove both upper and lower bounds on the required recourse budget for interval graphs, given a bound on the allowed number of colors. For general interval graphs with n vertices and chromatic number k it is known that some recoloring is needed even if we have 2k colors available. We give an algorithm that maintains a 2k-coloring with an amortized recourse budget of 1˘d4aa(logn)\u1d4aa(log n). For maintaining a k-coloring with k ≤ n, we give an amortized upper bound of \u1d4aa(k⋅ k! ⋅ √n), and a lower bound of Ω(k)fork1˘d4aa(n)Ω(k) for k ∈ \u1d4aa(√n), which can be as large as Ω(nΩ(√n). For unit interval graphs it is known that some recoloring is needed even if we have k+1 colors available. We give an algorithm that maintains a (k+1)-coloring with at most 1˘d4aa(k2)\u1d4aa(k²) recolorings per step in the worst case. We also give a lower bound of Ω(logn)Ω(log n) on the amortized recourse budget needed to maintain a k-coloring. Additionally, for general interval graphs we show that if one does not insist on maintaining an explicit coloring, one can have a k-coloring algorithm which does not incur a factor of 1˘d4aa(kk!n)\u1d4aa(k ⋅ k! ⋅ √n) in the running time. For this we provide a data structure, which allows for adding intervals in 1˘d4aa(k2log3n)\u1d4aa(k² log³ n) amortized time per update and querying for the color of a particular interval in 1˘d4aa(logn)time\u1d4aa(log n) time. Between any two updates, the data structure answers consistently with some optimal coloring. The data structure maintains the coloring implicitly, so the notion of recourse budget does not apply to it

    Sibling Conspiracy Number Search

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    For some two-player games (e.g. Go), no accurate and inexpensive heuristic is known for evaluating leaves of a search tree. For other games (e.g. chess), a heuristic is known (sum of piece values). For other games (e.g. Hex), only a local heuristic — one that compares children reliably, but non-siblings poorly — is known (cell voltage drop in the Shannon/Anshelevich electric circuit model). In this paper we introduce a search algorithm for a two-player perfect information game with a reasonable local heuristic. Sibling Conspiracy Number Search (SCNS) is an anytime best-first version of Conspiracy Number Search based not on evaluation of leaf states of the search tree, but — for each node — on relative evaluation scores of all children of that node. SCNS refines CNS search value intervals, converging to Proof Number Search. SCNS is a good framework for a game player. We tested SCNS in the domain of Hex, with promising results. We implemented an 11-by-11 SCNS Hex bot, DeepHex. We competed DeepHex against current Hex bot champion MoHex, a Monte-Carlo Tree Search player, and previous Hex bot champion Wolve, an Alpha-Beta Search player. DeepHex widely outperforms Wolve at all time levels, and narrowly outperforms MoHex once time reaches 4min/move

    Equal-Subset-Sum Faster Than the Meet-in-the-Middle

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    In the Equal-Subset-Sum problem, we are given a set SS of nn integers and the problem is to decide if there exist two disjoint nonempty subsets A,BSA,B \subseteq S, whose elements sum up to the same value. The problem is NP-complete. The state-of-the-art algorithm runs in O(3n/2)O(1.7321n)O^{*}(3^{n/2}) \le O^{*}(1.7321^n) time and is based on the meet-in-the-middle technique. In this paper, we improve upon this algorithm and give O(1.7088n)O^{*}(1.7088^n) worst case Monte Carlo algorithm. This answers the open problem from Woeginger's inspirational survey. Additionally, we analyse the polynomial space algorithm for Equal-Subset-Sum. A naive polynomial space algorithm for Equal-Subset-Sum runs in O(3n)O^{*}(3^n) time. With read-only access to the exponentially many random bits, we show a randomized algorithm running in O(2.6817n)O^{*}(2.6817^n) time and polynomial space

    Equal-Subset-Sum Faster Than the Meet-in-the-Middle

    Get PDF
    In the Equal-Subset-Sum problem, we are given a set SS of nn integers and the problem is to decide if there exist two disjoint nonempty subsets A,BSA,B \subseteq S, whose elements sum up to the same value. The problem is NP-complete. The state-of-the-art algorithm runs in O(3n/2)O(1.7321n)O^{*}(3^{n/2}) \le O^{*}(1.7321^n) time and is based on the meet-in-the-middle technique. In this paper, we improve upon this algorithm and give O(1.7088n)O^{*}(1.7088^n) worst case Monte Carlo algorithm. This answers the open problem from Woeginger's inspirational survey. Additionally, we analyse the polynomial space algorithm for Equal-Subset-Sum. A naive polynomial space algorithm for Equal-Subset-Sum runs in O(3n)O^{*}(3^n) time. With read-only access to the exponentially many random bits, we show a randomized algorithm running in O(2.6817n)O^{*}(2.6817^n) time and polynomial space

    Stronger Virtual Connections in Hex

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