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Proceedings [1990] 31st Annual Symposium on Foundations of Computer Science最新文献

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Online algorithms for finger searching 手指搜索的在线算法
Pub Date : 2018-02-05 DOI: 10.1109/FSCS.1990.89569
Richard Cole, A. Raghunathan
The technique of speeding up access into search structures by maintaining fingers that point to various locations of the search structure is considered. The problem of choosing, in a large search structure, locations at which to maintain fingers is treated. In particular, a server problem in which k servers move along a line segment of length m, where m is the number of keys in the search structure, is addressed. Since fingers may be arbitrarily copied, a server is allowed to jump, or fork, to a location currently occupied by another server. Online algorithms are presented and their competitiveness analyzed. It is shown that the case in which k=2 behaves differently from the case in which k>or=3, by showing that there is a four-competitive algorithm for k=2 that never forks its fingers. For k>or=3, it is shown that any online algorithm that does not fork its fingers can be at most Omega (m/sup 1/2/)-competitive. The main result is that for k=3 there is an online algorithm that forks and is constant competitive (independent of m, the size of the search structure). The algorithm is simple and implementable.<>
考虑了通过维护指向搜索结构的不同位置的手指来加快对搜索结构的访问的技术。在一个大的搜索结构中,选择放置手指的位置是一个问题。特别是,解决了一个服务器问题,其中k个服务器沿着长度为m的线段移动,其中m是搜索结构中键的数量。由于手指可以被任意复制,因此允许服务器跳转或分叉到当前被另一个服务器占用的位置。提出了在线算法,并对其竞争力进行了分析。在k=2的情况下,它的行为与k>或=3的情况不同,通过显示k=2的四竞争算法永远不会分叉它的手指。当k>或=3时,表明任何不分叉手指的在线算法最多可以是Omega (m/sup 1/2/)-竞争性的。主要结果是,对于k=3,存在一个在线算法,它分叉并且具有恒定的竞争性(独立于m,搜索结构的大小)。该算法简单,易于实现。
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引用次数: 3
Some tools for approximate 3-coloring 一些近似3着色的工具
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89576
Avrim Blum
Several tools for use in approximation algorithms to color 3-chromatic graphs are presented. The techniques are used in an algorithm that colors any 3-chromatic graph with O(n/sup 3/8/)+O(n/sup 3/8+O(1)/) colors (or more precisely) O(n/sup 3/8/log/sup 5/8/ n) colors, which improves the previous best bound of O(n/sup 0.4+0(1)/) colors. The techniques are illustrated by considering a problem in which the 3-chromatic graph is created not by a worst-case adversary, but by an adversary each of whose decisions (whether or not to include an edge) is reversed with some small probability or noise rate p. This type of adversary is equivalent to the semirandom source of M. Santha and U.V. Vazirani (1986). An algorithm that will actually 3-color such a graph with high probability even for quite low noise rates (p>or=n/sup -1/2+ epsilon / for constant epsilon >0), is presented.<>
介绍了几种用于三色图着色近似算法的工具。该技术用于一种算法,该算法将任何三色图着色为O(n/sup 3/8/)+O(n/sup 3/8+O(1)/)种颜色(或更准确地说)O(n/sup 3/8/log/sup 5/8/ n)种颜色,这改进了之前的最佳界限O(n/sup 0.4+0(1)/)种颜色。通过考虑一个问题来说明这些技术,在这个问题中,三色图不是由最坏情况的对手创建的,而是由一个对手创建的,其每个决定(是否包括一条边)都以一种小概率或噪声率p被反转。这种类型的对手相当于M. Santha和uv . Vazirani(1986)的半随机源。提出了一种算法,即使在相当低的噪声率(p>或=n/sup -1/2+ epsilon /对于常数epsilon >0)下,也能以高概率实际生成三色图。
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引用次数: 48
On threshold circuits for parity 在奇偶校验的阈值电路上
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89559
R. Paturi, M. Saks
Motivated by, the problem of understanding the limitations of neural networks for representing Boolean functions, the authors consider size-depth tradeoffs for threshold circuits that compute the parity function. They give an almost optimal lower bound on the number of edges of any depth-2 threshold circuit that computes the parity function with polynomially bounded weights. The main technique used in the proof, which is based on the theory of rational approximation, appears to be a potentially useful technique for the analysis of such networks. It is conjectured that there are no linear size, bounded-depth threshold circuits for computing parity.<>
由于理解神经网络表示布尔函数的局限性问题,作者考虑了计算奇偶校验函数的阈值电路的大小深度权衡。他们给出了计算多项式有界权奇偶函数的任何深度-2阈值电路的边数的几乎最优下界。证明中使用的主要技术是基于有理逼近理论的,对于分析这种网络似乎是一种潜在的有用技术。据推测,不存在用于计算奇偶校验的线性大小、有界深度阈值电路。
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引用次数: 43
On the diameter of finite groups 关于有限群的直径
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89608
L. Babai, G. Hetyei, W. Kantor, A. Lubotzky, Á. Seress
The diameter of a group G with respect to a set S of generators is the maximum over g in G of the length of the shortest word in S union S/sup -1/ representing g. This concept arises in the contexts of efficient communication networks and Rubik's-cube-type puzzles. 'Best' generators are pertinent to networks, whereas 'worst' and 'average' generators seem more adequate models for puzzles. A substantial body of recent work on these subjects by the authors is surveyed. Regarding the 'best' case, it is shown that, although the structure of the group is essentially irrelevant if mod S mod is allowed to exceed (log mod G mod )/sup 1+c/(c>0), it plays a strong role when mod S mod =O(1).<>
群G相对于集合S的生成器的直径是G中S并集S/sup -1/表示G的最短单词的长度在G上的最大值。这个概念出现在有效的通信网络和魔方类型的谜题中。“最佳”生成器与网络相关,而“最差”和“一般”生成器似乎更适合解谜。作者对这些主题最近的大量工作进行了调查。对于“最佳”情况,我们发现,尽管在允许mod S mod超过(log mod G mod)/sup 1+c/(c>0)的情况下,群的结构本质上是无关紧要的,但当mod S mod =O(1)时,群的结构起着很强的作用。
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引用次数: 61
Drawing graphs in the plane with high resolution 在平面上绘制高分辨率的图形
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89527
Michael Formann, T. Hagerup, J. Haralambides, Michael Kaufmann, F. Leighton, A. Symvonis, E. Welzl, G. Woeginger
The problem of drawing a graph in the plane so that edges appear as straight lines and the minimum angle formed by any pair of incident edges is maximized is studied. The resolution of a layout is defined to be the size of the minimum angle formed by incident edges of the graph, and the resolution of a graph is defined to be the maximum resolution of any layout of the graph. The resolution R of a graph is characterized in terms of the maximum node degree d of the graph by proving that Omega (1/d/sup 2/)>
研究了平面上的图的绘制问题,使任意一对入射边形成的最小夹角最大,并使边呈直线状。布局的分辨率定义为图的入射边形成的最小角度的大小,图的分辨率定义为图的任何布局的最大分辨率。通过证明ω (1/d/sup 2/)>,用图的最大节点度d来表征图的分辨率R
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引用次数: 24
Counting and cutting cycles of lines and rods in space 在空间中计算和切割线和棒的循环
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89543
B. Chazelle, H. Edelsbrunner, L. Guibas, R. Pollack, R. Seidel, M. Sharir, J. Snoeyink
A number of rendering algorithms in computer graphics sort three-dimensional objects by depth and assume that there is no cycle that makes the sorting impossible. One way to resolve the problem caused by cycles is to cut the objects into smaller pieces. The problem of estimating how many such cuts are always sufficient is addressed. A few related algorithmic and combinatorial geometry problems are considered.<>
计算机图形学中的许多渲染算法按深度对三维物体进行排序,并假设不存在使排序不可能的循环。解决由循环引起的问题的一种方法是将物体切成更小的碎片。如何估计这样的削减多少总是足够的问题得到了解决。考虑了几个相关的算法和组合几何问题
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引用次数: 78
Coin-flipping games immune against linear-sized coalitions 掷硬币游戏对线性大小的联盟免疫
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89523
N. Alon, M. Naor
It is proved that for every c<1 there are perfect-information coin-flipping and leader-election games on n players in which no coalition of cn players can influence the outcome with probability greater than some universal constant times c. It is shown that a random protocol of a certain length has this property, and an explicit construction is given as well.<>
证明了对于每一个c>
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引用次数: 60
Deciding properties of nonregular programs
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89587
D. Harel, D. Raz
The problem of deciding the validity of formulas in extensions of propositional dynamic logic (PDL) is considered. The extensions are obtained by adding programs defined by nonregular languages. In the past, a number of very simple languages were shown to render this problem highly undecidable, whereas other very similar-looking languages were shown to retain decidability. Understanding this rather strange phenomenon and generalizing the isolated extensions have remained elusive. The authors provide decision procedures for two wide classes of extensions, thus shedding light on the general problem. The proofs are novel, in that they explicitly consider the machines that accept the languages, in this case special classes of PDAs and stack automata. It is shown that the emptiness problem for stack automata on infinite trees is decidable, a result of independent interest, and the result is combined with the construction of certain tree models for the corresponding formulas.<>
研究了命题动态逻辑扩展中公式有效性的判定问题。扩展是通过添加由非正则语言定义的程序来获得的。在过去,许多非常简单的语言被证明使这个问题高度不可确定,而其他看起来非常相似的语言被证明保留了可确定性。理解这种相当奇怪的现象并推广孤立的扩展仍然是难以捉摸的。作者提供了两大类扩展的决策过程,从而揭示了一般问题。这些证明是新颖的,因为它们明确地考虑了接受这些语言的机器,在这种情况下,特殊的pda类和堆栈自动机。证明了无限树上堆栈自动机的空性问题是可决定的,是一个独立感兴趣的结果,并结合相应公式的某些树模型的构造。
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引用次数: 28
Reducing the parallel complexity of certain linear programming problems 降低某些线性规划问题的并行复杂度
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89579
P. M. Vaidya
The parallel complexity of solving linear programming problems is studied in the context of interior point methods. If n and m, respectively, denote the number of variables and the number of constraints in the given problem, an algorithm that solves linear programming problems in O((mn)/sup 1/4/ (log 1 n)/sup 3/L) time using O(M(n)m/n+1n/sup 3/) processors is given. (M(n) is the number of operations for multiplying two n*n matrices). This gives an improvement in the parallel running time for n=o(m). A typical case in which n=o(m) is the dual of the uncapacitated transportation problem. The algorithm solves the uncapacitated transportation problem in O((VE)/sup 1/4/(log V)/sup 3/ (log V gamma )) time using O(V/sup 3/) processors, where V (E) is the number of nodes (edges) and gamma is the largest magnitude of an edge cost or a demand at a node. As a by-product, a better parallel algorithm for the assignment problem for graphs of moderate density is obtained.<>
在内点法的背景下,研究求解线性规划问题的并行复杂度。如果n和m分别表示给定问题中的变量数和约束数,则给出了使用O(m (n)m/n+1n/sup 3/)处理器在O(mn)/sup 1/4/ (log 1n)/sup 3/L)时间内求解线性规划问题的算法。(M(n)是两个n*n矩阵相乘的运算次数)。当n= 0 (m)时,这将改善并行运行时间。n= 0 (m)是无能力运输问题的对偶的典型情况。该算法使用O(V/sup 3/)个处理器在O((VE)/sup 1/4/(log V)/sup 3/ (log V gamma))时间内解决无能力运输问题,其中V (E)为节点(边)的数量,gamma为节点上边成本或需求的最大幅度。由此得到了求解中等密度图赋值问题的一种较好的并行算法。
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引用次数: 10
Approximate string matching in sublinear expected time 近似字符串匹配在亚线性的期望时间
Pub Date : 1990-10-22 DOI: 10.1109/FSCS.1990.89530
W. I. Chang, E. Lawler
The k differences approximate string matching problem specifies a text string of length n, a pattern string of length m, and the number k of differences (insertions, deletions, substitutions) allowed in a match, and asks for every location in the text where a match occurs. Previous algorithms required at least O(nk) time. When k is as large as a fraction of m, no substantial progress has been made over O(nm) dynamic programming. The authors have investigated much faster algorithms for restricted cases of the problem, such as when the text string is random and errors are not too frequent. They have devised an algorithm that, for k>
k个差异近似字符串匹配问题指定一个长度为n的文本字符串,一个长度为m的模式字符串,以及匹配中允许的k个差异(插入、删除、替换),并要求在文本中出现匹配的每个位置。以前的算法至少需要O(nk)时间。当k大到m的一个分数时,0 (nm)动态规划没有实质性进展。作者已经研究了用于该问题的有限情况的更快的算法,例如当文本字符串是随机的并且错误不太频繁时。他们设计了一个算法,对于k bb0
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引用次数: 111
期刊
Proceedings [1990] 31st Annual Symposium on Foundations of Computer Science
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