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Complexity results on untangling red-blue matchings 解开红蓝匹配的复杂性结果
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-04-01 DOI: 10.1016/j.comgeo.2022.101974
Arun Kumar Das , Sandip Das , Guilherme D. da Fonseca , Yan Gerard , Bastien Rivier

Given a matching between n red points and n blue points by line segments in the plane, we consider the problem of obtaining a crossing-free matching through flip operations that replace two crossing segments by two non-crossing ones. We first show that (i) it is NP-hard to α-approximate the shortest flip sequence, for any constant α. Second, we show that when the red points are collinear, (ii) given a matching, a flip sequence of length at most (n2) always exists, and (iii) the number of flips in any sequence never exceeds (n2)n+46. Finally, we present (iv) a lower bounding flip sequence with roughly 1.5(n2) flips, which shows that the (n2) flips attained in the convex case are not the maximum, and (v) a convex matching from which any flip sequence has roughly 1.5n flips. The last four results, based on novel analyses, improve the constants of state-of-the-art bounds.

给定平面中的线段在n个红点和n个蓝点之间的匹配,我们考虑通过用两个不相交的线段替换两个相交的线段的翻转操作来获得无交叉匹配的问题。我们首先证明了(i)对于任何常数α,α-近似最短翻转序列是NP困难的。其次,我们证明了当红点共线时,(ii)给定匹配,长度至多为(n2)的翻转序列总是存在的,并且(iii)任何序列中的翻转数量从不超过(n2)n+46。最后,我们给出了(iv)具有大约1.5(n2)个翻转的下界翻转序列,这表明在凸情况下获得的(n2)次翻转不是最大值,以及(v)凸匹配,从该凸匹配中,任何翻转序列具有大约1.5n次翻转。最后四个结果,基于新的分析,改进了最先进界的常数。
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引用次数: 0
An algorithmic framework for the single source shortest path problem with applications to disk graphs 单源最短路径问题的一个算法框架及其在圆盘图中的应用
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-04-01 DOI: 10.1016/j.comgeo.2022.101979
Katharina Klost

Shortest path problems are among the fundamental problems in graph theory. It is folklore that the unweighted single source shortest path (SSSP) problem in general graphs can be solved optimally with breadth first search (BFS) in O(n+m) time. In this paper, we develop an algorithmic framework that generalizes a batched BFS approach to give efficient SSSP algorithms for several graph classes. The running time of these algorithms depends on the running time of three main ingredients. The first is a preprocessing step, to define a shortcut graph that maintains some distance information. Then during one run of the algorithm repeatably there are the steps of efficiently finding a set of candidate vertices adjacent in the shortcut graph to a given set of vertices and finally finding the subset of the candidate vertices that actually form an edge in the original graph.

A disk graph D(S) is a graph that is defined on a set S of point sites in R2, where each site sS has an associated radius rs. The vertex set of D(S) is S and two sites s,t are connected by an edge st in D(S) if and only if the disks induced by s and t intersect. These graphs are also called the intersection graph of disks. Our results are algorithms that use the framework to efficiently solve the SSSP problem in intersection graphs. For disk graphs in the L2-metric, we can show that after O(nlog2n) preprocessing time we can solve the SSSP problem in O(nlogn) time. This significantly improves the previous best bound of O(nlog4n) [1], [2]. In the case of intersection graphs of axis-parallel squares, we are even able to reduce the preprocessing time to an optimal O(nlogn). As intersection grap

最短路径问题是图论中的基本问题之一。一般图中的未加权单源最短路径(SSSP)问题可以通过广度优先搜索(BFS)在O(n+m)时间内得到最优解。在本文中,我们开发了一个算法框架,该框架推广了分批BFS方法,为几个图类提供了有效的SSSP算法。这些算法的运行时间取决于三种主要成分的运行时间。第一步是预处理步骤,定义一个保持一些距离信息的快捷图。然后,在算法的一次运行期间,存在有效地找到在快捷图中与给定顶点集相邻的一组候选顶点,并最终找到在原始图中实际形成边的候选顶点的子集的步骤。圆盘图D(S)是一个定义在R2中的一组点位S上的图,其中每个点位S∈S都有一个相关的半径rs。D(S。这些图也称为圆盘的交集图。我们的结果是使用该框架有效解决交集图中的SSSP问题的算法。对于L2度量中的圆盘图,我们可以证明在O(nlog2⁡n) 预处理时间我们可以解决O(nlog)中的SSSP问题⁡n) 时间。这显著改进了O(nlog4)先前的最佳界⁡n) [1],[2]。在轴平行正方形的交线图的情况下,我们甚至能够将预处理时间减少到最优O(nlog⁡n) 。由于轴平行平方的交图在L1-和L∞-度量中等价于圆盘图,因此结果会传递到这些度量。为了展示我们的框架的进一步应用,我们在我们的框架中重述了经典的BFS,以及Chan和Skrepetos[3]的单位圆盘图的最优SSSP算法,展示了它的鲁棒性。
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引用次数: 0
Lions and contamination: Monotone clearings 狮子与污染:单色清除
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-03-01 DOI: 10.1016/j.comgeo.2022.101961
Daniel Bertschinger, Meghana M. Reddy , Enrico Mann

We consider a special variant of a pursuit-evasion game called lions and contamination. In a graph whose vertices are originally contaminated, a set of lions walks around the graph and each lion clears the contamination from every vertex it visits. The contamination, however, simultaneously spreads to any adjacent vertex not occupied by a lion. We study the relationship between different types of clearings of graphs, such as clearings which do not allow recontamination, clearings where at most one lion moves at each time step and clearings where lions are forbidden to be stacked on the same vertex. We answer several questions raised by Adams et al. [1].

我们考虑一种特殊的逃避追捕游戏变体,叫做狮子和污染。在顶点最初受到污染的图中,一组狮子在图中行走,每只狮子都会清除其访问的每个顶点的污染。然而,污染同时蔓延到任何没有狮子占据的相邻顶点。我们研究了不同类型的图的清除之间的关系,例如不允许再污染的清除,每个时间步长最多有一只狮子移动的清除,以及禁止狮子堆叠在同一顶点的清除。我们回答了Adams等人[1]提出的几个问题。
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引用次数: 0
Rectangular partitions of a rectilinear polygon 直线多边形的矩形分区
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-03-01 DOI: 10.1016/j.comgeo.2022.101965
Hwi Kim , Jaegun Lee , Hee-Kap Ahn

We investigate the problem of partitioning a rectilinear polygon P with n vertices and no holes into rectangles using disjoint line segments drawn inside P under two optimality criteria. In the minimum ink partition, the total length of the line segments drawn inside P is minimized. We present an O(n3)-time algorithm using O(n2) space that returns a minimum ink partition of P. In the thick partition, the minimum side length over all resulting rectangles is maximized. We present an O(n3log2n)-time algorithm using O(n3) space that returns a thick partition using line segments incident to vertices of P, and an O(n6log2n)-time algorithm using O(n6) space that returns a thick partition using line segments incident to the boundary of P. We also show that if the input rectilinear polygon has holes, the corresponding decision problem for the thick partition problem using line segments incident to vertices of the polygon is NP-complete. We also present an O(m3)-time 3-approximation algorithm for the minimum ink partition for a rectangle containing m point holes.

在两个最优性准则下,我们研究了使用P内部绘制的不相交线段将具有n个顶点且没有孔的直线多边形P划分为矩形的问题。在最小墨水分区中,在P内部绘制的线段的总长度被最小化。我们提出了一种使用O(n2)空间的O(n3)时间算法,该算法返回P的最小墨水分区。在厚分区中,所有得到的矩形上的最小边长最大化。我们给出一个O(n3log2⁡n) -使用O(n3)空间的时间算法,该算法使用与P的顶点相关的线段和O(n6log2⁡n) 使用O(n6)空间的时间算法,该算法使用入射到P的边界的线段返回厚分区。我们还证明了如果输入的直线多边形有洞,则使用入射到多边形顶点的线段的厚分区问题的相应决策问题是NP完全的。对于含有m个点孔的矩形,我们还提出了一个O(m3)-时间3近似算法来求解最小墨水分区。
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引用次数: 1
Rectangular Spiral Galaxies are still hard 矩形螺旋星系仍然很坚硬
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-03-01 DOI: 10.1016/j.comgeo.2022.101949
Erik D. Demaine , Maarten Löffler , Christiane Schmidt

Spiral Galaxies is a pencil-and-paper puzzle played on a grid of unit squares: given a set of points called centers, the goal is to partition the grid into polyominoes such that each polyomino contains exactly one center and is 180 rotationally symmetric about its center. We show that this puzzle is NP-complete, ASP-complete, and #P-complete even if (a) all solutions to the puzzle have rectangles for polyominoes; or (b) the polyominoes are required to be rectangles and all solutions to the puzzle have just 1×1, 1×3, and 3×1 rectangles. The proof for the latter variant also implies NP/ASP/#P-completeness of finding a noncrossing perfect matching in distance-2 grid graphs where edges connect vertices of Euclidean distance 2. Moreover, we prove NP-completeness of the design problem of minimizing the number of centers such that there exists a set of galaxies that exactly cover a given shape.

螺旋星系是一个在单位正方形网格上玩的纸笔拼图游戏:给定一组称为中心的点,目标是将网格划分为多角星系,使每个多角星系恰好包含一个中心,并绕其中心180∘旋转对称。我们证明了这个谜题是NP完全的、ASP完全的和#P完全的,即使(a)谜题的所有解都有多面体的矩形;或者(b)多面体必须是矩形,并且该谜题的所有解只有1×1、1×3和3×1个矩形。后一种变体的证明也暗示了在距离为2的网格图中找到非交叉完全匹配的NP/ASP/#P-完全性,其中边连接欧几里得距离2的顶点。此外,我们证明了最小化中心数量的设计问题的NP完备性,使得存在一组完全覆盖给定形状的星系。
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引用次数: 0
Intersecting disks using two congruent disks 使用两个全等圆盘的相交圆盘
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-03-01 DOI: 10.1016/j.comgeo.2022.101966
Byeonguk Kang , Jongmin Choi , Hee-Kap Ahn

We consider the following Euclidean 2-center problem. Given n disks in the plane, find two smallest congruent disks such that every input disk intersects at least one of the two congruent disks. We present a deterministic algorithm for the problem that returns an optimal pair of congruent disks in O(n2log3n/loglogn) time. We also present a randomized algorithm with O(n2log2n/loglogn) expected time. These results improve upon the previously best deterministic and randomized algorithms, making a step closer to the optimal algorithms for the problem. We show that the same algorithms also work for two variants of the problem, the 2-piercing problem and the restricted 2-cover problem on disks. We also consider the 2-center problem and its two variants on n convex polygons, each with O(1) vertices in the plane and present efficient algorithms for them.

我们考虑下面的欧几里得2-中心问题。给定平面中的n个圆盘,找到两个最小的全等圆盘,使得每个输入圆盘与两个全等圆盘中的至少一个相交。对于O(n2log3)中返回最优全等圆盘对的问题,我们给出了一个确定性算法⁡n/log⁡日志⁡n) 时间。我们还提出了一个O(n2log2⁡n/log⁡日志⁡n) 预期时间。这些结果改进了以前最好的确定性和随机算法,使问题的最佳算法更接近一步。我们证明了相同的算法也适用于该问题的两个变体,即磁盘上的2-穿孔问题和限制2-覆盖问题。我们还考虑了n个凸多边形上的2中心问题及其两个变体,每个凸多边形在平面上都有O(1)个顶点,并给出了它们的有效算法。
{"title":"Intersecting disks using two congruent disks","authors":"Byeonguk Kang ,&nbsp;Jongmin Choi ,&nbsp;Hee-Kap Ahn","doi":"10.1016/j.comgeo.2022.101966","DOIUrl":"https://doi.org/10.1016/j.comgeo.2022.101966","url":null,"abstract":"<div><p>We consider the following Euclidean 2-center problem. Given <em>n</em> disks in the plane, find two smallest congruent disks such that every input disk intersects at least one of the two congruent disks. We present a deterministic algorithm for the problem that returns an optimal pair of congruent disks in <span><math><mi>O</mi><mo>(</mo><msup><mrow><mi>n</mi></mrow><mrow><mn>2</mn></mrow></msup><msup><mrow><mi>log</mi></mrow><mrow><mn>3</mn></mrow></msup><mo>⁡</mo><mi>n</mi><mo>/</mo><mi>log</mi><mo>⁡</mo><mi>log</mi><mo>⁡</mo><mi>n</mi><mo>)</mo></math></span><span> time. We also present a randomized algorithm with </span><span><math><mi>O</mi><mo>(</mo><msup><mrow><mi>n</mi></mrow><mrow><mn>2</mn></mrow></msup><msup><mrow><mi>log</mi></mrow><mrow><mn>2</mn></mrow></msup><mo>⁡</mo><mi>n</mi><mo>/</mo><mi>log</mi><mo>⁡</mo><mi>log</mi><mo>⁡</mo><mi>n</mi><mo>)</mo></math></span> expected time. These results improve upon the previously best deterministic and randomized algorithms, making a step closer to the optimal algorithms for the problem. We show that the same algorithms also work for two variants of the problem, the 2-piercing problem and the restricted 2-cover problem on disks. We also consider the 2-center problem and its two variants on <em>n</em><span> convex polygons, each with </span><span><math><mi>O</mi><mo>(</mo><mn>1</mn><mo>)</mo></math></span> vertices in the plane and present efficient algorithms for them.</p></div>","PeriodicalId":51001,"journal":{"name":"Computational Geometry-Theory and Applications","volume":null,"pages":null},"PeriodicalIF":0.6,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49854402","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Advice complexity of online non-crossing matching 在线非交叉匹配的建议复杂度
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-03-01 DOI: 10.1016/j.comgeo.2022.101943
Ali Mohammad Lavasani, Denis Pankratov

We study online matching in the Euclidean 2-dimensional plane with the non-crossing constraint. The offline version was introduced by Atallah in 1985 and the online version was introduced and studied more recently by Bose et al. The input to the monochromatic non-crossing matching (MNM) problem consists of a sequence of points. Upon arrival of a point, an algorithm can decide to match it with a previously unmatched point or leave it unmatched. The line segments corresponding to the edges in the matching should not cross each other, and the goal is to maximize the size of the matching. The decisions are irrevocable, and while an optimal offline solution always matches all the points, an online algorithm cannot match all the points in the worst case, unless it is given some additional information, i.e., advice. In the bichromatic version (BNM), blue points are given in advance and the same number of red points arrive online. The goal is to maximize the number of red points matched to blue points without creating any crossings.

We show that the advice complexity of solving BNM optimally on a circle (or, more generally, on inputs in a convex position) is tightly bounded by the logarithm of the nth Catalan number from above and below. This result corrects the previous claim of Bose et al. that the advice complexity is log(n!). At the heart of the result is a connection between the non-crossing constraint in online inputs and the 231-avoiding property of permutations of n elements. We also show a lower bound of n/31 and an upper bound of 3n on the advice complexity for MNM on a plane. This gives an exponential improvement over the previously best-known lower bound and an improvement in the constant of the leading term in the upper bound. In addition, we establish a lower bound of α2D(2(1α)α||1/4)n on the advice complexity for achieving competitive ratio α(16/17,1) for MNM on a circle where D(p||q) is the relative entropy between two Bernoulli random variables with parameters p and q. Standard tools from advice complexity, such as partition trees and reductions from string guessing problems, do not seem to apply to MNM/BNM, so we have to design our lower bounds fr

我们研究了具有非交叉约束的欧几里得二维平面上的在线匹配。阿塔拉于1985年引入了离线版本,Bose等人最近引入并研究了在线版本。单色非交叉匹配(MNM)问题的输入由一系列点组成。当一个点到达时,算法可以决定将其与以前不匹配的点匹配,或者使其不匹配。匹配中与边对应的线段不应相互交叉,目标是最大化匹配的大小。决策是不可撤销的,虽然最优离线解决方案总是匹配所有点,但在线算法在最坏的情况下无法匹配所有点——除非它得到一些额外的信息,即建议。在双色版本(BNM)中,蓝色点提前给出,并且相同数量的红色点在线到达。目标是在不创建任何交叉点的情况下,最大限度地增加与蓝点匹配的红点数量。我们证明了在圆上(或者更一般地,在凸位置的输入上)最优求解BNM的建议复杂度由上下第n个加泰罗尼亚数的对数严格限制。这一结果纠正了Bose等人之前的说法,即建议的复杂性是log⁡(n!)。结果的核心是在线输入中的非交叉约束和n个元素的排列的231避免性质之间的联系。我们还展示了平面上MNM的建议复杂度的下界n/3−1和上界3n。这给出了比先前已知的下界的指数改进,以及上界中前导项的常数的改进。此外,我们建立了建议复杂度的α2D(2(1-α)α||1/4)n的下界,以实现圆上MNM的竞争比α∈(16/17,1),其中D(p||q)是两个参数为p和q的伯努利随机变量之间的相对熵,似乎不适用于MNM/BNM,所以我们必须从第一性原理设计我们的下限。
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引用次数: 0
Time and space efficient collinearity indexing 具有时间和空间效率的共线索引
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-03-01 DOI: 10.1016/j.comgeo.2022.101963
Boris Aronov , Esther Ezra , Micha Sharir , Guy Zigdon

The collinearity testing problem is a basic problem in computational geometry, in which, given three sets A, B, C in the plane, of n points each, the task is to detect a collinear triple of points in A×B×C or report there is no such triple. In this paper we consider a preprocessing variant of this question, namely, the collinearity indexing problem, in which we are given two sets A and B, each of n points in the plane, and our goal is to preprocess A and B into a data structure, so that, for any query point qR2, we can determine whether q is collinear with a pair of points (a,b)A×B. We provide a solution to the problem for the case where the points of A, B lie on an integer grid, and the query points lie on a vertical line, with a data structure of subquadratic storage and sublinear query time. We then extend our result to the case where the query points lie on the graph of a polynomial of constant degree. Our solution is based on the function-inversion technique of Fiat and Naor [11].

共线测试问题是计算几何中的一个基本问题,其中,给定平面中的三个集合a、B、C,每个集合有n个点,任务是检测a×B×C中的点的共线三元组或报告不存在这样的三元组。在本文中,我们考虑了这个问题的一个预处理变体,即共线索引问题,在这个问题中,我们得到了两个集合a和B,每个集合在平面上有n个点,我们的目标是将a和B预处理成一个数据结构,这样,对于任何查询点q∈R2,我们可以确定q是否与一对点(a,B)∈a×B共线。对于a、B的点位于整数网格上,查询点位于垂直线上的情况,我们提供了一个问题的解决方案,具有亚二次存储和亚线性查询时间的数据结构。然后,我们将结果扩展到查询点位于常次数多项式的图上的情况。我们的解决方案是基于Fiat和Naor[11]的函数反演技术。
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引用次数: 1
An optimal algorithm for L1 shortest paths in unit-disk graphs 单位圆盘图中L1最短路径的一种优化算法
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-03-01 DOI: 10.1016/j.comgeo.2022.101960
Haitao Wang, Yiming Zhao

A unit-disk graph G(P) of a set P of points in the plane is a graph with P as its vertex set such that two points of P are connected by an edge if the distance between the two points is at most 1 and the weight of the edge is equal to the distance of the two points. Given P and a source point sP, we consider the problem of finding shortest paths in G(P) from s to all other vertices of G(P). In the L2 case where the distance is measured by the L2 metric, the problem has been extensively studied and the current best algorithm runs in O(nlog2n) time, with n=|P|. In this paper, we study the L1 case in which the distance is measured under the L1 metric (and each disk becomes a diamond); we present an O(nlogn) time algorithm, which matches the Ω(nlogn)-time lower bound.

平面中点的集合P的单位圆盘图G(P)是以P为其顶点集的图,使得如果P的两个点之间的距离至多为1并且边的权重等于这两个点的距离。给定P和一个源点s∈P,我们考虑了在G(P)中从s到所有其他顶点的最短路径问题。在用L2度量测量距离的L2情况下,该问题已经得到了广泛的研究,并且当前的最佳算法在O(nlog2⁡n) 时间,其中n=|P|。在本文中,我们研究了L1的情况,其中距离是在L1度量下测量的(并且每个圆盘变成一个菱形);我们给出了一个O(nlog⁡n) 时间算法,它匹配Ω(nlog⁡n) -时间下限。
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引用次数: 2
Drawing outerplanar graphs using thirteen edge lengths 使用13个边长度绘制外平面图形
IF 0.6 4区 计算机科学 Q2 Mathematics Pub Date : 2023-03-01 DOI: 10.1016/j.comgeo.2022.101964
Ziv Bakhajian , Ohad Noy Feldheim

We show that every outerplanar graph can be linearly embedded in the plane such that the number of distinct distances between pairs of adjacent vertices is at most thirteen and there is no intersection between the image of a vertex and that of an edge not containing it.

This extends the work of Alon and the second author, where only overlap between vertices was disallowed, thus settling a problem posed by Carmi, Dujmović, Morin and Wood.

我们证明了每个外平面图都可以线性嵌入到平面中,使得相邻顶点对之间的不同距离的数量最多为13,并且顶点的图像和不包含它的边的图像之间没有交集。这扩展了Alon和第二作者的工作,在该工作中,只有顶点之间的重叠是不允许的,从而解决了Carmi、Dujmović、Morin和Wood提出的问题。
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引用次数: 0
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