577 results on '"LANGERMAN, STEFAN"'
Search Results
2. Deep Cliques in Point Sets
- Author
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Langerman, Stefan, Mydlarz, Marcelo, and Welzl, Emo
- Published
- 2023
- Full Text
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3. Enumerating All Convex Polyhedra Glued from Squares in Polynomial Time
- Author
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Langerman, Stefan, Potvin, Nicolas, and Zolotov, Boris
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Computer Science - Computational Geometry - Abstract
We present an algorithm that enumerates and classifies all edge-to-edge gluings of unit squares that correspond to convex polyhedra. We show that the number of such gluings of $n$ squares is polynomial in $n$, and the algorithm runs in time polynomial in $n$ (pseudopolynomial if $n$ is considered the only input). Our technique can be applied in several similar settings, including gluings of regular hexagons and triangles., Comment: 8 pages, 6 figures
- Published
- 2021
4. Fragile Complexity of Adaptive Algorithms
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Bose, Prosenjit, Cano, Pilar, Fagerberg, Rolf, Iacono, John, Jacob, Riko, and Langerman, Stefan
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Computer Science - Data Structures and Algorithms ,68W05, 68W20 ,F.2.2 - Abstract
The fragile complexity of a comparison-based algorithm is $f(n)$ if each input element participates in $O(f(n))$ comparisons. In this paper, we explore the fragile complexity of algorithms adaptive to various restrictions on the input, i.e., algorithms with a fragile complexity parameterized by a quantity other than the input size n. We show that searching for the predecessor in a sorted array has fragile complexity ${\Theta}(\log k)$, where $k$ is the rank of the query element, both in a randomized and a deterministic setting. For predecessor searches, we also show how to optimally reduce the amortized fragile complexity of the elements in the array. We also prove the following results: Selecting the $k$-th smallest element has expected fragile complexity $O(\log \log k)$ for the element selected. Deterministically finding the minimum element has fragile complexity ${\Theta}(\log(Inv))$ and ${\Theta}(\log(Runs))$, where $Inv$ is the number of inversions in a sequence and $Runs$ is the number of increasing runs in a sequence. Deterministically finding the median has fragile complexity $O(\log(Runs) + \log \log n)$ and ${\Theta}(\log(Inv))$. Deterministic sorting has fragile complexity ${\Theta}(\log(Inv))$ but it has fragile complexity ${\Theta}(\log n)$ regardless of the number of runs., Comment: Appears at proceedings of the 12th International Conference on Algorithms and Complexity (CIAC 2021)
- Published
- 2021
5. A Complete List of All Convex Polyhedra Made by Gluing Regular Pentagons
- Author
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Arseneva, Elena, Langerman, Stefan, and Zolotov, Boris
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Computer Science - Computational Geometry ,68U05 - Abstract
We give a complete description of all convex polyhedra whose surface can be constructed from several congruent regular pentagons by folding and gluing them edge to edge. Our method of determining the graph structure of the polyhedra from a gluing is of independent interest and can be used in other similar settings., Comment: 16 pages, 15 figures. Presented at EGC 2019
- Published
- 2020
6. Sublinear Explicit Incremental Planar Voronoi Diagrams
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Arseneva, Elena, Iacono, John, Koumoutsos, Grigorios, Langerman, Stefan, and Zolotov, Boris
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Computer Science - Computational Geometry ,68U05 - Abstract
A data structure is presented that explicitly maintains the graph of a Voronoi diagram of $N$ point sites in the plane or the dual graph of a convex hull of points in three dimensions while allowing insertions of new sites/points. Our structure supports insertions in $\tilde O (N^{3/4})$ expected amortized time, where $\tilde O$ suppresses polylogarithmic terms. This is the first result to achieve sublinear time insertions; previously it was shown by Allen et al. that $\Theta(\sqrt{N})$ amortized combinatorial changes per insertion could occur in the Voronoi diagram but a sublinear-time algorithm was only presented for the special case of points in convex position., Comment: 14 pages, 10 figures. Presented ant JCDCGGG 2019
- Published
- 2020
7. Which convex polyhedra can be made by gluing regular hexagons?
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Arseneva, Elena and Langerman, Stefan
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Computer Science - Computational Geometry - Abstract
Which convex 3D polyhedra can be obtained by gluing several regular hexagons edge-to-edge? It turns out that there are only 15 possible types of shapes, 5 of which are doubly-covered 2D polygons. We give examples for most of them, including all simplicial and all flat shapes, and give a characterization for the latter ones. It is open whether the remaining can be realized., Comment: 7 pages, 5 figures
- Published
- 2020
8. Competitive Online Search Trees on Trees
- Author
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Bose, Prosenjit, Cardinal, Jean, Iacono, John, Koumoutsos, Grigorios, and Langerman, Stefan
- Subjects
Computer Science - Data Structures and Algorithms - Abstract
We consider the design of adaptive data structures for searching elements of a tree-structured space. We use a natural generalization of the rotation-based online binary search tree model in which the underlying search space is the set of vertices of a tree. This model is based on a simple structure for decomposing graphs, previously known under several names including elimination trees, vertex rankings, and tubings. The model is equivalent to the classical binary search tree model exactly when the underlying tree is a path. We describe an online $O(\log \log n)$-competitive search tree data structure in this model, matching the best known competitive ratio of binary search trees. Our method is inspired by Tango trees, an online binary search tree algorithm, but critically needs several new notions including one which we call Steiner-closed search trees, which may be of independent interest. Moreover our technique is based on a novel use of two levels of decomposition, first from search space to a set of Steiner-closed trees, and secondly from these trees into paths.
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- 2019
9. Belga B-trees
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Demaine, Erik D., Iacono, John, Koumoutsos, Grigorios, and Langerman, Stefan
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Computer Science - Data Structures and Algorithms - Abstract
We revisit self-adjusting external memory tree data structures, which combine the optimal (and practical) worst-case I/O performances of B-trees, while adapting to the online distribution of queries. Our approach is analogous to undergoing efforts in the BST model, where Tango Trees (Demaine et al. 2007) were shown to be $O(\log\log N)$-competitive with the runtime of the best offline binary search tree on every sequence of searches. Here we formalize the B-Tree model as a natural generalization of the BST model. We prove lower bounds for the B-Tree model, and introduce a B-Tree model data structure, the Belga B-tree, that executes any sequence of searches within a $O(\log \log N)$ factor of the best offline B-tree model algorithm, provided $B=\log^{O(1)}N$. We also show how to transform any static BST into a static B-tree which is faster by a $\Theta(\log B)$ factor; the transformation is randomized and we show that randomization is necessary to obtain any significant speedup.
- Published
- 2019
10. Encoding 3SUM
- Author
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Cabello, Sergio, Cardinal, Jean, Iacono, John, Langerman, Stefan, Morin, Pat, and Ooms, Aurélien
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Computer Science - Data Structures and Algorithms ,Computer Science - Computational Geometry - Abstract
We consider the following problem: given three sets of real numbers, output a word-RAM data structure from which we can efficiently recover the sign of the sum of any triple of numbers, one in each set. This is similar to a previous work by some of the authors to encode the order type of a finite set of points. While this previous work showed that it was possible to achieve slightly subquadratic space and logarithmic query time, we show here that for the simpler 3SUM problem, one can achieve an encoding that takes $\tilde{O}(N^{\frac 32})$ space for inputs sets of size $N$ and allows constant time queries in the word-RAM.
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- 2019
11. Weighted dynamic finger in binary search trees
- Author
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Iacono, John and Langerman, Stefan
- Subjects
Computer Science - Data Structures and Algorithms - Abstract
It is shown that the online binary search tree data structure GreedyASS performs asymptotically as well on a sufficiently long sequence of searches as any static binary search tree where each search begins from the previous search (rather than the root). This bound is known to be equivalent to assigning each item $i$ in the search tree a positive weight $w_i$ and bounding the search cost of an item in the search sequence $s_1,\ldots,s_m$ by $$O\left(1+ \log \frac{\displaystyle \sum_{\min(s_{i-1},s_i) \leq x \leq \max(s_{i-1},s_i)}w_x}{\displaystyle \min(w_{s_i},w_{s_{i-1}})} \right)$$ amortized. This result is the strongest finger-type bound to be proven for binary search trees. By setting the weights to be equal, one observes that our bound implies the dynamic finger bound. Compared to the previous proof of the dynamic finger bound for Splay trees, our result is significantly shorter, stronger, simpler, and has reasonable constants., Comment: An earlier version of this work appeared in the Proceedings of the Twenty-Seventh Annual ACM-SIAM Symposium on Discrete Algorithms
- Published
- 2018
12. Pole Dancing: 3D Morphs for Tree Drawings
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Arseneva, Elena, Bose, Prosenjit, Cano, Pilar, D'Angelo, Anthony, Dujmovic, Vida, Frati, Fabrizio, Langerman, Stefan, and Tappini, Alessandra
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Computer Science - Computational Geometry ,Computer Science - Data Structures and Algorithms ,Mathematics - Combinatorics - Abstract
We study the question whether a crossing-free 3D morph between two straight-line drawings of an $n$-vertex tree can be constructed consisting of a small number of linear morphing steps. We look both at the case in which the two given drawings are two-dimensional and at the one in which they are three-dimensional. In the former setting we prove that a crossing-free 3D morph always exists with $O(\log n)$ steps, while for the latter $\Theta(n)$ steps are always sufficient and sometimes necessary., Comment: Appears in the Proceedings of the 26th International Symposium on Graph Drawing and Network Visualization (GD 2018)
- Published
- 2018
13. Cookie Clicker
- Author
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Demaine, Erik D., Ito, Hiro, Langerman, Stefan, Lynch, Jayson, Rudoy, Mikhail, and Xiao, Kai
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Computer Science - Computer Science and Game Theory - Abstract
Cookie Clicker is a popular online incremental game where the goal of the game is to generate as many cookies as possible. In the game you start with an initial cookie generation rate, and you can use cookies as currency to purchase various items that increase your cookie generation rate. In this paper, we analyze strategies for playing Cookie Clicker optimally. While simple to state, the game gives rise to interesting analysis involving ideas from NP-hardness, approximation algorithms, and dynamic programming.
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- 2018
14. Dynamic Trees with Almost-Optimal Access Cost
- Author
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Golin, Mordecai, Iacono, John, Langerman, Stefan, Munro, J. Ian, and Nekrich, Yakov
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Computer Science - Data Structures and Algorithms - Abstract
An optimal binary search tree for an access sequence on elements is a static tree that minimizes the total search cost. Constructing perfectly optimal binary search trees is expensive so the most efficient algorithms construct almost optimal search trees. There exists a long literature of constructing almost optimal search trees dynamically, i.e., when the access pattern is not known in advance. All of these trees, e.g., splay trees and treaps, provide a multiplicative approximation to the optimal search cost. In this paper we show how to maintain an almost optimal weighted binary search tree under access operations and insertions of new elements where the approximation is an additive constant. More technically, we maintain a tree in which the depth of the leaf holding an element $e_i$ does not exceed $\min(\log(W/w_i),\log n)+O(1)$ where $w_i$ is the number of times $e_i$ was accessed and $W$ is the total length of the access sequence. Our techniques can also be used to encode a sequence of $m$ symbols with a dynamic alphabetic code in $O(m)$ time so that the encoding length is bounded by $m(H+O(1))$, where $H$ is the entropy of the sequence. This is the first efficient algorithm for adaptive alphabetic coding that runs in constant time per symbol., Comment: Full version of an ESA'18 paper
- Published
- 2018
15. On the Diameter of Tree Associahedra
- Author
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Cardinal, Jean, Langerman, Stefan, and Pérez-Lantero, Pablo
- Subjects
Mathematics - Combinatorics ,Computer Science - Discrete Mathematics ,Computer Science - Data Structures and Algorithms - Abstract
We consider a natural notion of search trees on graphs, which we show is ubiquitous in various areas of discrete mathematics and computer science. Search trees on graphs can be modified by local operations called rotations, which generalize rotations in binary search trees. The rotation graph of search trees on a graph $G$ is the skeleton of a polytope called the graph associahedron of $G$. We consider the case where the graph $G$ is a tree. We construct a family of trees $G$ on $n$ vertices and pairs of search trees on $G$ such that the minimum number of rotations required to transform one search tree into the other is $\Omega (n\log n)$. This implies that the worst-case diameter of tree associahedra is $\Theta (n\log n)$, which answers a question from Thibault Manneville and Vincent Pilaud. The proof relies on a notion of projection of a search tree which may be of independent interest., Comment: 11 pages, 7 figures
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- 2018
16. An Optimal Algorithm to Compute the Inverse Beacon Attraction Region
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Kostitsyna, Irina, Kouhestani, Bahram, Langerman, Stefan, and Rappaport, David
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Computer Science - Computational Geometry - Abstract
The beacon model is a recent paradigm for guiding the trajectory of messages or small robotic agents in complex environments. A beacon is a fixed point with an attraction pull that can move points within a given polygon. Points move greedily towards a beacon: if unobstructed, they move along a straight line to the beacon, and otherwise they slide on the edges of the polygon. The Euclidean distance from a moving point to a beacon is monotonically decreasing. A given beacon attracts a point if the point eventually reaches the beacon. The problem of attracting all points within a polygon with a set of beacons can be viewed as a variation of the art gallery problem. Unlike most variations, the beacon attraction has the intriguing property of being asymmetric, leading to separate definitions of attraction region and inverse attraction region. The attraction region of a beacon is the set of points that it attracts. It is connected and can be computed in linear time for simple polygons. By contrast, it is known that the inverse attraction region of a point---the set of beacon positions that attract it---could have $\Omega(n)$ disjoint connected components. In this paper, we prove that, in spite of this, the total complexity of the inverse attraction region of a point in a simple polygon is linear, and present a $O(n \log n)$ time algorithm to construct it. This improves upon the best previous algorithm which required $O(n^3)$ time and $O(n^2)$ space. Furthermore we prove a matching $\Omega(n\log n)$ lower bound for this task in the algebraic computation tree model of computation, even if the polygon is monotone., Comment: A shorter version of this paper is to be presented at the 34th International Symposium on Computational Geometry, 2018
- Published
- 2018
17. Polyhedral Characterization of Reversible Hinged Dissections
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Akiyama, Jin, Demaine, Erik D., and Langerman, Stefan
- Subjects
Computer Science - Computational Geometry ,Mathematics - Metric Geometry - Abstract
We prove that two polygons $A$ and $B$ have a reversible hinged dissection (a chain hinged dissection that reverses inside and outside boundaries when folding between $A$ and $B$) if and only if $A$ and $B$ are two noncrossing nets of a common polyhedron. Furthermore, monotone reversible hinged dissections (where all hinges rotate in the same direction when changing from $A$ to $B$) correspond exactly to noncrossing nets of a common convex polyhedron. By envelope/parcel magic, it becomes easy to design many hinged dissections., Comment: 7 pages, 6 figures
- Published
- 2018
18. Subquadratic Encodings for Point Configurations
- Author
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Cardinal, Jean, Chan, Timothy M., Iacono, John, Langerman, Stefan, and Ooms, Aurélien
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Computer Science - Computational Geometry ,F.2.2 - Abstract
For most algorithms dealing with sets of points in the plane, the only relevant information carried by the input is the combinatorial configuration of the points: the orientation of each triple of points in the set (clockwise, counterclockwise, or collinear). This information is called the order type of the point set. In the dual, realizable order types and abstract order types are combinatorial analogues of line arrangements and pseudoline arrangements. Too often in the literature we analyze algorithms in the real-RAM model for simplicity, putting aside the fact that computers as we know them cannot handle arbitrary real numbers without some sort of encoding. Encoding an order type by the integer coordinates of some realizing point set is known to yield doubly exponential coordinates in some cases. Other known encodings can achieve quadratic space or fast orientation queries, but not both. In this contribution, we give a compact encoding for abstract order types that allows efficient query of the orientation of any triple: the encoding uses O(n^2) bits and an orientation query takes O(log n) time in the word-RAM model. This encoding is space-optimal for abstract order types. We show how to shorten the encoding to O(n^2 (loglog n)^2 / log n) bits for realizable order types, giving the first subquadratic encoding for those order types with fast orientation queries. We further refine our encoding to attain O(log n/loglog n) query time without blowing up the space requirement. In the realizable case, we show that all those encodings can be computed efficiently. Finally, we generalize our results to the encoding of point configurations in higher dimension.
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- 2018
19. Toward Unfolding Doubly Covered n-Stars
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Akitaya, Hugo A., Ballinger, Brad, Damian, Mirela, Demaine, Erik D., Demaine, Martin L., Flatland, Robin, Kostitsyna, Irina, Ku, Jason S., Langerman, Stefan, O’Rourke, Joseph, Uehara, Ryuhei, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Akiyama, Jin, editor, Marcelo, Reginaldo M., editor, Ruiz, Mari-Jo P., editor, and Uno, Yushi, editor
- Published
- 2021
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20. Dynamic Graph Coloring
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Barba, Luis, Cardinal, Jean, Korman, Matias, Langerman, Stefan, van Renssen, André, Roeloffzen, Marcel, and Verdonschot, Sander
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Computer Science - Data Structures and Algorithms - Abstract
In this paper we study the number of vertex recolorings that an algorithm needs to perform in order to maintain a proper coloring of a graph under insertion and deletion of vertices and edges. We present two algorithms that achieve different trade-offs between the number of recolorings and the number of colors used. For any $d>0$, the first algorithm maintains a proper $O(\mathcal{C} d N^{1/d})$-coloring while recoloring at most $O(d)$ vertices per update, where $\mathcal{C}$ and $N$ are the maximum chromatic number and maximum number of vertices, respectively. The second algorithm reverses the trade-off, maintaining an $O(\mathcal{C} d)$-coloring with $O(d N^{1/d})$ recolorings per update. The two converge when $d = \log N$, maintaining an $O(\mathcal{C} \log N)$-coloring with $O(\log N)$ recolorings per update. We also present a lower bound, showing that any algorithm that maintains a $c$-coloring of a $2$-colorable graph on $N$ vertices must recolor at least $\Omega(N^\frac{2}{c(c-1)})$ vertices per update, for any constant $c \geq 2$.
- Published
- 2017
21. Helly Numbers of Polyominoes
- Author
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Cardinal, Jean, Ito, Hiro, Korman, Matias, and Langerman, Stefan
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Computer Science - Computational Geometry - Abstract
We define the Helly number of a polyomino $P$ as the smallest number $h$ such that the $h$-Helly property holds for the family of symmetric and translated copies of $P$ on the integer grid. We prove the following: (i) the only polyominoes with Helly number 2 are the rectangles, (ii) there does not exist any polyomino with Helly number 3, (iii) there exist polyominoes of Helly number $k$ for any $k\neq 1,3$., Comment: This paper was published in Graphs and Combinatorics, September 2013, Volume 29, Issue 5, pp 1221-1234
- Published
- 2017
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22. Induced Ramsey-type results and binary predicates for point sets
- Author
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Balko, Martin, Kynčl, Jan, Langerman, Stefan, and Pilz, Alexander
- Subjects
Mathematics - Combinatorics ,05C55, 05D10 ,G.2.1 - Abstract
Let $k$ and $p$ be positive integers and let $Q$ be a finite point set in general position in the plane. We say that $Q$ is $(k,p)$-Ramsey if there is a finite point set $P$ such that for every $k$-coloring $c$ of $\binom{P}{p}$ there is a subset $Q'$ of $P$ such that $Q'$ and $Q$ have the same order type and $\binom{Q'}{p}$ is monochromatic in $c$. Ne\v{s}et\v{r}il and Valtr proved that for every $k \in \mathbb{N}$, all point sets are $(k,1)$-Ramsey. They also proved that for every $k \ge 2$ and $p \ge 2$, there are point sets that are not $(k,p)$-Ramsey. As our main result, we introduce a new family of $(k,2)$-Ramsey point sets, extending a result of Ne\v{s}et\v{r}il and Valtr. We then use this new result to show that for every $k$ there is a point set $P$ such that no function $\Gamma$ that maps ordered pairs of distinct points from $P$ to a set of size $k$ can satisfy the following "local consistency" property: if $\Gamma$ attains the same values on two ordered triples of points from $P$, then these triples have the same orientation. Intuitively, this implies that there cannot be such a function that is defined locally and determines the orientation of point triples., Comment: 22 pages, 3 figures, final version, minor corrections
- Published
- 2017
23. Self-approaching paths in simple polygons
- Author
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Bose, Prosenjit, Kostitsyna, Irina, and Langerman, Stefan
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Computer Science - Computational Geometry - Abstract
We study self-approaching paths that are contained in a simple polygon. A self-approaching path is a directed curve connecting two points such that the Euclidean distance between a point moving along the path and any future position does not increase, that is, for all points $a$, $b$, and $c$ that appear in that order along the curve, $|ac| \ge |bc|$. We analyze the properties, and present a characterization of shortest self-approaching paths. In particular, we show that a shortest self-approaching path connecting two points inside a polygon can be forced to use a general class of non-algebraic curves. While this makes it difficult to design an exact algorithm, we show how to find a self-approaching path inside a polygon connecting two points under a model of computation which assumes that we can calculate involute curves of high order. Lastly, we provide an algorithm to test if a given simple polygon is self-approaching, that is, if there exists a self-approaching path for any two points inside the polygon., Comment: A shorter version of this paper is to be presented at the 33rd International Symposium on Computational Geometry, 2017
- Published
- 2017
24. Searching edges in the overlap of two plane graphs
- Author
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Iacono, John, Khramtcova, Elena, and Langerman, Stefan
- Subjects
Computer Science - Computational Geometry - Abstract
Consider a pair of plane straight-line graphs, whose edges are colored red and blue, respectively, and let n be the total complexity of both graphs. We present a O(n log n)-time O(n)-space technique to preprocess such pair of graphs, that enables efficient searches among the red-blue intersections along edges of one of the graphs. Our technique has a number of applications to geometric problems. This includes: (1) a solution to the batched red-blue search problem [Dehne et al. 2006] in O(n log n) queries to the oracle; (2) an algorithm to compute the maximum vertical distance between a pair of 3D polyhedral terrains one of which is convex in O(n log n) time, where n is the total complexity of both terrains; (3) an algorithm to construct the Hausdorff Voronoi diagram of a family of point clusters in the plane in O((n+m) log^3 n) time and O(n+m) space, where n is the total number of points in all clusters and m is the number of crossings between all clusters; (4) an algorithm to construct the farthest-color Voronoi diagram of the corners of n axis-aligned rectangles in O(n log^2 n) time; (5) an algorithm to solve the stabbing circle problem for n parallel line segments in the plane in optimal O(n log n) time. All these results are new or improve on the best known algorithms., Comment: 22 pages, 6 figures
- Published
- 2017
25. Subquadratic Algorithms for Algebraic Generalizations of 3SUM
- Author
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Barba, Luis, Cardinal, Jean, Iacono, John, Langerman, Stefan, Ooms, Aurélien, and Solomon, Noam
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Computer Science - Data Structures and Algorithms ,F.2.2 - Abstract
The 3SUM problem asks if an input $n$-set of real numbers contains a triple whose sum is zero. We consider the 3POL problem, a natural generalization of 3SUM where we replace the sum function by a constant-degree polynomial in three variables. The motivations are threefold. Raz, Sharir, and de Zeeuw gave a $O(n^{11/6})$ upper bound on the number of solutions of trivariate polynomial equations when the solutions are taken from the cartesian product of three $n$-sets of real numbers. We give algorithms for the corresponding problem of counting such solutions. Gr\o nlund and Pettie recently designed subquadratic algorithms for 3SUM. We generalize their results to 3POL. Finally, we shed light on the General Position Testing (GPT) problem: "Given $n$ points in the plane, do three of them lie on a line?", a key problem in computational geometry. We prove that there exist bounded-degree algebraic decision trees of depth $O(n^{\frac{12}{7}+\varepsilon})$ that solve 3POL, and that 3POL can be solved in $O(n^2 {(\log \log n)}^\frac{3}{2} / {(\log n)}^\frac{1}{2})$ time in the real-RAM model. Among the possible applications of those results, we show how to solve GPT in subquadratic time when the input points lie on $o({(\log n)}^\frac{1}{6}/{(\log \log n)}^\frac{1}{2})$ constant-degree polynomial curves. This constitutes a first step towards closing the major open question of whether GPT can be solved in subquadratic time. To obtain these results, we generalize important tools --- such as batch range searching and dominance reporting --- to a polynomial setting. We expect these new tools to be useful in other applications., Comment: Submitted to SoCG'17
- Published
- 2016
26. Reversible Nets of Polyhedra
- Author
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Akiyama, Jin, Langerman, Stefan, and Matsunaga, Kiyoko
- Subjects
Computer Science - Computational Geometry - Abstract
An example of reversible (or hinge inside-out transformable) figures is the Dudeney's Haberdasher's puzzle in which an equilateral triangle is dissected into four pieces, then hinged like a chain, and then is transformed into a square by rotating the hinged pieces. Furthermore, the entire boundary of each figure goes into the inside of the other figure and becomes the dissection lines of the other figure. Many intriguing results on reversibilities of figures have been found in prior research, but most of them are results on polygons. This paper generalizes those results to a wider range of general connected figures. It is shown that two nets obtained by cutting the surface of an arbitrary convex polyhedron along non-intersecting dissection trees are reversible. Moreover, a condition for two nets of an isotetrahedron to be both reversible and tessellative is given.
- Published
- 2016
27. Incremental Voronoi Diagrams
- Author
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Allen, Sarah R., Barba, Luis, Iacono, John, and Langerman, Stefan
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Computer Science - Computational Geometry ,Computer Science - Data Structures and Algorithms - Abstract
We study the amortized number of combinatorial changes (edge insertions and removals) needed to update the graph structure of the Voronoi diagram $\mathcal{V}(S)$ (and several variants thereof) of a set $S$ of $n$ sites in the plane as sites are added. We define a general update operation for planar graphs modeling the incremental construction of several variants of Voronoi diagrams as well as the incremental construction of an intersection of halfspaces in $\mathbb{R}^3$. We show that the amortized number of edge insertions and removals needed to add a new site is $O(\sqrt{n})$. A matching $\Omega(\sqrt{n})$ combinatorial lower bound is shown, even in the case where the graph of the diagram is a tree. This contrasts with the $O(\log{n})$ upper bound of Aronov et al. (2006) for farthest-point Voronoi diagrams when the points are inserted in order along their convex hull. We present a semi-dynamic data structure that maintains the Voronoi diagram of a set $S$ of $n$ sites in convex position. This structure supports the insertion of a new site $p$ and finds the asymptotically minimal number $K$ of edge insertions and removals needed to obtain the diagram of $S \cup \{p\}$ from the diagram of $S$, in time $O(K\,\mathrm{polylog}\ n)$ worst case, which is $O(\sqrt{n}\;\mathrm{polylog}\ n)$ amortized by the aforementioned result. The most distinctive feature of this data structure is that the graph of the Voronoi diagram is maintained at all times and can be traversed in the natural way; this contrasts with other known data structures supporting nearest neighbor queries. Our data structure supports general search operations on the current Voronoi diagram, which can, for example, be used to perform point location queries in the cells of the current Voronoi diagram in $O(\log n)$ time, or to determine whether two given sites are neighbors in the Delaunay triangulation., Comment: 19 pages, SoCG 2016
- Published
- 2016
28. The Four Bars Problem
- Author
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Mauroy, Alexandre, Taslakian, Perouz, Langerman, Stefan, and Jungers, Raphaël
- Subjects
Mathematics - Dynamical Systems - Abstract
A four-bar linkage is a mechanism consisting of four rigid bars which are joined by their endpoints in a polygonal chain and which can rotate freely at the joints (or vertices). We assume that the linkage lies in the 2-dimensional plane so that one of the bars is held horizontally fixed. In this paper we consider the problem of reconfiguring a four-bar linkage using an operation called a \emph{pop}. Given a polygonal cycle, a pop reflects a vertex across the line defined by its two adjacent vertices along the polygonal chain. Our main result shows that for certain conditions on the lengths of the bars of the four-bar linkage, the neighborhood of any configuration that can be reached by smooth motion can also be reached by pops. The proof relies on the fact that pops are described by a map on the circle with an irrational number of rotation., Comment: 18 pages
- Published
- 2015
- Full Text
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29. Belga B-Trees
- Author
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Demaine, Erik D., Iacono, John, Koumoutsos, Grigorios, and Langerman, Stefan
- Published
- 2021
- Full Text
- View/download PDF
30. A Quasilinear-Time Algorithm for Tiling the Plane Isohedrally with a Polyomino
- Author
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Langerman, Stefan and Winslow, Andrew
- Subjects
Computer Science - Computational Geometry - Abstract
A plane tiling consisting of congruent copies of a shape is isohedral provided that for any pair of copies, there exists a symmetry of the tiling mapping one copy to the other. We give a $O(n\log^2{n})$-time algorithm for deciding if a polyomino with $n$ edges can tile the plane isohedrally. This improves on the $O(n^{18})$-time algorithm of Keating and Vince and generalizes recent work by Brlek, Proven\c{c}al, F\'{e}dou, and the second author., Comment: An abstract version appears in the proceedings of SOCG 2016
- Published
- 2015
31. Bust-a-Move/Puzzle Bobble is NP-Complete
- Author
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Demaine, Erik D. and Langerman, Stefan
- Subjects
Computer Science - Computational Complexity ,Computer Science - Computational Geometry - Abstract
We prove that the classic 1994 Taito video game, known as Puzzle Bobble or Bust-a-Move, is NP-complete. Our proof applies to the perfect-information version where the bubble sequence is known in advance, and it uses just three bubble colors., Comment: 9 pages, 9 figures. Corrected mistakes in gadgets
- Published
- 2015
32. Threes!, Fives, 1024!, and 2048 are Hard
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Langerman, Stefan and Uno, Yushi
- Subjects
Computer Science - Computational Complexity ,Computer Science - Computer Science and Game Theory - Abstract
We analyze the computational complexity of the popular computer games Threes!, 1024!, 2048 and many of their variants. For most known versions expanded to an m x n board, we show that it is NP-hard to decide whether a given starting position can be played to reach a specific (constant) tile value., Comment: 14 pages, 9 figures
- Published
- 2015
33. The Dual Diameter of Triangulations
- Author
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Korman, Matias, Langerman, Stefan, Mulzer, Wolfgang, Pilz, Alexander, Saumell, Maria, and Vogtenhuber, Birgit
- Subjects
Computer Science - Computational Geometry - Abstract
Let $\Poly$ be a simple polygon with $n$ vertices. The \emph{dual graph} $\triang^*$ of a triangulation~$\triang$ of~$\Poly$ is the graph whose vertices correspond to the bounded faces of $\triang$ and whose edges connect those faces of~$\triang$ that share an edge. We consider triangulations of~$\Poly$ that minimize or maximize the diameter of their dual graph. We show that both triangulations can be constructed in $O(n^3\log n)$ time using dynamic programming. If $\Poly$ is convex, we show that any minimizing triangulation has dual diameter exactly $2\cdot\lceil\log_2(n/3)\rceil$ or $2\cdot\lceil\log_2(n/3)\rceil -1$, depending on~$n$. Trivially, in this case any maximizing triangulation has dual diameter $n-2$. Furthermore, we investigate the relationship between the dual diameter and the number of \emph{ears} (triangles with exactly two edges incident to the boundary of $\Poly$) in a triangulation. For convex $\Poly$, we show that there is always a triangulation that simultaneously minimizes the dual diameter and maximizes the number of ears. In contrast, we give examples of general simple polygons where every triangulation that maximizes the number of ears has dual diameter that is quadratic in the minimum possible value. We also consider the case of point sets in general position in the plane. We show that for any such set of $n$ points there are triangulations with dual diameter in~$O(\log n)$ and in~$\Omega(\sqrt n)$.
- Published
- 2015
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34. Self-approaching paths in simple polygons
- Author
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Bose, Prosenjit, Kostitsyna, Irina, and Langerman, Stefan
- Published
- 2020
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35. A Randomized Incremental Algorithm for the Hausdorff Voronoi Diagram of Non-crossing Clusters
- Author
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Cheilaris, Panagiotis, Khramtcova, Elena, Langerman, Stefan, and Papadopoulou, Evanthia
- Subjects
Computer Science - Computational Geometry - Abstract
In the Hausdorff Voronoi diagram of a family of \emph{clusters of points} in the plane, the distance between a point $t$ and a cluster $P$ is measured as the maximum distance between $t$ and any point in $P$, and the diagram is defined in a nearest-neighbor sense for the input clusters. In this paper we consider %El."non-crossing" \emph{non-crossing} clusters in the plane, for which the combinatorial complexity of the Hausdorff Voronoi diagram is linear in the total number of points, $n$, on the convex hulls of all clusters. We present a randomized incremental construction, based on point location, that computes this diagram in expected $O(n\log^2{n})$ time and expected $O(n)$ space. Our techniques efficiently handle non-standard characteristics of generalized Voronoi diagrams, such as sites of non-constant complexity, sites that are not enclosed in their Voronoi regions, and empty Voronoi regions. The diagram finds direct applications in VLSI computer-aided design., Comment: arXiv admin note: substantial text overlap with arXiv:1306.5838
- Published
- 2013
36. Optimal detection of intersections between convex polyhedra
- Author
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Barba, Luis and Langerman, Stefan
- Subjects
Computer Science - Computational Geometry - Abstract
For a polyhedron $P$ in $\mathbb{R}^d$, denote by $|P|$ its combinatorial complexity, i.e., the number of faces of all dimensions of the polyhedra. In this paper, we revisit the classic problem of preprocessing polyhedra independently so that given two preprocessed polyhedra $P$ and $Q$ in $\mathbb{R}^d$, each translated and rotated, their intersection can be tested rapidly. For $d=3$ we show how to perform such a test in $O(\log |P| + \log |Q|)$ time after linear preprocessing time and space. This running time is the best possible and improves upon the last best known query time of $O(\log|P| \log|Q|)$ by Dobkin and Kirkpatrick (1990). We then generalize our method to any constant dimension $d$, achieving the same optimal $O(\log |P| + \log |Q|)$ query time using a representation of size $O(|P|^{\lfloor d/2\rfloor + \varepsilon})$ for any $\varepsilon>0$ arbitrarily small. This answers an even older question posed by Dobkin and Kirkpatrick 30 years ago. In addition, we provide an alternative $O(\log |P| + \log |Q|)$ algorithm to test the intersection of two convex polygons $P$ and $Q$ in the plane.
- Published
- 2013
37. The Complexity of Order Type Isomorphism
- Author
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Aloupis, Greg, Iacono, John, Langerman, Stefan, and Özkan, Özgür
- Subjects
Computer Science - Computational Geometry - Abstract
The order type of a point set in $R^d$ maps each $(d{+}1)$-tuple of points to its orientation (e.g., clockwise or counterclockwise in $R^2$). Two point sets $X$ and $Y$ have the same order type if there exists a mapping $f$ from $X$ to $Y$ for which every $(d{+}1)$-tuple $(a_1,a_2,\ldots,a_{d+1})$ of $X$ and the corresponding tuple $(f(a_1),f(a_2),\ldots,f(a_{d+1}))$ in $Y$ have the same orientation. In this paper we investigate the complexity of determining whether two point sets have the same order type. We provide an $O(n^d)$ algorithm for this task, thereby improving upon the $O(n^{\lfloor{3d/2}\rfloor})$ algorithm of Goodman and Pollack (1983). The algorithm uses only order type queries and also works for abstract order types (or acyclic oriented matroids). Our algorithm is optimal, both in the abstract setting and for realizable points sets if the algorithm only uses order type queries., Comment: Preliminary version of paper to appear at ACM-SIAM Symposium on Discrete Algorithms (SODA14)
- Published
- 2013
38. Toward Unfolding Doubly Covered n-Stars
- Author
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Akitaya, Hugo A., primary, Ballinger, Brad, additional, Damian, Mirela, additional, Demaine, Erik D., additional, Demaine, Martin L., additional, Flatland, Robin, additional, Kostitsyna, Irina, additional, Ku, Jason S., additional, Langerman, Stefan, additional, O’Rourke, Joseph, additional, and Uehara, Ryuhei, additional
- Published
- 2021
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39. Fragile Complexity of Adaptive Algorithms
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Bose, Prosenjit, primary, Cano, Pilar, additional, Fagerberg, Rolf, additional, Iacono, John, additional, Jacob, Riko, additional, and Langerman, Stefan, additional
- Published
- 2021
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40. Polyhedral Characterization of Reversible Hinged Dissections
- Author
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Akiyama, Jin, Demaine, Erik D., and Langerman, Stefan
- Published
- 2020
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41. Cookie Clicker
- Author
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Demaine, Erik D., Ito, Hiro, Langerman, Stefan, Lynch, Jayson, Rudoy, Mikhail, and Xiao, Kai
- Published
- 2020
- Full Text
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42. Cannibal Animal Games: a new variant of Tic-Tac-Toe
- Author
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Cardinal, Jean, Collette, Sébastien, Ito, Hiro, Korman, Matias, Langerman, Stefan, Sakaidani, Hikaru, and Taslakian, Perouz
- Subjects
Computer Science - Computer Science and Game Theory - Abstract
This paper presents a new partial two-player game, called the \emph{cannibal animal game}, which is a variant of Tic-Tac-Toe. The game is played on the infinite grid, where in each round a player chooses and occupies free cells. The first player Alice can occupy a cell in each turn and wins if she occupies a set of cells, the union of a subset of which is a translated, reflected and/or rotated copy of a previously agreed upon polyomino $P$ (called an \emph{animal}). The objective of the second player Bob is to prevent Alice from creating her animal by occupying in each round a translated, reflected and/or rotated copy of $P$. An animal is a \emph{cannibal} if Bob has a winning strategy, and a \emph{non-cannibal} otherwise. This paper presents some new tools, such as the \emph{bounding strategy} and the \emph{punching lemma}, to classify animals into cannibals or non-cannibals. We also show that the \emph{pairing strategy} works for this problem.
- Published
- 2013
43. Combining Binary Search Trees
- Author
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Demaine, Erik D., Iacono, John, Langerman, Stefan, and Özkan, Özgür
- Subjects
Computer Science - Data Structures and Algorithms ,E.1 ,F.1.1 ,F.2.2 ,G.2.1 ,I.2.8 - Abstract
We present a general transformation for combining a constant number of binary search tree data structures (BSTs) into a single BST whose running time is within a constant factor of the minimum of any "well-behaved" bound on the running time of the given BSTs, for any online access sequence. (A BST has a well behaved bound with $f(n)$ overhead if it spends at most \bigoh{f(n)} time per access and its bound satisfies a weak sense of closure under subsequences.) In particular, we obtain a BST data structure that is \bigoh{\log\log n} competitive, satisfies the working set bound (and thus satisfies the static finger bound and the static optimality bound), satisfies the dynamic finger bound, satisfies the unified bound with an additive \bigoh{\log\log n} factor, and performs each access in worst-case \bigoh{\log n} time., Comment: 12 pages, 2 figures, ICALP 2013
- Published
- 2013
44. The Power and Limitations of Static Binary Search Trees with Lazy Finger
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Bose, Prosenjit, Douïeb, Karim, Iacono, John, and Langerman, Stefan
- Subjects
Computer Science - Data Structures and Algorithms - Abstract
A static binary search tree where every search starts from where the previous one ends (lazy finger) is considered. Such a search method is more powerful than that of the classic optimal static trees, where every search starts from the root (root finger), and less powerful than when rotations are allowed---where finding the best rotation based tree is the topic of the dynamic optimality conjecture of Sleator and Tarjan. The runtime of the classic root-finger tree can be expressed in terms of the entropy of the distribution of the searches, but we show that this is not the case for the optimal lazy finger tree. A non-entropy based asymptotically-tight expression for the runtime of the optimal lazy finger trees is derived, and a dynamic programming-based method is presented to compute the optimal tree.
- Published
- 2013
45. Coloring Hypergraphs Induced by Dynamic Point Sets and Bottomless Rectangles
- Author
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Asinowski, Andrei, Cardinal, Jean, Cohen, Nathann, Collette, Sébastien, Hackl, Thomas, Hoffmann, Michael, Knauer, Kolja, Langerman, Stefan, Lasoń, Michał, Micek, Piotr, Rote, Günter, and Ueckerdt, Torsten
- Subjects
Computer Science - Computational Geometry ,Computer Science - Data Structures and Algorithms - Abstract
We consider a coloring problem on dynamic, one-dimensional point sets: points appearing and disappearing on a line at given times. We wish to color them with k colors so that at any time, any sequence of p(k) consecutive points, for some function p, contains at least one point of each color. We prove that no such function p(k) exists in general. However, in the restricted case in which points appear gradually, but never disappear, we give a coloring algorithm guaranteeing the property at any time with p(k)=3k-2. This can be interpreted as coloring point sets in R^2 with k colors such that any bottomless rectangle containing at least 3k-2 points contains at least one point of each color. Here a bottomless rectangle is an axis-aligned rectangle whose bottom edge is below the lowest point of the set. For this problem, we also prove a lower bound p(k)>ck, where c>1.67. Hence for every k there exists a point set, every k-coloring of which is such that there exists a bottomless rectangle containing ck points and missing at least one of the k colors. Chen et al. (2009) proved that no such function $p(k)$ exists in the case of general axis-aligned rectangles. Our result also complements recent results from Keszegh and Palvolgyi on cover-decomposability of octants (2011, 2012)., Comment: A preliminary version was presented by a subset of the authors to the European Workshop on Computational Geometry, held in Assisi (Italy) on March 19-21, 2012
- Published
- 2013
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46. Necklaces, Convolutions, and X+Y
- Author
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Bremner, David, Chan, Timothy M., Demaine, Erik D., Erickson, Jeff, Hurtado, Ferran, Iacono, John, Langerman, Stefan, Patrascu, Mihai, and Taslakian, Perouz
- Subjects
Computer Science - Data Structures and Algorithms - Abstract
We give subquadratic algorithms that, given two necklaces each with n beads at arbitrary positions, compute the optimal rotation of the necklaces to best align the beads. Here alignment is measured according to the p norm of the vector of distances between pairs of beads from opposite necklaces in the best perfect matching. We show surprisingly different results for p = 1, p even, and p = \infty. For p even, we reduce the problem to standard convolution, while for p = \infty and p = 1, we reduce the problem to (min, +) convolution and (median, +) convolution. Then we solve the latter two convolution problems in subquadratic time, which are interesting results in their own right. These results shed some light on the classic sorting X + Y problem, because the convolutions can be viewed as computing order statistics on the antidiagonals of the X + Y matrix. All of our algorithms run in o(n^2) time, whereas the obvious algorithms for these problems run in \Theta(n^2) time.
- Published
- 2012
47. Bottleneck detour tree of points on a path
- Author
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Aloupis, Greg, Carmi, Paz, Chaitman-Yerushalmi, Lilach, Katz, Matthew J., and Langerman, Stefan
- Published
- 2019
- Full Text
- View/download PDF
48. Space-Time Trade-offs for Stack-Based Algorithms
- Author
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Barba, Luis, Korman, Matias, Langerman, Stefan, Sadakane, Kunikiko, and Silveira, Rodrigo
- Subjects
Computer Science - Computational Geometry ,Computer Science - Data Structures and Algorithms - Abstract
In memory-constrained algorithms we have read-only access to the input, and the number of additional variables is limited. In this paper we introduce the compressed stack technique, a method that allows to transform algorithms whose space bottleneck is a stack into memory-constrained algorithms. Given an algorithm \alg\ that runs in O(n) time using $\Theta(n)$ variables, we can modify it so that it runs in $O(n^2/s)$ time using a workspace of O(s) variables (for any $s\in o(\log n)$) or $O(n\log n/\log p)$ time using $O(p\log n/\log p)$ variables (for any $2\leq p\leq n$). We also show how the technique can be applied to solve various geometric problems, namely computing the convex hull of a simple polygon, a triangulation of a monotone polygon, the shortest path between two points inside a monotone polygon, 1-dimensional pyramid approximation of a 1-dimensional vector, and the visibility profile of a point inside a simple polygon. Our approach exceeds or matches the best-known results for these problems in constant-workspace models (when they exist), and gives the first trade-off between the size of the workspace and running time. To the best of our knowledge, this is the first general framework for obtaining memory-constrained algorithms.
- Published
- 2012
49. Bichromatic compatible matchings
- Author
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Aloupis, Greg, Barba, Luis, Langerman, Stefan, and Souvaine, Diane L.
- Subjects
Computer Science - Computational Geometry - Abstract
For a set $R$ of $n$ red points and a set $B$ of $n$ blue points, a $BR$-matching is a non-crossing geometric perfect matching where each segment has one endpoint in $B$ and one in $R$. Two $BR$-matchings are compatible if their union is also non-crossing. We prove that, for any two distinct $BR$-matchings $M$ and $M'$, there exists a sequence of $BR$-matchings $M = M_1, ..., M_k = M'$ such that $M_{i-1} $ is compatible with $M_i$. This implies the connectivity of the compatible bichromatic matching graph containing one node for each bichromatic matching and an edge joining each pair of compatible matchings, thereby answering the open problem posed by Aichholzer et al. in "Compatible matchings for bichromatic plane straight-line graphs"
- Published
- 2012
50. Coloring and Guarding Arrangements
- Author
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Bose, Prosenjit, Cardinal, Jean, Collette, Sébastien, Hurtado, Ferran, Korman, Matias, Langerman, Stefan, and Taslakian, Perouz
- Subjects
Computer Science - Computational Geometry - Abstract
Given an arrangement of lines in the plane, what is the minimum number $c$ of colors required to color the lines so that no cell of the arrangement is monochromatic? In this paper we give bounds on the number c both for the above question, as well as some of its variations. We redefine these problems as geometric hypergraph coloring problems. If we define $\Hlinecell$ as the hypergraph where vertices are lines and edges represent cells of the arrangement, the answer to the above question is equal to the chromatic number of this hypergraph. We prove that this chromatic number is between $\Omega (\log n / \log\log n)$. and $O(\sqrt{n})$. Similarly, we give bounds on the minimum size of a subset $S$ of the intersections of the lines in $\mathcal{A}$ such that every cell is bounded by at least one of the vertices in $S$. This may be seen as a problem on guarding cells with vertices when the lines act as obstacles. The problem can also be defined as the minimum vertex cover problem in the hypergraph $\Hvertexcell$, the vertices of which are the line intersections, and the hyperedges are vertices of a cell. Analogously, we consider the problem of touching the lines with a minimum subset of the cells of the arrangement, which we identify as the minimum vertex cover problem in the $\Hcellzone$ hypergraph., Comment: Abstract appeared in the proceedings of EuroCG 2012. Second version mentions the fact that the line arrangement must be simple (a fact that we unfortunately did not to mention in the first version)
- Published
- 2012
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