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Aldo Gonzalez-Lorenzo

Publications and source records attributed to Aldo Gonzalez-Lorenzo.

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Characterization of the computed homology and cohomology bases -- technical report

Computing homology and cohomology is at the heart of many recent works and a key issue for topological data analysis. Among homological objects, homology generators are useful to locate or understand holes (especially for geometric objects). The present paper provides a characterization of the class of homology bases that are computed by standard algorithmic methods. The proof of this characterization relies on the Homological Discrete Vector Field, a combinatorial structure for computing homology, which encompasses several standard methods (persistent homology, tri-partitions, Smith Normal Form, discrete Morse theory). These results refine the combinatorial homology theory and provide novel ideas to gain more control over the computation of homology generators.

math.AT

Conflict Optimization for Binary CSP Applied to Minimum Partition into Plane Subgraphs and Graph Coloring

CG:SHOP is an annual geometric optimization challenge and the 2022 edition proposed the problem of coloring a certain geometric graph defined by line segments. Surprisingly, the top three teams used the same technique, called conflict optimization. This technique has been introduced in the 2021 edition of the challenge, to solve a coordinated motion planning problem. In this paper, we present the technique in the more general framework of binary constraint satisfaction problems (binary CSP). Then, the top three teams describe their different implementations of the same underlying strategy. We evaluate the performance of those implementations to vertex color not only geometric graphs, but also other types of graphs.

cs.CG

Shadoks Approach to Low-Makespan Coordinated Motion Planning

This paper describes the heuristics used by the Shadoks team for the CG:SHOP 2021 challenge. This year's problem is to coordinate the motion of multiple robots in order to reach their targets without collisions and minimizing the makespan. It is a classical multi agent path finding problem with the specificity that the instances are highly dense in an unbounded grid. Using the heuristics outlined in this paper, our team won first place with the best solution to 202 out of 203 instances and optimal solutions to at least 105 of them. The main ingredients include several different strategies to compute initial solutions coupled with a heuristic called Conflict Optimizer to reduce the makespan of existing solutions.

cs.CG