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André van Renssen

Publications and source records attributed to André van Renssen.

51 records · Page 3Linked to original sources

Constrained Generalized Delaunay Graphs Are Plane Spanners

We look at generalized Delaunay graphs in the constrained setting by introducing line segments which the edges of the graph are not allowed to cross. Given an arbitrary convex shape $C$, a constrained Delaunay graph is constructed by adding an edge between two vertices $p$ and $q$ if and only if there exists a homothet of $C$ with $p$ and $q$ on its boundary that does not contain any other vertices visible to $p$ and $q$. We show that, regardless of the convex shape $C$ used to construct the constrained Delaunay graph, there exists a constant $t$ (that depends on $C$) such that it is a plane $t$-spanner of the visibility graph. Furthermore, we reduce the upper bound on the spanning ratio for the special case where the empty convex shape is an arbitrary rectangle to $\sqrt{2} \cdot \left( 2 l/s + 1 \right)$, where $l$ and $s$ are the length of the long and short side of the rectangle.

cs.CG↗

Dynamic Graph Coloring

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 $Ω(N^\frac{2}{c(c-1)})$ vertices per update, for any constant $c \geq 2$.

cs.DS↗

On Plane Constrained Bounded-Degree Spanners

Let $P$ be a finite set of points in the plane and $S$ a set of non-crossing line segments with endpoints in $P$. The visibility graph of $P$ with respect to $S$, denoted $Vis(P,S)$, has vertex set $P$ and an edge for each pair of vertices $u,v$ in $P$ for which no line segment of $S$ properly intersects $uv$. We show that the constrained half-$θ_6$-graph (which is identical to the constrained Delaunay graph whose empty visible region is an equilateral triangle) is a plane 2-spanner of $Vis(P,S)$. We then show how to construct a plane 6-spanner of $Vis(P,S)$ with maximum degree $6+c$, where $c$ is the maximum number of segments of $S$ incident to a vertex.

cs.CG↗

Competitive Local Routing with Constraints

Let $P$ be a set of $n$ vertices in the plane and $S$ a set of non-crossing line segments between vertices in $P$, called constraints. Two vertices are visible if the straight line segment connecting them does not properly intersect any constraints. The constrained $Θ_m$-graph is constructed by partitioning the plane around each vertex into $m$ disjoint cones, each with aperture $θ= 2 π/m$, and adding an edge to the `closest' visible vertex in each cone. We consider how to route on the constrained $Θ_6$-graph. We first show that no deterministic 1-local routing algorithm is $o(\sqrt{n})$-competitive on all pairs of vertices of the constrained $Θ_6$-graph. After that, we show how to route between any two visible vertices of the constrained $Θ_6$-graph using only 1-local information. Our routing algorithm guarantees that the returned path is 2-competitive. Additionally, we provide a 1-local 18-competitive routing algorithm for visible vertices in the constrained half-$Θ_6$-graph, a subgraph of the constrained $Θ_6$-graph that is equivalent to the Delaunay graph where the empty region is an equilateral triangle. To the best of our knowledge, these are the first local routing algorithms in the constrained setting with guarantees on the length of the returned path.

cs.CG↗

Time-Space Trade-off Algorithms for Triangulating a Simple Polygon

An $s$-workspace algorithm is an algorithm that has read-only access to the values of the input, write-only access to the output, and only uses $O(s)$ additional words of space. We present a randomized $s$-workspace algorithm for triangulating a simple polygon $P$ of $n$ vertices that runs in $O(n^2/s+n \log n \log^{5} (n/s))$ expected time using $O(s)$ variables, for any $s \leq n$. In particular, when $s \leq \frac{n}{\log n\log^{5}\log n}$ the algorithm runs in $O(n^2/s)$ expected time.

cs.CG↗

On interference among moving sensors and related problems

We show that for any set of $n$ points moving along "simple" trajectories (i.e., each coordinate is described with a polynomial of bounded degree) in $\Re^d$ and any parameter $2 \le k \le n$, one can select a fixed non-empty subset of the points of size $O(k \log k)$, such that the Voronoi diagram of this subset is "balanced" at any given time (i.e., it contains $O(n/k)$ points per cell). We also show that the bound $O(k \log k)$ is near optimal even for the one dimensional case in which points move linearly in time. As applications, we show that one can assign communication radii to the sensors of a network of $n$ moving sensors so that at any given time their interference is $O(\sqrt{n\log n})$. We also show some results in kinetic approximate range counting and kinetic discrepancy. In order to obtain these results, we extend well-known results from $\varepsilon$-net theory to kinetic environments.

cs.CG↗

Hanabi is NP-hard, Even for Cheaters who Look at Their Cards

In this paper we study a cooperative card game called Hanabi from the viewpoint of algorithmic combinatorial game theory. In Hanabi, each card has one among $c$ colors and a number between $1$ and $n$. The aim is to make, for each color, a pile of cards of that color with all increasing numbers from $1$ to $n$. At each time during the game, each player holds $h$ cards in hand. Cards are drawn sequentially from a deck and the players should decide whether to play, discard or store them for future use. One of the features of the game is that the players can see their partners' cards but not their own and information must be shared through hints. We introduce a single-player, perfect-information model and show that the game is intractable even for this simplified version where we forego both the hidden information and the multiplayer aspect of the game, even when the player can only hold two cards in her hand. On the positive side, we show that the decision version of the problem---to decide whether or not numbers from $1$ through $n$ can be played for every color---can be solved in (almost) linear time for some restricted cases.

cs.DM↗

The Price of Order

We present tight bounds on the spanning ratio of a large family of ordered $θ$-graphs. A $θ$-graph partitions the plane around each vertex into $m$ disjoint cones, each having aperture $θ= 2 π/m$. An ordered $θ$-graph is constructed by inserting the vertices one by one and connecting each vertex to the closest previously-inserted vertex in each cone. We show that for any integer $k \geq 1$, ordered $θ$-graphs with $4k + 4$ cones have a tight spanning ratio of $1 + 2 \sin(θ/2) / (\cos(θ/2) - \sin(θ/2))$. We also show that for any integer $k \geq 2$, ordered $θ$-graphs with $4k + 2$ cones have a tight spanning ratio of $1 / (1 - 2 \sin(θ/2))$. We provide lower bounds for ordered $θ$-graphs with $4k + 3$ and $4k + 5$ cones. For ordered $θ$-graphs with $4k + 2$ and $4k + 5$ cones these lower bounds are strictly greater than the worst case spanning ratios of their unordered counterparts. These are the first results showing that ordered $θ$-graphs have worse spanning ratios than unordered $θ$-graphs. Finally, we show that, unlike their unordered counterparts, the ordered $θ$-graphs with 4, 5, and 6 cones are not spanners.

cs.CG↗

Optimal local routing on Delaunay triangulations defined by empty equilateral triangles

We present a deterministic local routing algorithm that is guaranteed to find a path between any pair of vertices in a half-$θ_6$-graph (the half-$θ_6$-graph is equivalent to the Delaunay triangulation where the empty region is an equilateral triangle). The length of the path is at most $5/\sqrt{3} \approx 2.887$ times the Euclidean distance between the pair of vertices. Moreover, we show that no local routing algorithm can achieve a better routing ratio, thereby proving that our routing algorithm is optimal. This is somewhat surprising because the spanning ratio of the half-$θ_6$-graph is 2, meaning that even though there always exists a path whose lengths is at most twice the Euclidean distance, we cannot always find such a path when routing locally. Since every triangulation can be embedded in the plane as a half-$θ_6$-graph using $O(\log n)$ bits per vertex coordinate via Schnyder's embedding scheme (SODA 1990), our result provides a competitive local routing algorithm for every such embedded triangulation. Finally, we show how our routing algorithm can be adapted to provide a routing ratio of $15/\sqrt{3} \approx 8.660$ on two bounded degree subgraphs of the half-$θ_6$-graph.

cs.CG↗

Continuous Yao Graphs

In this paper, we introduce a variation of the well-studied Yao graphs. Given a set of points $S\subset \mathbb{R}^2$ and an angle $0 < θ\leq 2π$, we define the continuous Yao graph $cY(θ)$ with vertex set $S$ and angle $θ$ as follows. For each $p,q\in S$, we add an edge from $p$ to $q$ in $cY(θ)$ if there exists a cone with apex $p$ and aperture $θ$ such that $q$ is the closest point to $p$ inside this cone. We study the spanning ratio of $cY(θ)$ for different values of $θ$. Using a new algebraic technique, we show that $cY(θ)$ is a spanner when $θ\leq 2π/3$. We believe that this technique may be of independent interest. We also show that $cY(π)$ is not a spanner, and that $cY(θ)$ may be disconnected for $θ> π$.

cs.CG↗

The $θ_5$-graph is a spanner

Given a set of points in the plane, we show that the $θ$-graph with 5 cones is a geometric spanner with spanning ratio at most $\sqrt{50 + 22 \sqrt{5}} \approx 9.960$. This is the first constant upper bound on the spanning ratio of this graph. The upper bound uses a constructive argument that gives a (possibly self-intersecting) path between any two vertices, of length at most $\sqrt{50 + 22 \sqrt{5}}$ times the Euclidean distance between the vertices. We also give a lower bound on the spanning ratio of $\frac{1}{2}(11\sqrt{5} -17) \approx 3.798$.

cs.CG↗

Theta-3 is connected

In this paper, we show that the $θ$-graph with three cones is connected. We also provide an alternative proof of the connectivity of the Yao graph with three cones.

cs.CG↗

Towards Tight Bounds on Theta-Graphs

We present improved upper and lower bounds on the spanning ratio of $θ$-graphs with at least six cones. Given a set of points in the plane, a $θ$-graph partitions the plane around each vertex into $m$ disjoint cones, each having aperture $θ=2π/m$, and adds an edge to the `closest' vertex in each cone. We show that for any integer $k \geq 1$, $θ$-graphs with $4k+2$ cones have a spanning ratio of $1+2\sin(θ/2)$ and we provide a matching lower bound, showing that this spanning ratio tight. Next, we show that for any integer $k \geq 1$, $θ$-graphs with $4k+4$ cones have spanning ratio at most $1+2\sin(θ/2)/(\cos(θ/2)-\sin(θ/2))$. We also show that $θ$-graphs with $4k+3$ and $4k+5$ cones have spanning ratio at most $\cos(θ/4)/(\cos(θ/2)-\sin(3θ/4))$. This is a significant improvement on all families of $θ$-graphs for which exact bounds are not known. For example, the spanning ratio of the $θ$-graph with 7 cones is decreased from at most 7.5625 to at most 3.5132. These spanning proofs also imply improved upper bounds on the competitiveness of the $θ$-routing algorithm. In particular, we show that the $θ$-routing algorithm is $(1+2\sin(θ/2)/(\cos(θ/2)-\sin(θ/2)))$-competitive on $θ$-graphs with $4k+4$ cones and that this ratio is tight. Finally, we present improved lower bounds on the spanning ratio of these graphs. Using these bounds, we provide a partial order on these families of $θ$-graphs. In particular, we show that $θ$-graphs with $4k+4$ cones have spanning ratio at least $1+2\tan(θ/2)+2\tan^2(θ/2)$. This is somewhat surprising since, for equal values of $k$, the spanning ratio of $θ$-graphs with $4k+4$ cones is greater than that of $θ$-graphs with $4k+2$ cones, showing that increasing the number of cones can make the spanning ratio worse.

cs.CG↗

On the stretch factor of the Theta-4 graph

In this paper we show that the θ-graph with 4 cones has constant stretch factor, i.e., there is a path between any pair of vertices in this graph whose length is at most a constant times the Euclidean distance between that pair of vertices. This is the last θ-graph for which it was not known whether its stretch factor was bounded.

cs.CG↗

Making triangulations 4-connected using flips

We show that any combinatorial triangulation on n vertices can be transformed into a 4-connected one using at most floor((3n - 9)/5) edge flips. We also give an example of an infinite family of triangulations that requires this many flips to be made 4-connected, showing that our bound is tight. In addition, for n >= 19, we improve the upper bound on the number of flips required to transform any 4-connected triangulation into the canonical triangulation (the triangulation with two dominant vertices), matching the known lower bound of 2n - 15. Our results imply a new upper bound on the diameter of the flip graph of 5.2n - 33.6, improving on the previous best known bound of 6n - 30.

cs.CG↗