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Irina Kostitsyna

Publications and source records attributed to Irina Kostitsyna.

At least 37 records · Page 2Linked to original sources

Preprocessing Imprecise Points for the Pareto Front

In the preprocessing model for uncertain data we are given a set of regions R which model the uncertainty associated with an unknown set of points P. In this model there are two phases: a preprocessing phase, in which we have access only to R, followed by a reconstruction phase, in which we have access to points in P at a certain retrieval cost C per point. We study the following algorithmic question: how fast can we construct the pareto front of P in the preprocessing model? We show that if R is a set of pairwise-disjoint axis-aligned rectangles, then we can preprocess R to reconstruct the Pareto front of P efficiently. To refine our algorithmic analysis, we introduce a new notion of algorithmic optimality which relates to the entropy of the uncertainty regions. Our proposed uncertainty-region optimality falls on the spectrum between worst-case optimality and instance optimality. We prove that instance optimality is unobtainable in the preprocessing model, whenever the classic algorithmic problem reduces to sorting. Our results are worst-case optimal in the preprocessing phase; in the reconstruction phase, our results are uncertainty-region optimal with respect to real RAM instructions, and instance optimal with respect to point retrievals.

cs.CG↗

Algorithmic Approaches to Reconfigurable Assembly Systems

Assembly of large scale structural systems in space is understood as critical to serving applications that cannot be deployed from a single launch. Recent literature proposes the use of discrete modular structures for in-space assembly and relatively small scale robotics that are able to modify and traverse the structure. This paper addresses the algorithmic problems in scaling reconfigurable space structures built through robotic construction, where reconfiguration is defined as the problem of transforming an initial structure into a different goal configuration. We analyze different algorithmic paradigms and present corresponding abstractions and graph formulations, examining specialized algorithms that consider discretized space and time steps. We then discuss fundamental design trades for different computational architectures, such as centralized versus distributed, and present two representative algorithms as concrete examples for comparison. We analyze how those algorithms achieve different objective functions and goals, such as minimization of total distance traveled, maximization of fault-tolerance, or minimization of total time spent in assembly. This is meant to offer an impression of algorithmic constraints on scalability of corresponding structural and robotic design. From this study, a set of recommendations is developed on where and when to use each paradigm, as well as implications for physical robotic and structural system design.

cs.MA↗

Folding Polyominoes with Holes into a Cube

When can a polyomino piece of paper be folded into a unit cube? Prior work studied tree-like polyominoes, but polyominoes with holes remain an intriguing open problem. We present sufficient conditions for a polyomino with one or several holes to fold into a cube, and conditions under which cube folding is impossible. In particular, we show that all but five special \emph{simple} holes guarantee foldability.

cs.CG↗

Dots & Polygons

We present a new game, Dots & Polygons, played on a planar point set. Players take turns connecting two points, and when a player closes a (simple) polygon, the player scores its area. We show that deciding whether the game can be won from a given state, is NP-hard. We do so by a reduction from vertex-disjoint cycle packing in cubic planar graphs, including a self-contained reduction from planar 3-Satisfiability to this cycle-packing problem. This also provides a simple proof of the NP-hardness of the related game Dots & Boxes. For points in convex position, we discuss a greedy strategy for Dots & Polygons.

cs.CG↗

Multi-robot motion planning of k-colored discs is PSPACE-hard

In the problem of multi-robot motion planning, a group of robots, placed in a polygonal domain with obstacles, must be moved from their starting positions to a set of target positions. We consider the specific case of unlabeled disc robots of two different sizes. That is, within one class of robots, where a class is given by the robots' size, any robot can be moved to any of the corresponding target positions. We prove that the decision problem of whether there exists a schedule moving the robots to the target positions is PSPACE-hard.

cs.CG↗

Global Curve Simplification

Due to its many applications, \emph{curve simplification} is a long-studied problem in computational geometry and adjacent disciplines, such as graphics, geographical information science, etc. Given a polygonal curve $P$ with $n$ vertices, the goal is to find another polygonal curve $P'$ with a smaller number of vertices such that $P'$ is sufficiently similar to $P$. Quality guarantees of a simplification are usually given in a \emph{local} sense, bounding the distance between a shortcut and its corresponding section of the curve. In this work, we aim to provide a systematic overview of curve simplification problems under \emph{global} distance measures that bound the distance between $P$ and $P'$. We consider six different curve distance measures: three variants of the \emph{Hausdorff} distance and three variants of the \emph{Fréchet} distance. And we study different restrictions on the choice of vertices for $P'$. We provide polynomial-time algorithms for some variants of the global curve simplification problem and show NP-hardness for other variants. Through this systematic study we observe, for the first time, some surprising patterns, and suggest directions for future research in this important area.

cs.CG↗

Fragile Complexity of Comparison-Based Algorithms

We initiate a study of algorithms with a focus on the computational complexity of individual elements, and introduce the fragile complexity of comparison-based algorithms as the maximal number of comparisons any individual element takes part in. We give a number of upper and lower bounds on the fragile complexity for fundamental problems, including Minimum, Selection, Sorting and Heap Construction. The results include both deterministic and randomized upper and lower bounds, and demonstrate a separation between the two settings for a number of problems. The depth of a comparator network is a straight-forward upper bound on the worst case fragile complexity of the corresponding fragile algorithm. We prove that fragile complexity is a different and strictly easier property than the depth of comparator networks, in the sense that for some problems a fragile complexity equal to the best network depth can be achieved with less total work and that with randomization, even a lower fragile complexity is possible.

cs.DS↗

Convex Hull Formation for Programmable Matter

We envision programmable matter as a system of nano-scale agents (called particles) with very limited computational capabilities that move and compute collectively to achieve a desired goal. We use the geometric amoebot model as our computational framework, which assumes particles move on the triangular lattice. Motivated by the problem of sealing an object using minimal resources, we show how a particle system can self-organize to form an object's convex hull. We give a distributed, local algorithm for convex hull formation and prove that it runs in $\mathcal{O}(B)$ asynchronous rounds, where $B$ is the length of the object's boundary. Within the same asymptotic runtime, this algorithm can be extended to also form the object's (weak) $\mathcal{O}$-hull, which uses the same number of particles but minimizes the area enclosed by the hull. Our algorithms are the first to compute convex hulls with distributed entities that have strictly local sensing, constant-size memory, and no shared sense of orientation or coordinates. Ours is also the first distributed approach to computing restricted-orientation convex hulls. This approach involves coordinating particles as distributed memory; thus, as a supporting but independent result, we present and analyze an algorithm for organizing particles with constant-size memory as distributed binary counters that efficiently support increments, decrements, and zero-tests --- even as the particles move.

cs.DC↗

Most vital segment barriers

We study continuous analogues of "vitality" for discrete network flows/paths, and consider problems related to placing segment barriers that have highest impact on a flow/path in a polygonal domain. This extends the graph-theoretic notion of "most vital arcs" for flows/paths to geometric environments. We give hardness results and efficient algorithms for various versions of the problem, (almost) completely separating hard and polynomially-solvable cases.

cs.CG↗

Preprocessing Ambiguous Imprecise Points

Let ${R} = \{R_1, R_2, ..., R_n\}$ be a set of regions and let $ X = \{x_1, x_2, ..., x_n\}$ be an (unknown) point set with $x_i \in R_i$. Region $R_i$ represents the uncertainty region of $x_i$. We consider the following question: how fast can we establish order if we are allowed to preprocess the regions in $R$? The preprocessing model of uncertainty uses two consecutive phases: a preprocessing phase which has access only to ${R}$ followed by a reconstruction phase during which a desired structure on $X$ is computed. Recent results in this model parametrize the reconstruction time by the ply of ${R}$, which is the maximum overlap between the regions in ${R}$. We introduce the ambiguity $A({R})$ as a more fine-grained measure of the degree of overlap in ${R}$. We show how to preprocess a set of $d$-dimensional disks in $O(n \log n)$ time such that we can sort $X$ (if $d=1$) and reconstruct a quadtree on $X$ (if $d\geq 1$ but constant) in $O(A({R}))$ time. If $A({R})$ is sub-linear, then reporting the result dominates the running time of the reconstruction phase. However, we can still return a suitable data structure representing the result in $O(A({R}))$ time. In one dimension, ${R}$ is a set of intervals and the ambiguity is linked to interval entropy, which in turn relates to the well-studied problem of sorting under partial information. The number of comparisons necessary to find the linear order underlying a poset $P$ is lower-bounded by the graph entropy of $P$. We show that if $P$ is an interval order, then the ambiguity provides a constant-factor approximation of the graph entropy. This gives a lower bound of $Ω(A({R}))$ in all dimensions for the reconstruction phase (sorting or any proximity structure), independent of any preprocessing; hence our result is tight.

cs.CG↗

Convex partial transversals of planar regions

We consider the problem of testing, for a given set of planar regions $\cal R$ and an integer $k$, whether there exists a convex shape whose boundary intersects at least $k$ regions of $\cal R$. We provide a polynomial time algorithm for the case where the regions are disjoint line segments with a constant number of orientations. On the other hand, we show that the problem is NP-hard when the regions are intersecting axis-aligned rectangles or 3-oriented line segments. For several natural intermediate classes of shapes (arbitrary disjoint segments, intersecting 2-oriented segments) the problem remains open.

cs.CG↗

Approximating $(k,\ell)$-center clustering for curves

The Euclidean $k$-center problem is a classical problem that has been extensively studied in computer science. Given a set $\mathcal{G}$ of $n$ points in Euclidean space, the problem is to determine a set $\mathcal{C}$ of $k$ centers (not necessarily part of $\mathcal{G}$) such that the maximum distance between a point in $\mathcal{G}$ and its nearest neighbor in $\mathcal{C}$ is minimized. In this paper we study the corresponding $(k,\ell)$-center problem for polygonal curves under the Fréchet distance, that is, given a set $\mathcal{G}$ of $n$ polygonal curves in $\mathbb{R}^d$, each of complexity $m$, determine a set $\mathcal{C}$ of $k$ polygonal curves in $\mathbb{R}^d$, each of complexity $\ell$, such that the maximum Fréchet distance of a curve in $\mathcal{G}$ to its closest curve in $\mathcal{C}$ is minimized. In this paper, we substantially extend and improve the known approximation bounds for curves in dimension $2$ and higher. We show that, if $\ell$ is part of the input, then there is no polynomial-time approximation scheme unless $\mathsf{P}=\mathsf{NP}$. Our constructions yield different bounds for one and two-dimensional curves and the discrete and continuous Fréchet distance. In the case of the discrete Fréchet distance on two-dimensional curves, we show hardness of approximation within a factor close to $2.598$. This result also holds when $k=1$, and the $\mathsf{NP}$-hardness extends to the case that $\ell=\infty$, i.e., for the problem of computing the minimum-enclosing ball under the Fréchet distance. Finally, we observe that a careful adaptation of Gonzalez' algorithm in combination with a curve simplification yields a $3$-approximation in any dimension, provided that an optimal simplification can be computed exactly. We conclude that our approximation bounds are close to being tight.

cs.CG↗

Folding Polyominoes into (Poly)Cubes

We study the problem of folding a polyomino $P$ into a polycube $Q$, allowing faces of $Q$ to be covered multiple times. First, we define a variety of folding models according to whether the folds (a) must be along grid lines of $P$ or can divide squares in half (diagonally and/or orthogonally), (b) must be mountain or can be both mountain and valley, (c) can remain flat (forming an angle of $180^\circ$), and (d) must lie on just the polycube surface or can have interior faces as well. Second, we give all the inclusion relations among all models that fold on the grid lines of $P$. Third, we characterize all polyominoes that can fold into a unit cube, in some models. Fourth, we give a linear-time dynamic programming algorithm to fold a tree-shaped polyomino into a constant-size polycube, in some models. Finally, we consider the triangular version of the problem, characterizing which polyiamonds fold into a regular tetrahedron.

cs.CG↗

An Optimal Algorithm to Compute the Inverse Beacon Attraction Region

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 $Ω(n)$ 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 $Ω(n\log n)$ lower bound for this task in the algebraic computation tree model of computation, even if the polygon is monotone.

cs.CG↗

The Painter's Problem: covering a grid with colored connected polygons

Motivated by a new way of visualizing hypergraphs, we study the following problem. Consider a rectangular grid and a set of colors $χ$. Each cell $s$ in the grid is assigned a subset of colors $χ_s \subseteq χ$ and should be partitioned such that for each color $c\in χ_s$ at least one piece in the cell is identified with $c$. Cells assigned the empty color set remain white. We focus on the case where $χ= \{\text{red},\text{blue}\}$. Is it possible to partition each cell in the grid such that the unions of the resulting red and blue pieces form two connected polygons? We analyze the combinatorial properties and derive a necessary and sufficient condition for such a painting. We show that if a painting exists, there exists a painting with bounded complexity per cell. This painting has at most five colored pieces per cell if the grid contains white cells, and at most two colored pieces per cell if it does not.

cs.CG↗

Self-approaching paths in simple polygons

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.

cs.CG↗

Gabriel Triangulations and Angle-Monotone Graphs: Local Routing and Recognition

A geometric graph is angle-monotone if every pair of vertices has a path between them that---after some rotation---is $x$- and $y$-monotone. Angle-monotone graphs are $\sqrt 2$-spanners and they are increasing-chord graphs. Dehkordi, Frati, and Gudmundsson introduced angle-monotone graphs in 2014 and proved that Gabriel triangulations are angle-monotone graphs. We give a polynomial time algorithm to recognize angle-monotone geometric graphs. We prove that every point set has a plane geometric graph that is generalized angle-monotone---specifically, we prove that the half-$θ_6$-graph is generalized angle-monotone. We give a local routing algorithm for Gabriel triangulations that finds a path from any vertex $s$ to any vertex $t$ whose length is within $1 + \sqrt 2$ times the Euclidean distance from $s$ to $t$. Finally, we prove some lower bounds and limits on local routing algorithms on Gabriel triangulations.

cs.CG↗

Critical Placements of a Square or Circle amidst Trajectories for Junction Detection

Motivated by automated junction recognition in tracking data, we study a problem of placing a square or disc of fixed size in an arrangement of lines or line segments in the plane. We let distances among the intersection points of the lines and line segments with the square or circle define a clustering, and study the complexity of \emph{critical} placements for this clustering. Here critical means that arbitrarily small movements of the placement change the clustering. A parameter $\varepsilon$ defines the granularity of the clustering. Without any assumptions on $\varepsilon$, the critical placements have a trivial $O(n^4)$ upper bound. When the square or circle has unit size and $0 < \varepsilon < 1$ is given, we show a refined $O(n^2/\varepsilon^2)$ bound, which is tight in the worst case. We use our combinatorial bounds to design efficient algorithms to compute junctions. As a proof of concept for our algorithms we have a prototype implementation that showcases their application in a basic visualization of a set of $n$ trajectories and their $k$ most important junctions.

cs.CG↗