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Jean-Lou De Carufel

Publications and source records attributed to Jean-Lou De Carufel.

At least 37 records · Page 2Linked to original sources

On the Spanning and Routing Ratio of Directed Theta-Four

We present a routing algorithm for the directed $Θ_4$-graph, here denoted as the $\overrightarrow{Θ_4}}$-graph, that computes a path between any two vertices $s$ and $t$ having length at most $17$ times the Euclidean distance between $s$ and $t$. To compute this path, at each step, the algorithm only uses knowledge of the location of the current vertex, its (at most four) outgoing edges, the destination vertex, and one additional bit of information in order to determine the next edge to follow. This provides the first known online, local, competitive routing algorithm with constant routing ratio for the $Θ_4$-graph, as well as improving the best known upper bound on the spanning ratio of these graphs from $237$ to $17$. We also show that without this additional bit of information, the routing ratio increases to $\sqrt{290} \approx 17.03$.

cs.CG↗

Constant Delay Lattice Train Schedules

The following geometric vehicle scheduling problem has been considered: given continuous curves $f_1, \ldots, f_n : \mathbb{R} \rightarrow \mathbb{R}^2$, find non-negative delays $t_1, \ldots, t_n$ minimizing $\max \{ t_1, \ldots, t_n \}$ such that, for every distinct $i$ {and $j$} and every time $t$, $| f_j (t - t_j) - f_i (t - t_i) | > \ell$, where~$\ell$ is a given safety distance. We study a variant of this problem where we consider trains (rods) of fixed length $\ell$ that move at constant speed and sets of train lines (tracks), each of which consisting of an axis-parallel line-segment with endpoints in the integer lattice $\mathbb{Z}^d$ and of a direction of movement (towards $\infty$ {or $- \infty$}). We are interested in upper bounds on the maximum delay we need to introduce on any line to avoid collisions, but more specifically on universal upper bounds that apply no matter the set of train lines. We show small universal constant upper bounds for $d = 2$ and any given $\ell$ and also for $d = 3$ and $\ell = 1$. Through clique searching, we are also able to show that several of these upper bounds are tight.

cs.CG↗

Reconstructing a convex polygon from its $ω$-cloud

An $ω$-wedge is the closed set of points contained between two rays that are emanating from a single point (the apex), and are separated by an angle $ω< π$. Given a convex polygon $P$, we place the $ω$-wedge such that $P$ is inside the wedge and both rays are tangent to $P$. The set of apex positions of all such placements of the $ω$-wedge is called the $ω$-cloud of $P$. We investigate reconstructing a polygon $P$ from its $ω$-cloud. Previous work on reconstructing $P$ from probes with the $ω$-wedge required knowledge of the points of tangency between $P$ and the two rays of the $ω$-wedge in addition to the location of the apex. Here we consider the setting where the maximal $ω$-cloud alone is given. We give two conditions under which it uniquely defines $P$: (i) when $ω< π$ is fixed/given, or (ii) when what is known is that $ω< π/2$. We show that if neither of these two conditions hold, then $P$ may not be unique. We show that, when the uniqueness conditions hold, the polygon $P$ can be reconstructed in $O(n)$ time with $O(1)$ working space in addition to the input, where $n$ is the number of arcs in the input $ω$-cloud.

cs.CG↗

Art Gallery Localization

We study the problem of placing a set $T$ of broadcast towers in a simple polygon $P$ in order for any point to locate itself in the interior of $P$. Let $V(p)$ denote the visibility polygon of a point $p$, as the set of all points $q \in P$ that are visible to $p$. For any point $p \in P$: for each tower $t \in T \cap V(p)$ the point $p$ receives the coordinates of $t$ and the Euclidean distance between $t$ and $p$. From this information $p$ can determine its coordinates. We show a tower-positioning algorithm that computes such a set $T$ of size at most $\lfloor 2n/3\rfloor$, where $n$ is the size of $P$. This improves the previous upper bound of $\lfloor 8n/9\rfloor$ towers. We also show that $\lfloor 2n/3\rfloor$ towers are sometimes necessary.

cs.CG↗

Optimal Art Gallery Localization is NP-hard

Art Gallery Localization (AGL) is the problem of placing a set $T$ of broadcast towers in a simple polygon $P$ in order for a point to locate itself in the interior. For any point $p \in P$: for each tower $t \in T \cap V(p)$ (where $V(p)$ denotes the visibility polygon of $p$) the point $p$ receives the coordinates of $t$ and the Euclidean distance between $t$ and $p$. From this information $p$ can determine its coordinates. We study the computational complexity of AGL problem. We show that the problem of determining the minimum number of broadcast towers that can localize a point anywhere in a simple polygon $P$ is NP-hard. We show a reduction from Boolean Three Satisfiability problem to our problem and give a proof that the reduction takes polynomial time.

cs.CG↗

On the Minimum Consistent Subset Problem

Let $P$ be a set of $n$ colored points in the plane. Introduced by Hart (1968), a consistent subset of $P$, is a set $S\subseteq P$ such that for every point $p$ in $P\setminus S$, the closest point of $p$ in $S$ has the same color as $p$. The consistent subset problem is to find a consistent subset of $P$ with minimum cardinality. This problem is known to be NP-complete even for two-colored point sets. Since the initial presentation of this problem, aside from the hardness results, there has not been a significant progress from the algorithmic point of view. In this paper we present the following algorithmic results: 1. The first subexponential-time algorithm for the consistent subset problem. 2. An $O(n\log n)$-time algorithm that finds a consistent subset of size two in two-colored point sets (if such a subset exists). Towards our proof of this running time we present a deterministic $O(n \log n)$-time algorithm for computing a variant of the compact Voronoi diagram; this improves the previously claimed expected running time. 3. An $O(n\log^2 n)$-time algorithm that finds a minimum consistent subset in two-colored point sets where one color class contains exactly one point; this improves the previous best known $O(n^2)$ running time which is due to Wilfong (SoCG 1991). 4. An $O(n)$-time algorithm for the consistent subset problem on collinear points; this improves the previous best known $O(n^2)$ running time. 5. A non-trivial $O(n^6)$-time dynamic programming algorithm for the consistent subset problem on points arranged on two parallel lines. To obtain these results, we combine tools from planar separators, additively-weighted Voronoi diagrams with respect to convex distance functions, point location in farthest-point Voronoi diagrams, range trees, paraboloid lifting, minimum covering of a circle with arcs, and several geometric transformations.

cs.CG↗

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↗

The Geodesic $2$-center Problem in a Simple Polygon

The geodesic $k$-center problem in a simple polygon with $n$ vertices consists in the following. Find a set $S$ of $k$ points in the polygon that minimizes the maximum geodesic distance from any point of the polygon to its closest point in $S$. In this paper, we focus on the case where $k=2$ and present an exact algorithm that returns a geodesic $2$-center in $O(n^2\log^2 n)$ time.

cs.CG↗

Minimizing the Continuous Diameter when Augmenting a Geometric Tree with a Shortcut

We augment a tree $T$ with a shortcut $pq$ to minimize the largest distance between any two points along the resulting augmented tree $T+pq$. We study this problem in a continuous and geometric setting where $T$ is a geometric tree in the Euclidean plane, where a shortcut is a line segment connecting any two points along the edges of $T$, and we consider all points on $T+pq$ (i.e., vertices and points along edges) when determining the largest distance along $T+pq$. We refer to the largest distance between any two points along edges as the continuous diameter to distinguish it from the discrete diameter, i.e., the largest distance between any two vertices. We establish that a single shortcut is sufficient to reduce the continuous diameter of a geometric tree $T$ if and only if the intersection of all diametral paths of $T$ is neither a line segment nor a single point. We determine an optimal shortcut for a geometric tree with $n$ straight-line edges in $O(n \log n)$ time. Apart from the running time, our results extend to geometric trees whose edges are rectifiable curves. The algorithm for trees generalizes our algorithm for paths.

cs.CG↗

Fault-Induced Dynamics of Oblivious Robots on a Line

The study of computing in presence of faulty robots in the Look-Compute-Move model has been the object of extensive investigation, typically with the goal of designing algorithms tolerant to as many faults as possible. In this paper, we initiate a new line of investigation on the presence of faults, focusing on a rather different issue. We are interested in understanding the dynamics of a group of robots when they execute an algorithm designed for a fault-free environment, in presence of some undetectable crashed robots. We start this investigation focusing on the classic point-convergence algorithm by Ando et al. for robots with limited visibility, in a simple setting (which already presents serious challenges): the robots operate fully synchronously on a line, and at most two of them are faulty. Interestingly, and perhaps surprisingly, the presence of faults induces the robots to perform some form of scattering, rather than point-convergence. In fact, we discover that they arrange themselves inside the segment delimited by the two faults in interleaved sequences of equidistant robots. The structure that they form has a hierarchical nature: robots organize themselves in groups where a group of some level converges to an equidistant distribution only after all groups of lower levels have converged. This is the first study on the unintended dynamics of oblivious robots induced by the presence of faults.

cs.DC↗

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↗

Towards Plane Spanners of Degree 3

Let $S$ be a finite set of points in the plane that are in convex position. We present an algorithm that constructs a plane $\frac{3+4π}{3}$-spanner of $S$ whose vertex degree is at most 3. Let $Λ$ be the vertex set of a finite non-uniform rectangular lattice in the plane. We present an algorithm that constructs a plane $3\sqrt{2}$-spanner for $Λ$ whose vertex degree is at most 3. For points that are in the plane and in general position, we show how to compute plane degree-3 spanners with a linear number of Steiner points.

cs.CG↗

Essential Constraints of Edge-Constrained Proximity Graphs

Given a plane forest $F = (V, E)$ of $|V| = n$ points, we find the minimum set $S \subseteq E$ of edges such that the edge-constrained minimum spanning tree over the set $V$ of vertices and the set $S$ of constraints contains $F$. We present an $O(n \log n )$-time algorithm that solves this problem. We generalize this to other proximity graphs in the constraint setting, such as the relative neighbourhood graph, Gabriel graph, $β$-skeleton and Delaunay triangulation. We present an algorithm that identifies the minimum set $S\subseteq E$ of edges of a given plane graph $I=(V,E)$ such that $I \subseteq CG_β(V, S)$ for $1 \leq β\leq 2$, where $CG_β(V, S)$ is the constraint $β$-skeleton over the set $V$ of vertices and the set $S$ of constraints. The running time of our algorithm is $O(n)$, provided that the constrained Delaunay triangulation of $I$ is given.

cs.CG↗

On the Stretch Factor of Convex Polyhedra whose Vertices are (Almost) on a Sphere

Let $P$ be a convex polyhedron in $\mathbb{R}^3$. The skeleton of $P$ is the graph whose vertices and edges are the vertices and edges of $P$, respectively. We prove that, if these vertices are on the unit-sphere, the skeleton is a $(0.999 \cdot π)$-spanner. If the vertices are very close to this sphere, then the skeleton is not necessarily a spanner. For the case when the boundary of $P$ is between two concentric spheres of radii $1$ and $R>1$, and the angles in all faces are at least $θ$, we prove that the skeleton is a $t$-spanner, where $t$ depends only on $R$ and $θ$. One of the ingredients in the proof is a tight upper bound on the geometric dilation of a convex cycle that is contained in an annulus.

cs.CG↗

Probing Convex Polygons with a Wedge

Minimizing the number of probes is one of the main challenges in reconstructing geometric objects with probing devices. In this paper, we investigate the problem of using an $ω$-wedge probing tool to determine the exact shape and orientation of a convex polygon. An $ω$-wedge consists of two rays emanating from a point called the apex of the wedge and the two rays forming an angle $ω$. To probe with an $ω$-wedge, we set the direction that the apex of the probe has to follow, the line $\overrightarrow L$, and the initial orientation of the two rays. A valid $ω$-probe of a convex polygon $O$ contains $O$ within the $ω$-wedge and its outcome consists of the coordinates of the apex, the orientation of both rays and the coordinates of the closest (to the apex) points of contact between $O$ and each of the rays. We present algorithms minimizing the number of probes and prove their optimality. In particular, we show how to reconstruct a convex $n$-gon (with all internal angles of size larger than $ω$) using $2n-2$ $ω$-probes; if $ω= π/2$, the reconstruction uses $2n-3$ $ω$-probes. We show that both results are optimal. Let $N_B$ be the number of vertices of $O$ whose internal angle is at most $ω$, (we show that $0 \leq N_B \leq 3$). We determine the shape and orientation of a general convex $n$-gon with $N_B=1$ (respectively $N_B=2$, $N_B=3$) using $2n-1$ (respectively $2n+3$, $2n+5$) $ω$-probes. We prove optimality for the first case. Assuming the algorithm knows the value of $N_B$ in advance, the reconstruction of $O$ with $N_B=2$ or $N_B=3$ can be achieved with $2n+2$ probes,- which is optimal.

cs.CG↗

Minimizing the Continuous Diameter when Augmenting Paths and Cycles with Shortcuts

We seek to augment a geometric network in the Euclidean plane with shortcuts to minimize its continuous diameter, i.e., the largest network distance between any two points on the augmented network. Unlike in the discrete setting where a shortcut connects two vertices and the diameter is measured between vertices, we take all points along the edges of the network into account when placing a shortcut and when measuring distances in the augmented network. We study this network augmentation problem for paths and cycles. For paths, we determine an optimal shortcut in linear time. For cycles, we show that a single shortcut never decreases the continuous diameter and that two shortcuts always suffice to reduce the continuous diameter. Furthermore, we characterize optimal pairs of shortcuts for convex and non-convex cycles. Finally, we develop a linear time algorithm that produces an optimal pair of shortcuts for convex cycles. Apart from the algorithms, our results extend to rectifiable curves. Our work reveals some of the underlying challenges that must be overcome when addressing the discrete version of this network augmentation problem, where we minimize the discrete diameter of a network with shortcuts that connect only vertices.

cs.CG↗

The Shadows of a Cycle Cannot All Be Paths

A "shadow" of a subset $S$ of Euclidean space is an orthogonal projection of $S$ into one of the coordinate hyperplanes. In this paper we show that it is not possible for all three shadows of a cycle (i.e., a simple closed curve) in $\mathbb R^3$ to be paths (i.e., simple open curves). We also show two contrasting results: the three shadows of a path in $\mathbb R^3$ can all be cycles (although not all convex) and, for every $d\geq 1$, there exists a $d$-sphere embedded in $\mathbb R^{d+2}$ whose $d+2$ shadows have no holes (i.e., they deformation-retract onto a point).

cs.CG↗

Discrete Voronoi Games and $ε$-Nets, in Two and Three Dimensions

The one-round discrete Voronoi game, with respect to a $n$-point user set $U$, consists of two players Player 1 ($\mathcal{P}_1$) and Player 2 ($\mathcal{P}_2$). At first, $\mathcal{P}_1$ chooses a set of facilities $F_1$ following which $\mathcal{P}_2$ chooses another set of facilities $F_2$, disjoint from $F_1$. The payoff of $\mathcal{P}_2$ is defined as the cardinality of the set of points in $U$ which are closer to a facility in $F_2$ than to every facility in $F_1$, and the payoff of $\mathcal{P}_1$ is the difference between the number of users in $U$ and the payoff of $\mathcal{P}_2$. The objective of both the players in the game is to maximize their respective payoffs. In this paper we study the one-round discrete Voronoi game where $\mathcal{P}_1$ places $k$ facilities and $\mathcal{P}_2$ places one facility and we have denoted this game as $VG(k,1)$. Although the optimal solution of this game can be found in polynomial time, the polynomial has a very high degree. In this paper, we focus on achieving approximate solutions to $VG(k,1)$ with significantly better running times. We provide a constant-factor approximate solution to the optimal strategy of $\mathcal{P}_1$ in $VG(k,1)$ by establishing a connection between $VG(k,1)$ and weak $ε$-nets. To the best of our knowledge, this is the first time that Voronoi games are studied from the point of view of $ε$-nets.

cs.CG↗