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Maarten Löffler

Publications and source records attributed to Maarten Löffler.

At least 37 records · Page 2Linked to original sources

Minimum Link Fencing

We study a variant of the geometric multicut problem, where we are given a set $\mathcal{P}$ of colored and pairwise interior-disjoint polygons in the plane. The objective is to compute a set of simple closed polygon boundaries (fences) that separate the polygons in such a way that any two polygons that are enclosed by the same fence have the same color, and the total number of links of all fences is minimized. We call this the minimum link fencing (MLF) problem and consider the natural case of bounded minimum link fencing (BMLF), where $\mathcal{P}$ contains a polygon $Q$ that is unbounded in all directions and can be seen as an outer polygon. We show that BMLF is NP-hard in general and that it is XP-time solvable when each fence contains at most two polygons and the number of segments per fence is the parameter. Finally, we present an $O(n \log n)$-time algorithm for the case that the convex hull of $\mathcal{P} \setminus \{Q\}$ does not intersect $Q$.

cs.CG↗

Nearest-Neighbor Decompositions of Drawings

Let $\mathcal{D}$ be a set of straight-line segments in the plane, potentially crossing, and let $c$ be a positive integer. We denote by $P$ the union of the endpoints of the straight-line segments of $\mathcal{D}$ and of the intersection points between pairs of segments. We say that $\mathcal{D}$ has a nearest-neighbor decomposition into $c$ parts if we can partition $P$ into $c$ point sets $P_1, \ldots, P_c$ such that $\mathcal{D}$ is the union of the nearest neighbor graphs on $P_1, \ldots, P_c$. We show that it is NP-complete to decide whether $\mathcal{D}$ can be drawn as the union of $c\geq 3$ nearest-neighbor graphs, even when no two segments cross. We show that for $c = 2$, it is NP-complete in the general setting and polynomial-time solvable when no two segments cross. We show the existence of an $O(\log n)$-approximation algorithm running in subexponential time for partitioning $\mathcal{D}$ into a minimum number of nearest-neighbor graphs. As a main tool in our analysis, we establish the notion of the conflict graph for a drawing $\mathcal{D}$. The vertices of the conflict graph are the connected components of $\mathcal{D}$, with the assumption that each connected component is the nearest neighbor graph of its vertices, and there is an edge between two components $U$ and $V$ if and only if the nearest neighbor graph of $U \cup V$ contains an edge between a vertex in $U$ and a vertex in $V$. We show that string graphs are conflict graphs of certain planar drawings. For planar graphs and complete $k$-partite graphs, we give additional, more efficient constructions. We furthermore show that there are subdivisions of non-planar graphs that are not conflict graphs. Lastly, we show a separator lemma for conflict graphs.

cs.CG↗

Minimum color spanning circle of imprecise points

Let $\cal R$ be a set of $n$ colored imprecise points, where each point is colored by one of $k$ colors. Each imprecise point is specified by a unit disk in which the point lies. We study the problem of computing the smallest and the largest possible minimum color spanning circle, among all possible choices of points inside their corresponding disks. We present an $O(nk\log n)$ time algorithm to compute a smallest minimum color spanning circle. Regarding the largest minimum color spanning circle, we show that the problem is NP-Hard and present a $\frac{1}{3}$-factor approximation algorithm. We improve the approximation factor to $\frac{1}{2}$ for the case where no two disks of distinct color intersect.

cs.CG↗

Rectangular Spiral Galaxies are Still Hard

Spiral Galaxies is a pencil-and-paper puzzle played on a grid of unit squares: given a set of points called centers, the goal is to partition the grid into polyominoes such that each polyomino contains exactly one center and is 180° rotationally symmetric about its center. We show that this puzzle is NP-complete, ASP-complete, and #P-complete even if (a) all solutions to the puzzle have rectangles for polyominoes; or (b) the polyominoes are required to be rectangles and all solutions to the puzzle have just 1$\times$1, 1$\times$3, and 3$\times$1 rectangles. The proof for the latter variant also implies NP/ASP/#P-completeness of finding a noncrossing perfect matching in distance-2 grid graphs where edges connect vertices of Euclidean distance 2. Moreover, we prove NP-completeness of the design problem of minimizing the number of centers such that there exists a set of galaxies that exactly cover a given shape

cs.CG↗

The Influence of Dimensions on the Complexity of Computing Decision Trees

A decision tree recursively splits a feature space $\mathbb{R}^{d}$ and then assigns class labels based on the resulting partition. Decision trees have been part of the basic machine-learning toolkit for decades. A large body of work treats heuristic algorithms to compute a decision tree from training data, usually aiming to minimize in particular the size of the resulting tree. In contrast, little is known about the complexity of the underlying computational problem of computing a minimum-size tree for the given training data. We study this problem with respect to the number $d$ of dimensions of the feature space. We show that it can be solved in $O(n^{2d + 1}d)$ time, but under reasonable complexity-theoretic assumptions it is not possible to achieve $f(d) \cdot n^{o(d / \log d)}$ running time, where $n$ is the number of training examples. The problem is solvable in $(dR)^{O(dR)} \cdot n^{1+o(1)}$ time, if there are exactly two classes and $R$ is an upper bound on the number of tree leaves labeled with the first~class.

cs.CC↗

Chromatic $k$-Nearest Neighbor Queries

Let $P$ be a set of $n$ colored points. We develop efficient data structures that store $P$ and can answer chromatic $k$-nearest neighbor ($k$-NN) queries. Such a query consists of a query point $q$ and a number $k$, and asks for the color that appears most frequently among the $k$ points in $P$ closest to $q$. Answering such queries efficiently is the key to obtain fast $k$-NN classifiers. Our main aim is to obtain query times that are independent of $k$ while using near-linear space. We show that this is possible using a combination of two data structures. The first data structure allow us to compute a region containing exactly the $k$-nearest neighbors of a query point $q$, and the second data structure can then report the most frequent color in such a region. This leads to linear space data structures with query times of $O(n^{1 / 2} \log n)$ for points in $\mathbb{R}^1$, and with query times varying between $O(n^{2/3}\log^{2/3} n)$ and $O(n^{5/6} {\rm polylog} n)$, depending on the distance measure used, for points in $\mathbb{R}^2$. Since these query times are still fairly large we also consider approximations. If we are allowed to report a color that appears at least $(1-\varepsilon)f^*$ times, where $f^*$ is the frequency of the most frequent color, we obtain a query time of $O(\log n + \log\log_{\frac{1}{1-\varepsilon}} n)$ in $\mathbb{R}^1$ and expected query times ranging between $\tilde{O}(n^{1/2}\varepsilon^{-3/2})$ and $\tilde{O}(n^{1/2}\varepsilon^{-5/2})$ in $\mathbb{R}^2$ using near-linear space (ignoring polylogarithmic factors).

cs.CG↗

Finding a Battleship of Uncertain Shape

Motivated by a game of Battleship, we consider the problem of efficiently hitting a ship of an uncertain shape within a large playing board. Formally, we fix a dimension $d\in\{1,2\}$. A ship is a subset of $\mathbb{Z}^d$. Given a family $F$ of ships, we say that an infinite subset $X\subset\mathbb{Z}^d$ of the cells pierces $F$, if it intersects each translate of each ship in $F$ (by a vector in $\mathbb{Z}^d$). In this work, we study the lowest possible (asymptotic) density $π(F)$ of such a piercing subset. To our knowledge, this problem has previously been studied only in the special case $|F|=1$ (a single ship). As our main contribution, we present a formula for $π(F)$ when $F$ consists of 2 ships of size 2 each, and we identify the toughest families in several other cases. We also implement an algorithm for finding $π(F)$ in 1D.

cs.DM↗

Segment Visibility Counting Queries in Polygons

Let $P$ be a simple polygon with $n$ vertices, and let $A$ be a set of $m$ points or line segments inside $P$. We develop data structures that can efficiently count the number of objects from $A$ that are visible to a query point or a query segment. Our main aim is to obtain fast, $O(\mathop{\textrm{polylog}} nm$), query times, while using as little space as possible. In case the query is a single point, a simple visibility-polygon-based solution achieves $O(\log nm)$ query time using $O(nm^2)$ space. In case $A$ also contains only points, we present a smaller, $O(n + m^{2 + \varepsilon}\log n)$-space, data structure based on a hierarchical decomposition of the polygon. Building on these results, we tackle the case where the query is a line segment and $A$ contains only points. The main complication here is that the segment may intersect multiple regions of the polygon decomposition, and that a point may see multiple such pieces. Despite these issues, we show how to achieve $O(\log n\log nm)$ query time using only $O(nm^{2 + \varepsilon} + n^2)$ space. Finally, we show that we can even handle the case where the objects in $A$ are segments with the same bounds.

cs.CG↗

The Complexity of Data-Driven Norm Synthesis and Revision

Norms have been widely proposed as a way of coordinating and controlling the activities of agents in a multi-agent system (MAS). A norm specifies the behaviour an agent should follow in order to achieve the objective of the MAS. However, designing norms to achieve a particular system objective can be difficult, particularly when there is no direct link between the language in which the system objective is stated and the language in which the norms can be expressed. In this paper, we consider the problem of synthesising a norm from traces of agent behaviour, where each trace is labelled with whether the behaviour satisfies the system objective. We show that the norm synthesis problem is NP-complete.

cs.CC↗

Embedding Ray Intersection Graphs and Global Curve Simplification

We prove that circle graphs (intersection graphs of circle chords) can be embedded as intersection graphs of rays in the plane with polynomial-size bit complexity. We use this embedding to show that the global curve simplification problem for the directed Hausdorff distance is NP-hard. In this problem, we are given a polygonal curve $P$ and the goal is to find a second polygonal curve $P'$ such that the directed Hausdorff distance from $P'$ to $P$ is at most a given constant, and the complexity of $P'$ is as small as possible.

cs.CG↗

Unit Disk Representations of Embedded Trees, Outerplanar and Multi-Legged Graphs

A unit disk intersection representation (UDR) of a graph $G$ represents each vertex of $G$ as a unit disk in the plane, such that two disks intersect if and only if their vertices are adjacent in $G$. A UDR with interior-disjoint disks is called a unit disk contact representation (UDC). We prove that it is NP-hard to decide if an outerplanar graph or an embedded tree admits a UDR. We further provide a linear-time decidable characterization of caterpillar graphs that admit a UDR. Finally we show that it can be decided in linear time if a lobster graph admits a weak UDC, which permits intersections between disks of non-adjacent vertices.

cs.CG↗

Computing the Fréchet Distance Between Uncertain Curves in One Dimension

We consider the problem of computing the Fréchet distance between two curves for which the exact locations of the vertices are unknown. Each vertex may be placed in a given uncertainty region for that vertex, and the objective is to place vertices so as to minimise the Fréchet distance. This problem was recently shown to be NP-hard in 2D, and it is unclear how to compute an optimal vertex placement at all. We present the first general algorithmic framework for this problem. We prove that it results in a polynomial-time algorithm for curves in 1D with intervals as uncertainty regions. In contrast, we show that the problem is NP-hard in 1D in the case that vertices are placed to maximise the Fréchet distance. We also study the weak Fréchet distance between uncertain curves. While finding the optimal placement of vertices seems more difficult than the regular Fréchet distance -- and indeed we can easily prove that the problem is NP-hard in 2D -- the optimal placement of vertices in 1D can be computed in polynomial time. Finally, we investigate the discrete weak Fréchet distance, for which, somewhat surprisingly, the problem is NP-hard already in 1D.

cs.CG↗

Hard Diagrams of the Unknot

We present three "hard" diagrams of the unknot. They require (at least) three extra crossings before they can be simplified to the trivial unknot diagram via Reidemeister moves in $\mathbb{S}^2$. Both examples are constructed by applying previously proposed methods. The proof of their hardness uses significant computational resources. We also determine that no small "standard" example of a hard unknot diagram requires more than one extra crossing for Reidemeister moves in $\mathbb{S}^2$.

math.GT↗

Chasing Puppies: Mobile Beacon Routing on Closed Curves

We solve an open problem posed by Michael Biro at CCCG 2013 that was inspired by his and others' work on beacon-based routing. Consider a human and a puppy on a simple closed curve in the plane. The human can walk along the curve at bounded speed and change direction as desired. The puppy runs with unbounded speed along the curve as long as the Euclidean straight-line distance to the human is decreasing, so that it is always at a point on the curve where the distance is locally minimal. Assuming that the curve is smooth (with some mild genericity constraints) or a simple polygon, we prove that the human can always catch the puppy in finite time.

cs.CG↗

Uncertain Curve Simplification

We study the problem of polygonal curve simplification under uncertainty, where instead of a sequence of exact points, each uncertain point is represented by a region, which contains the (unknown) true location of the vertex. The regions we consider are disks, line segments, convex polygons, and discrete sets of points. We are interested in finding the shortest subsequence of uncertain points such that no matter what the true location of each uncertain point is, the resulting polygonal curve is a valid simplification of the original polygonal curve under the Hausdorff or the Fréchet distance. For both these distance measures, we present polynomial-time algorithms for this problem.

cs.CG↗

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↗

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↗

Fréchet Distance for Uncertain Curves

In this paper we study a wide range of variants for computing the (discrete and continuous) Fréchet distance between uncertain curves. We define an uncertain curve as a sequence of uncertainty regions, where each region is a disk, a line segment, or a set of points. A realisation of a curve is a polyline connecting one point from each region. Given an uncertain curve and a second (certain or uncertain) curve, we seek to compute the lower and upper bound Fréchet distance, which are the minimum and maximum Fréchet distance for any realisations of the curves. We prove that both the upper and lower bound problems are NP-hard for the continuous Fréchet distance in several uncertainty models, and that the upper bound problem remains hard for the discrete Fréchet distance. In contrast, the lower bound (discrete and continuous) Fréchet distance can be computed in polynomial time. Furthermore, we show that computing the expected discrete Fréchet distance is #P-hard when the uncertainty regions are modelled as point sets or line segments. The construction also extends to show #P-hardness for computing the continuous Fréchet distance when regions are modelled as point sets. On the positive side, we argue that in any constant dimension there is a FPTAS for the lower bound problem when $Δ/ δ$ is polynomially bounded, where $δ$ is the Fréchet distance and $Δ$ bounds the diameter of the regions. We then argue there is a near-linear-time 3-approximation for the decision problem when the regions are convex and roughly $δ$-separated. Finally, we also study the setting with Sakoe--Chiba time bands, where we restrict the alignment between the two curves, and give polynomial-time algorithms for upper bound and expected discrete and continuous Fréchet distance for uncertainty regions modelled as point sets.

cs.CG↗