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Marcel Roeloffzen

Publications and source records attributed to Marcel Roeloffzen.

22 records · Page 2Linked to original sources

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↗

Faster DB-scan and HDB-scan in Low-Dimensional Euclidean Spaces

We present a new algorithm for the widely used density-based clustering method DBscan. Our algorithm computes the DBscan-clustering in $O(n\log n)$ time in $\mathbb{R}^2$, irrespective of the scale parameter $\varepsilon$ (and assuming the second parameter MinPts is set to a fixed constant, as is the case in practice). Experiments show that the new algorithm is not only fast in theory, but that a slightly simplified version is competitive in practice and much less sensitive to the choice of $\varepsilon$ than the original DBscan algorithm. We also present an $O(n\log n)$ randomized algorithm for HDBscan in the plane---HDBscan is a hierarchical version of DBscan introduced recently---and we show how to compute an approximate version of HDBscan in near-linear time in any fixed dimension.

cs.CG↗

Distance-Sensitive Planar Point Location

Let $\mathcal{S}$ be a connected planar polygonal subdivision with $n$ edges that we want to preprocess for point-location queries, and where we are given the probability $γ_i$ that the query point lies in a polygon $P_i$ of $\mathcal{S}$. We show how to preprocess $\mathcal{S}$ such that the query time for a point~$p\in P_i$ depends on~$γ_i$ and, in addition, on the distance from $p$ to the boundary of~$P_i$---the further away from the boundary, the faster the query. More precisely, we show that a point-location query can be answered in time $O\left(\min \left(\log n, 1 + \log \frac{\mathrm{area}(P_i)}{γ_i Δ_{p}^2}\right)\right)$, where $Δ_{p}$ is the shortest Euclidean distance of the query point~$p$ to the boundary of $P_i$. Our structure uses $O(n)$ space and $O(n \log n)$ preprocessing time. It is based on a decomposition of the regions of $\mathcal{S}$ into convex quadrilaterals and triangles with the following property: for any point $p\in P_i$, the quadrilateral or triangle containing~$p$ has area $Ω(Δ_{p}^2)$. For the special case where $\mathcal{S}$ is a subdivision of the unit square and $γ_i=\mathrm{area}(P_i)$, we present a simpler solution that achieves a query time of $O\left(\min \left(\log n, \log \frac{1}{Δ_{p}^2}\right)\right)$. The latter solution can be extended to convex subdivisions in three dimensions.

cs.CG↗