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Michael T. Goodrich

Publications and source records attributed to Michael T. Goodrich.

At least 37 records · Page 2Linked to original sources

Highway Preferential Attachment Models for Geographic Routing

In the 1960s, the world-renowned social psychologist Stanley Milgram conducted experiments that showed that not only do there exist ``short chains'' of acquaintances between any two arbitrary people, but that these arbitrary strangers are able to find these short chains. This phenomenon, known as the \emph{small-world phenomenon}, is explained in part by any model that has a low diameter, such as the Barabási and Albert's \emph{preferential attachment} model, but these models do not display the same efficient routing that Milgram's experiments showed. In the year 2000, Kleinberg proposed a model with an efficient $\mathcal{O}(\log^2{n})$ greedy routing algorithm. In 2004, Martel and Nguyen showed that Kleinberg's analysis was tight, while also showing that Kleinberg's model had an expected diameter of only $Θ(\log{n})$ -- a much smaller value than the greedy routing algorithm's path lengths. In 2022, Goodrich and Ozel proposed the \emph{neighborhood preferential attachment} model (NPA), combining elements from Barabási and Albert's model with Kleinberg's model, and experimentally showed that the resulting model outperformed Kleinberg's greedy routing performance on U.S. road networks. While they displayed impressive empirical results, they did not provide any theoretical analysis of their model. In this paper, we first provide a theoretical analysis of a generalization of Kleinberg's original model and show that it can achieve expected $\mathcal{O}(\log{n})$ routing, a much better result than Kleinberg's model. We then propose a new model, \emph{windowed NPA}, that is similar to the neighborhood preferential attachment model but has provable theoretical guarantees w.h.p. We show that this model is able to achieve $\mathcal{O}(\log^{1 + ε}{n})$ greedy routing for any $ε> 0$.

cs.DS↗

Dynamic Accountable Storage: An Efficient Protocol for Real-time Cloud Storage Auditing

Ateniese, Goodrich, Lekakis, Papamanthou, Paraskevas, and Tamassia introduced the Accountable Storage protocol, which is a way for a client to outsource their data to a cloud storage provider while allowing the client to periodically perform accountability challenges. An accountability challenge efficiently recovers any pieces of data the server has lost or corrupted, allowing the client to extract the original copies of the damaged or lost data objects. A severe limitation of the prior accountable storage scheme of Ateniese et al., however, is that it is not fully dynamic. That is, it does not allow a client to freely insert and delete data from the outsourced data set after initializing the protocol, giving the protocol limited practical use in the real world. In this paper, we present Dynamic Accountable Storage, which is an efficient way for a client to periodically audit their cloud storage while also supporting insert and delete operations on the data set. To do so, we introduce a data structure, the IBLT tree, which allows either the server or the client to reconstruct data the server has lost or corrupted in a space-efficient way.

cs.CR↗

Drawing Planar Graphs and 1-Planar Graphs Using Cubic Bézier Curves with Bounded Curvature

We study algorithms for drawing planar graphs and 1-planar graphs using cubic Bézier curves with bounded curvature. We show that any n-vertex 1-planar graph has a 1-planar RAC drawing using a single cubic Bézier curve per edge, and this drawing can be computed in $O(n)$ time given a combinatorial 1-planar drawing. We also show that any n-vertex planar graph G can be drawn in $O(n)$ time with a single cubic Bézier curve per edge, in an $O(n)\times O(n)$ bounding box, such that the edges have $Θ(1/degree(v))$ angular resolution, for each $v \in G$, and $O(\sqrt{n})$ curvature.

cs.CG↗

Making Quickhull More Like Quicksort: A Simple Randomized Output-Sensitive Convex Hull Algorithm

In this paper, we present Ray-shooting Quickhull, which is a simple, randomized, outputsensitive version of the Quickhull algorithm for constructing the convex hull of a set of n points in the plane. We show that the randomized Ray-shooting Quickhull algorithm runs in O(n log h) expected time, where h is the number of points on the boundary of the convex hull. Keeping with the spirit of the original Quickhull algorithm, our algorithm is quite simple and is, in fact, closer in spirit to the well-known randomized Quicksort algorithm. Unlike the original Quickhull algorithm, however, which can run in $Θ(n^2) time$ for some input distributions, the expected performance bounds for the randomized Ray-shooting Quickhull algorithm match or improve the performance bounds of more complicated algorithms. Importantly, the expectation in our output-sensitive performance bound does not depend on assumptions about the distribution of input points. Still, we show that, like the deterministic Quickhull algorithm, our randomized Ray-shooting Quickhull algorithm runs in O(n) expected time for n points chosen uniformly at random from a bounded convex region. We also provide experimental evidence that the randomized Ray-shooting Quickhull algorithm is on par or faster than deterministic Quickhull in practice, depending on the input distribution.

cs.CG↗

Zip-zip Trees: Making Zip Trees More Balanced, Biased, Compact, or Persistent

We define simple variants of zip trees, called zip-zip trees, which provide several advantages over zip trees, including overcoming a bias that favors smaller keys over larger ones. We analyze zip-zip trees theoretically and empirically, showing, e.g., that the expected depth of a node in an $n$-node zip-zip tree is at most $1.3863\log n-1+o(1)$, which matches the expected depth of treaps and binary search trees built by uniformly random insertions. Unlike these other data structures, however, zip-zip trees achieve their bounds using only $O(\log\log n)$ bits of metadata per node, w.h.p., as compared to the $Θ(\log n)$ bits per node required by treaps. In fact, we even describe a ``just-in-time'' zip-zip tree variant, which needs just an expected $O(1)$ number of bits of metadata per node. Moreover, we can define zip-zip trees to be strongly history independent, whereas treaps are generally only weakly history independent. We also introduce \emph{biased zip-zip trees}, which have an explicit bias based on key weights, so the expected depth of a key, $k$, with weight, $w_k$, is $O(\log (W/w_k))$, where $W$ is the weight of all keys in the weighted zip-zip tree. Finally, we show that one can easily make zip-zip trees partially persistent with only $O(n)$ space overhead w.h.p.

cs.DS↗

Secure and Accurate Summation of Many Floating-Point Numbers

Motivated by the importance of floating-point computations, we study the problem of securely and accurately summing many floating-point numbers. Prior work has focused on security absent accuracy or accuracy absent security, whereas our approach achieves both of them. Specifically, we show how to implement floating-point superaccumulators using secure multi-party computation techniques, so that a number of participants holding secret shares of floating-point numbers can accurately compute their sum while keeping the individual values private.

cs.CR↗

Graph Sparsifications using Neural Network Assisted Monte Carlo Tree Search

Graph neural networks have been successful for machine learning, as well as for combinatorial and graph problems such as the Subgraph Isomorphism Problem and the Traveling Salesman Problem. We describe an approach for computing graph sparsifiers by combining a graph neural network and Monte Carlo Tree Search. We first train a graph neural network that takes as input a partial solution and proposes a new node to be added as output. This neural network is then used in a Monte Carlo search to compute a sparsifier. The proposed method consistently outperforms several standard approximation algorithms on different types of graphs and often finds the optimal solution.

cs.LG↗

Manipulating Weights to Improve Stress-Graph Drawings of 3-Connected Planar Graphs

We study methods to manipulate weights in stress-graph embeddings to improve convex straight-line planar drawings of 3-connected planar graphs. Stress-graph embeddings are weighted versions of Tutte embeddings, where solving a linear system places vertices at a minimum-energy configuration for a system of springs. A major drawback of the unweighted Tutte embedding is that it often results in drawings with exponential area. We present a number of approaches for choosing better weights. One approach constructs weights (in linear time) that uniformly spread all vertices in a chosen direction, such as parallel to the $x$- or $y$-axis. A second approach morphs $x$- and $y$-spread drawings to produce a more aesthetically pleasing and uncluttered drawing. We further explore a "kaleidoscope" paradigm for this $xy$-morph approach, where we rotate the coordinate axes so as to find the best spreads and morphs. A third approach chooses the weight of each edge according to its depth in a spanning tree rooted at the outer vertices, such as a Schnyder wood or BFS tree, in order to pull vertices closer to the boundary.

cs.CG↗

Quantum Tutte Embeddings

Using the framework of Tutte embeddings, we begin an exploration of \emph{quantum graph drawing}, which uses quantum computers to visualize graphs. The main contributions of this paper include formulating a model for quantum graph drawing, describing how to create a graph-drawing quantum circuit from a given graph, and showing how a Tutte embedding can be calculated as a quantum state in this circuit that can then be sampled to extract the embedding. To evaluate the complexity of our quantum Tutte embedding circuits, we compare them to theoretical bounds established in the classical computing setting derived from a well-known classical algorithm for solving the types of linear systems that arise from Tutte embeddings. We also present empirical results obtained from experimental quantum simulations.

cs.DS↗

Modeling the Small-World Phenomenon with Road Networks

Dating back to two famous experiments by the social-psychologist, Stanley Milgram, in the 1960s, the small-world phenomenon is the idea that all people are connected through a short chain of acquaintances that can be used to route messages. Many subsequent papers have attempted to model this phenomenon, with most concentrating on the "short chain" of acquaintances rather than their ability to efficiently route messages. In this paper, we study the small-world navigability of the U.S. road network, with the goal of providing a model that explains how messages in the original small-world experiments could be routed along short paths using U.S. roads. To this end, we introduce the Neighborhood Preferential Attachment model, which combines elements from Kleinberg's model and the Barabási-Albert model, such that long-range links are chosen according to both the degrees and (road-network) distances of vertices in the network. We empirically evaluate all three models by running a decentralized routing algorithm, where each vertex only has knowledge of its own neighbors, and find that our model outperforms both of these models in terms of the average hop length. Moreover, our experiments indicate that similar to the Barabási-Albert model, networks generated by our model are scale-free, which could be a more realistic representation of acquaintanceship links in the original small-world experiment.

cs.DS↗

Diamonds are Forever in the Blockchain: Geometric Polyhedral Point-Set Pattern Matching

Motivated by blockchain technology for supply-chain tracing of ethically sourced diamonds, we study geometric polyhedral point-set pattern matching as minimum-width polyhedral annulus problems under translations and rotations. We provide two $(1 + \varepsilon)$-approximation schemes under translations with $O(\varepsilon^{-d} n)$-time for $d$ dimensions and $O(n\log \varepsilon^{-1} + \varepsilon^{-2})$-time for two dimensions, and we give an $O(f^{d-1}\varepsilon^{1-2d}n)$-time algorithm when also allowing for rotations, parameterized on $f$, which we define as the slimness of the point set.

cs.CG↗

Exact Learning of Multitrees and Almost-Trees Using Path Queries

Given a directed graph, G=(V,E), a path query, path(u,v), returns whether there is a directed path from u to v in G, for u,v vertices in V. Given only V, exactly learning all the edges in G using path queries is often impossible, since path queries cannot detect transitive edges. In this paper, we study the query complexity of exact learning for cases when learning G is possible using path queries. In particular, we provide efficient learning algorithms, as well as lower bounds, for multitrees and almost-trees, including butterfly networks.

cs.DS↗

How to Catch Marathon Cheaters: New Approximation Algorithms for Tracking Paths

Given an undirected graph, $G$, and vertices, $s$ and $t$ in $G$, the tracking paths problem is that of finding the smallest subset of vertices in $G$ whose intersection with any $s$-$t$ path results in a unique sequence. This problem is known to be NP-complete and has applications to animal migration tracking and detecting marathon course-cutting, but its approximability is largely unknown. In this paper, we address this latter issue, giving novel algorithms having approximation ratios of $(1+ε)$, $O(\lg OPT)$ and $O(\lg n)$, for $H$-minor-free, general, and weighted graphs, respectively. We also give a linear kernel for $H$-minor-free graphs and make improvements to the quadratic kernel for general graphs.

cs.DS↗

Adaptive Exact Learning in a Mixed-Up World: Dealing with Periodicity, Errors and Jumbled-Index Queries in String Reconstruction

We study the query complexity of exactly reconstructing a string from adaptive queries, such as substring, subsequence, and jumbled-index queries. Such problems have applications, e.g., in computational biology. We provide a number of new and improved bounds for exact string reconstruction for settings where either the string or the queries are "mixed-up". For example, we show that a periodic (i.e., "mixed-up") string, $S=p^kp'$, of smallest period $p$, where $|p'|<|p|$, can be reconstructed using $O(σ|p|+\lg n)$ substring queries, where $σ$ is the alphabet size, if $n=|S|$ is unknown. We also show that we can reconstruct $S$ after having been corrupted by a small number of errors $d$, measured by Hamming distance. In this case, we give an algorithm that uses $O(dσ|p| + d|p|\lg \frac{n}{d+1})$ queries. In addition, we show that a periodic string can be reconstructed using $2σ\lceil\lg n\rceil + 2|p|\lceil\lg σ\rceil$ subsequence queries, and that general strings can be reconstructed using $2σ\lceil\lg n\rceil + n\lceil\lg σ\rceil$ subsequence queries, without knowledge of $n$ in advance. This latter result improves the previous best, decades-old result, by Skiena and Sundaram. Finally, we believe we are the first to study the exact-learning query complexity for string reconstruction using jumbled-index queries, which are a "mixed-up" typeA of query that have received much attention of late.

cs.DS↗

Reconstructing Biological and Digital Phylogenetic Trees in Parallel

In this paper, we study the parallel query complexity of reconstructing biological and digital phylogenetic trees from simple queries involving their nodes. This is motivated from computational biology, data protection, and computer security settings, which can be abstracted in terms of two parties, a responder, Alice, who must correctly answer queries of a given type regarding a degree-d tree, T, and a querier, Bob, who issues batches of queries, with each query in a batch being independent of the others, so as to eventually infer the structure of T. We show that a querier can efficiently reconstruct an n-node degree-d tree, T, with a logarithmic number of rounds and quasilinear number of queries, with high probability, for various types of queries, including relative-distance queries and path queries. Our results are all asymptotically optimal and improve the asymptotic (sequential) query complexity for one of the problems we study. Moreover, through an experimental analysis using both real-world and synthetic data, we provide empirical evidence that our algorithms provide significant parallel speedups while also improving the total query complexities for the problems we study.

cs.DS↗

Stable-Matching Voronoi Diagrams: Combinatorial Complexity and Algorithms

We study algorithms and combinatorial complexity bounds for \emph{stable-matching Voronoi diagrams}, where a set, $S$, of $n$ point sites in the plane determines a stable matching between the points in $\mathbb{R}^2$ and the sites in $S$ such that (i) the points prefer sites closer to them and sites prefer points closer to them, and (ii) each site has a quota or "appetite" indicating the area of the set of points that can be matched to it. Thus, a stable-matching Voronoi diagram is a solution to the well-known post office problem with the added (realistic) constraint that each post office has a limit on the size of its jurisdiction. Previous work on the stable-matching Voronoi diagram provided existence and uniqueness proofs, but did not analyze its combinatorial or algorithmic complexity. In this paper, we show that a stable-matching Voronoi diagram of $n$ point sites has $O(n^{2+\varepsilon})$ faces and edges, for any $\varepsilon>0$, and show that this bound is almost tight by giving a family of diagrams with $Θ(n^2)$ faces and edges. We also provide a discrete algorithm for constructing it in $O(n^3\log n+n^2f(n))$ time in the real-RAM model of computation, where $f(n)$ is the runtime of a geometric primitive (which we define) that can be approximated numerically, but cannot, in general, be performed exactly in an algebraic model of computation. We show, however, how to compute the geometric primitive exactly for polygonal convex distance functions.

cs.CG↗

Reactive Proximity Data Structures for Graphs

We consider data structures for graphs where we maintain a subset of the nodes called sites, and allow proximity queries, such as asking for the closest site to a query node, and update operations that enable or disable nodes as sites. We refer to a data structure that can efficiently react to such updates as reactive. We present novel reactive proximity data structures for graphs of polynomial expansion, i.e., the class of graphs with small separators, such as planar graphs and road networks. Our data structures can be used in several logistical problems and geographic information systems dealing with real-time data, such as emergency dispatching. We experimentally compare our data structure to Dijkstra's algorithm in a system emulating random queries in a real road network.

cs.DS↗

On the Optical Accuracy of the Salvator Mundi

A debate in the scientific literature has arisen regarding whether the orb depicted in Salvator Mundi, which has been attributed by some experts to Leonardo da Vinci, was rendered in a optically faithful manner or not. Some hypothesize that it was solid crystal while others hypothesize that it was hollow, with competing explanations for its apparent lack of background distortion and its three white spots. In this paper, we study the optical accuracy of the Salvator Mundi using physically based rendering, a sophisticated computer graphics tool that produces optically accurate images by simulating light transport in virtual scenes. We created a virtual model of the composition centered on the translucent orb in the subject's hand. By synthesizing images under configurations that vary illuminations and orb material properties, we tested whether it is optically possible to produce an image that renders the orb similarly to how it appears in the painting. Our experiments show that an optically accurate rendering qualitatively matching that of the painting is indeed possible using materials, light sources, and scientific knowledge available to Leonardo da Vinci circa 1500. We additionally tested alternative theories regarding the composition of the orb, such as that it was a solid calcite ball, which provide empirical evidence that such alternatives are unlikely to produce images similar to the painting, and that the orb is instead hollow.

cs.GR↗