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Mikkel Abrahamsen

Publications and source records attributed to Mikkel Abrahamsen.

At least 19 recordsLinked to original sources

Distinguishing classes of intersection graphs of homothets or similarities of two convex disks

For smooth convex disks $A$, i.e., convex compact subsets of the plane with non-empty interior and with at most one tangent at every boundary point, we classify the classes $G^{\text{hom}}(A)$ and $G^{\text{sim}}(A)$ of intersection graphs that can be obtained from homothets and similarities of $A$, respectively. Namely, we prove that $G^{\text{hom}}(A)=G^{\text{hom}}(B)$ if and only if $A$ and $B$ are affine equivalent, and $G^{\text{sim}}(A)=G^{\text{sim}}(B)$ if and only if $A$ and $B$ are similar.

cs.CG

Online Geometric Packing through Online TSP Scheduling

We consider the problem of online packing of convex polygons into a strip by translations. While online algorithms with a constant competitive ratio have been known for rectangles for decades [Baker and Schwarz, SICOMP 1983], the current best algorithm for convex polygons has competitive ratio $O(n^{\log_2 3-1}\log n) = O(n^{0.59})$, where $n$ is the number of polygons. This algorithm was described by Aamand, Abrahamsen, Beretta, and Kleist [SODA 2023], who also proved a lower bound of $Ω(\sqrt{\log n/\log\log n})$ on the competitive ratio of any algorithm. Their lower bound is obtained via a reduction from \emph{online sorting}, a problem introduced in the same paper, for which they established a lower bound on the competitive ratio. We introduce a new, natural online problem that we call online TSP scheduling. Here, points $x_1,\ldots,x_n$ arrive online from a metric space $(M,d)$, and upon arrival each $x_i$ must be assigned a visit time $p_i\in[0,\infty)$ satisfying $|p_i-p_j|\ge d(x_i,x_j)$ for all $j<i$. The cost of the schedule is $\max_i p_i$. We present an $O(\log^2 n)$-competitive algorithm for online TSP scheduling, and show how this implies an $O(\log^2 n)$-competitive algorithm for online translational strip packing of convex polygons. We also prove that the same competitive ratio is achievable for other translational packing problems, including online packing of $d$-dimensional unit hyperdisks in $\mathbb R^{d+1}$, whose offline version was studied by Alt, Cabello, Cheong, Park, and Seiferth [Comp. Geom. 2026]. Our algorithm for online TSP scheduling builds on a recent breakthrough for online sorting by Azar, Panigrahi, and Vardi [SODA 2026]. We thus show that the connection between packing and online sorting can be used not only for lower bounds, but also for algorithms.

cs.CG

Covering and Partitioning Complex Objects with Small Pieces

We study the problems of covering or partitioning a polygon $P$ (possibly with holes) using a minimum number of small pieces, where a small piece is a connected sub-polygon contained in an axis-aligned unit square. For covering, we seek to write $P$ as a union of small pieces, and in partitioning, we furthermore require the pieces to be pairwise interior-disjoint. We show that these problems are in fact equivalent: Optimum covers and partitions have the same number of pieces. For covering, a natural local search algorithm repeatedly attempts to replace $k$ pieces from a candidate cover with $k-1$ pieces. In two dimensions and for sufficiently large $k$, we show that when no such swap is possible, the cover is a $1+O(1/\sqrt k)$-approximation, hence obtaining the first PTAS for the problem. Prior to our work, the only known algorithm was a $13$-approximation that only works for polygons without holes [Abrahamsen and Rasmussen, SODA 2025]. In contrast, in the three dimensional version of the problem, for a polyhedron $P$ of complexity $n$, we show that it is NP-hard to approximate an optimal cover or partition to within a factor that is logarithmic in $n$, even if $P$ is simple, i.e., has genus $0$ and no holes.

cs.CG

Minimum Star Partitions of Simple Polygons in Polynomial Time

We devise a polynomial-time algorithm for partitioning a simple polygon $P$ into a minimum number of star-shaped polygons. The question of whether such an algorithm exists has been open for more than four decades [Avis and Toussaint, Pattern Recognit., 1981] and it has been repeated frequently, for example in O'Rourke's famous book [Art Gallery Theorems and Algorithms, 1987]. In addition to its strong theoretical motivation, the problem is also motivated by practical domains such as CNC pocket milling, motion planning, and shape parameterization. The only previously known algorithm for a non-trivial special case is for $P$ being both monotone and rectilinear [Liu and Ntafos, Algorithmica, 1991]. For general polygons, an algorithm was only known for the restricted version in which Steiner points are disallowed [Keil, SIAM J. Comput., 1985], meaning that each corner of a piece in the partition must also be a corner of $P$. Interestingly, the solution size for the restricted version may be linear for instances where the unrestricted solution has constant size. The covering variant in which the pieces are star-shaped but allowed to overlap--known as the Art Gallery Problem--was recently shown to be $\exists\mathbb R$-complete and is thus likely not in NP [Abrahamsen, Adamaszek and Miltzow, STOC 2018 & J. ACM 2022]; this is in stark contrast to our result. Arguably the most related work to ours is the polynomial-time algorithm to partition a simple polygon into a minimum number of convex pieces by Chazelle and Dobkin [STOC, 1979 & Comp. Geom., 1985].

cs.CG

Algorithms and Lower Bounds for the Maximum Overlap of Two Polygons Under Translation

A fundamental problem in shape matching and geometric similarity is computing the maximum area overlap between two polygons under translation. For general simple polygons, the best-known algorithm runs in $O((nm)^2 \log(nm))$ time [Mount, Silverman, Wu 96], where $n$ and $m$ are the complexities of the input polygons. In a recent breakthrough, Chan and Hair gave a linear-time algorithm for the special case when both polygons are convex. A key challenge in computational geometry is to design improved algorithms for other natural classes of polygons. We address this by presenting an $O((nm)^{3/2} \log(nm))$-time algorithm for the case when both polygons are orthogonal. This is the first algorithm for polygon overlap on orthogonal polygons that is faster than the almost 30 years old algorithm for simple polygons. Complementing our algorithmic contribution, we provide $k$-SUM lower bounds for problems on simple polygons with only orthogonal and diagonal edges. First, we establish that there is no algorithm for polygon overlap with running time $O(\max(n^2,nm^2)^{1-\varepsilon})$, where $m\leq n$, unless the $k$-SUM hypothesis fails. This matches the running time of our algorithm when $n=m$. We use part of the above construction to also show a lower bound for the polygon containment problem, a popular special case of the overlap problem. Concretely, there is no algorithm for polygon containment with running time $O(n^{2-\varepsilon})$ under the $3$-SUM hypothesis, even when the polygon to be contained has $m=O(1)$ vertices. Our lower bound shows that polygon containment for these types of polygons (i.e., with diagonal edges) is strictly harder than for orthogonal polygons, and also strengthens the previously known lower bounds for polygon containment. Furthermore, our lower bounds show tightness of the algorithm of [Mount, Silverman, Wu 96] when $m=O(1)$.

cs.CG

Bounding a Polygon by a Minimum Number of Vertices

Suppose that a polygon $P$ is given as an array containing the vertices in counterclockwise order. We analyze how many vertices (including the index of each of these vertices) we need to know before we can bound $P$, i.e., report a bounded region $R$ in the plane such that $P\subset R$. We show that there exists polygons where $4\log_2 n+O(1)$ vertices are enough, while $\log_3n-o(\log n)$ must always be known. We thus answer the question up to a constant factor. This can be seen as an analysis of the shortest possible certificate or the best-case running time of any algorithm solving a variety of problems involving polygons, where a bound must be known in order to answer correctly. This includes various packing problems such as deciding whether a polygon can be contained inside another polygon.

cs.CG

Computing Non-Obtuse Triangulations with Few Steiner Points

We present the winning implementation of the Seventh Computational Geometry Challenge (CG:SHOP 2025). The task in this challenge was to find non-obtuse triangulations for given planar regions, respecting a given set of constraints consisting of extra vertices and edges that must be part of the triangulation. The goal was to minimize the number of introduced Steiner points. Our approach is to maintain a constrained Delaunay triangulation, for which we repeatedly remove, relocate, or add Steiner points. We use local search to choose the action that improves the triangulation the most, until the resulting triangulation is non-obtuse.

cs.CG

Reconfiguration of unit squares and disks: PSPACE-hardness in simple settings

We study two well-known reconfiguration problems. Given a start and a target configuration of geometric objects in a polygon, we wonder whether we can move the objects from the start configuration to the target configuration while avoiding collisions between the objects and staying within the polygon. Problems of this type have been considered since the early 80s by roboticists and computational geometers. In this paper, we study some of the simplest possible variants where the objects are unlabeled unit squares or unit disks. In unlabeled reconfiguration, the objects are identical, so that any object is allowed to end at any of the targets positions. We show that it is PSPACE-hard to decide whether there exists a reconfiguration of unit squares even in a simple polygon. Previously, it was only known to be PSPACE-hard in a polygon with holes [Solovey and Halperin, Int. J. Robotics Res. 2016]. Our proof is based on a result of independent interest, namely that reconfiguration between two satisfying assignments of a formula of Monotone-Planar-3SAT is also PSPACE-complete. The reduction from reconfiguration of Monotone-Planar-3SAT to reconfiguration of unit squares extends techniques recently developed to show NP-hardness of packing unit squares in a simple polygon [Abrahamsen and Stade, FOCS 2024]. We also show PSPACE-hardness of reconfiguration of unit disks in a polygon with holes. Previously, it was only known that reconfiguration of disks of two different sizes was PSPACE-hard [Brocken, van der Heijden, Kostitsyna, Lo-Wong and Surtel, FUN 2021].

cs.CG

Partitioning a Polygon Into Small Pieces

We study the problem of partitioning a given simple polygon $P$ into a minimum number of connected polygonal pieces, each of bounded size. We describe a general technique for constructing such partitions that works for several notions of `bounded size,' namely that each piece must be contained in an axis-aligned or arbitrarily rotated unit square or a unit disk, or that each piece has bounded perimeter, straight-line diameter or geodesic diameter. The problems are motivated by practical settings in manufacturing, finite element analysis, collision detection, vehicle routing, shipping and laser capture microdissection. The version where each piece should be contained in an axis-aligned unit square is already known to be NP-hard [Abrahamsen and Stade, FOCS, 2024], and the other versions seem no easier. Our main result is to develop constant-factor approximation algorithms, which means that the number of pieces in the produced partition is at most a constant factor larger than the cardinality of an optimal partition. Existing algorithms [Damian and Pemmaraju, Algorithmica, 2004] do not allow Steiner points, which means that all corners of the produced pieces must also be corners of $P$. This has the disappointing consequence that a partition often does not exist, whereas our algorithms always produce meaningful partitions. Furthermore, an optimal partition without Steiner points may require $Ω(n)$ pieces for polygons with $n$ corners where a partition consisting of just $2$ pieces exists when Steiner points are allowed. Other existing algorithms [Arkin, Das, Gao, Goswami, Mitchell, Polishchuk and Tóth, ESA, 2020] only allow $P$ to be split along chords (and aim to minimize the number of chords instead of the number of pieces), whereas we make no constraints on the boundaries of the pieces.

cs.CG

Clustering with Few Disks to Minimize the Sum of Radii

Given a set of $n$ points in the Euclidean plane, the $k$-MinSumRadius problem asks to cover this point set using $k$ disks with the objective of minimizing the sum of the radii of the disks. After a long line of research on related problems, it was finally discovered that this problem admits a polynomial time algorithm [GKKPV~'12]; however, the running time of this algorithm is $O(n^{881})$, and its relevance is thereby mostly of theoretical nature. A practically and structurally interesting special case of the $k$-MinSumRadius problem is that of small $k$. For the $2$-MinSumRadius problem, a near-quadratic time algorithm with expected running time $O(n^2 \log^2 n \log^2 \log n)$ was given over 30 years ago [Eppstein~'92]. We present the first improvement of this result, namely, a near-linear time algorithm to compute the $2$-MinSumRadius that runs in expected $O(n \log^2 n \log^2 \log n)$ time. We generalize this result to any constant dimension $d$, for which we give an $O(n^{2-1/(\lceil d/2\rceil + 1) + \varepsilon})$ time algorithm. Additionally, we give a near-quadratic time algorithm for $3$-MinSumRadius in the plane that runs in expected $O(n^2 \log^2 n \log^2 \log n)$ time. All of these algorithms rely on insights that uncover a surprisingly simple structure of optimal solutions: we can specify a linear number of lines out of which one separates one of the clusters from the remaining clusters in an optimal solution.

cs.CG

ExpoSort: Breaking the quasi-polynomial-time barrier for reluctant sorting

We introduce the algorithm ExpoSort, a groundbreaking method that sorts an array of $n$ numbers in a spectacularly inefficient $Θ(2^n)$ time. ExpoSort proudly claims the title of the first reluctant algorithm to decisively surpass the quasi-polynomial running time $Ω(n^{\log n/(2+\varepsilon)})$ of the notoriously sluggish SlowSort algorithm by Broder and Stolfi [ACM SIGACT News, 1984]. In the ongoing quest for the slowest possible sort, ExpoSort redefines what it means to take one's time. Remarkably, ExpoSort achieves this feat with one of the simplest pseudocodes among all known sorting algorithms. However, a slight modification -- merely moving one recursive call inside an if statement -- transforms ExpoSort into an astonishingly well-camouflaged variant of the classic InsertionSort with best- and worst-case running times of $Θ(n)$ and $Θ(n^3)$, respectively. This dual nature of ExpoSort serves as a reminder of the utmost care required when crafting pessimal algorithms, where a slight lapse in judgment could result in accidentally producing an embarrassingly practical algorithm.

cs.DS

Ten Problems in Geobotics

Robots sense, move and act in the physical world. It is therefore natural that algorithmic problems in robotics and automation have a geometric component, often central to the problem. Below we review ten challenging problems at the intersection of robotics and computational geometry -- let's call this intersection Geobotics. What is common to most of these problems is that the prevalent algorithmic techniques used in robotics do not seem suitable for solving them, or at least do not suggest quality guarantees for the solution. Solving some of them, even partially, can shed light on less well-understood aspects of computation in robotics.

cs.CG

Online sorting and online TSP: randomized, stochastic, and high-dimensional

In the online sorting problem, $n$ items are revealed one by one and have to be placed (immediately and irrevocably) into empty cells of a size-$n$ array. The goal is to minimize the sum of absolute differences between items in consecutive cells. This natural problem was recently introduced by Aamand, Abrahamsen, Beretta, and Kleist (SODA 2023) as a tool in their study of online geometric packing problems. They showed that when the items are reals from the interval $[0,1]$ a competitive ratio of $O(\sqrt{n})$ is achievable, and no deterministic algorithm can improve this ratio asymptotically. In this paper, we extend and generalize the study of online sorting in three directions: - randomized: we settle the open question of Aamand et al. by showing that the $O(\sqrt{n})$ competitive ratio for the online sorting of reals cannot be improved even with the use of randomness; - stochastic: we consider inputs consisting of $n$ samples drawn uniformly at random from an interval, and give an algorithm with an improved competitive ratio of $\widetilde{O}(n^{1/4})$. The result reveals connections between online sorting and the design of efficient hash tables; - high-dimensional: we show that $\widetilde{O}(\sqrt{n})$-competitive online sorting is possible even for items from $\mathbb{R}^d$, for arbitrary fixed $d$, in an adversarial model. This can be viewed as an online variant of the classical TSP problem where tasks (cities to visit) are revealed one by one and the salesperson assigns each task (immediately and irrevocably) to its timeslot. Along the way, we also show a tight $O(\log{n})$-competitiveness result for uniform metrics, i.e., where items are of different types and the goal is to order them so as to minimize the number of switches between consecutive items of different types.

cs.DS

Framework for $\exists \mathbb{R}$-Completeness of Two-Dimensional Packing Problems

The aim in packing problems is to decide if a given set of pieces can be placed inside a given container. A packing problem is defined by the types of pieces and containers to be handled, and the motions that are allowed to move the pieces. The pieces must be placed so that in the resulting placement, they are pairwise interior-disjoint. We establish a framework which enables us to show that for many combinations of allowed pieces, containers and motions, the resulting problem is $\exists \mathbb{R}$-complete. This means that the problem is equivalent (under polynomial time reductions) to deciding whether a given system of polynomial equations and inequalities with integer coefficients has a real solution. We consider packing problems where only translations are allowed as the motions, and problems where arbitrary rigid motions are allowed, i.e., both translations and rotations. When rotations are allowed, we show that it is an $\exists \mathbb{R}$-complete problem to decide if a set of convex polygons, each of which has at most $7$ corners, can be packed into a square. Restricted to translations, we show that the following problems are $\exists \mathbb{R}$-complete: (i) pieces bounded by segments and hyperbolic curves to be packed in a square, and (ii) convex polygons to be packed in a container bounded by segments and hyperbolic curves.

cs.CG

Hardness of Packing, Covering and Partitioning Simple Polygons with Unit Squares

We show that packing axis-aligned unit squares into a simple polygon $P$ is NP-hard, even when $P$ is an orthogonal and orthogonally convex polygon with half-integer coordinates. It has been known since the early 80s that packing unit squares into a polygon with holes is NP-hard~[Fowler, Paterson, Tanimoto, Inf. Process. Lett., 1981], but the version without holes was conjectured to be polynomial-time solvable more than two decades ago~[Baur and Fekete, Algorithmica, 2001]. Our reduction relies on a new way of reducing from \textsc{Planar-3SAT}. Interestingly, our geometric realization of a planar formula is non-planar. Vertices become rows and edges become columns, with crossings being allowed. The planarity ensures that all endpoints of rows and columns are incident to the outer face of the resulting drawing. We can then construct a polygon following the outer face that realizes all the logic of the formula geometrically, without the need of any holes. This new reduction technique proves to be general enough to also show hardness of two natural covering and partitioning problems, even when the input polygon is simple. We say that a polygon $Q$ is \emph{small} if $Q$ is contained in a unit square. We prove that it is NP-hard to find a minimum number of small polygons whose union is $P$ (covering) and to find a minimum number of pairwise interior-disjoint small polygons whose union is $P$ (partitioning), when $P$ is an orthogonal simple polygon with half-integer coordinates. This is the first partitioning problem known to be NP-hard for polygons without holes, with the usual objective of minimizing the number of pieces.

cs.CG

Online Sorting and Translational Packing of Convex Polygons

We investigate several online packing problems in which convex polygons arrive one by one and have to be placed irrevocably into a container, while the aim is to minimize the used space. Among other variants, we consider strip packing and bin packing, where the container is the infinite horizontal strip $[0,\infty)\times [0,1]$ or a collection of $1 \times 1$ bins, respectively. We draw interesting connections to the following online sorting problem OnlineSorting$[γ,n]$: We receive a stream of real numbers $s_1,\ldots,s_n$, $s_i\in[0,1]$, one by one. Each real must be placed in an array $A$ with $γn$ initially empty cells without knowing the subsequent reals. The goal is to minimize the sum of differences of consecutive reals in $A$. The offline optimum is to place the reals in sorted order so the cost is at most $1$. We show that for any $Δ$-competitive online algorithm of OnlineSorting$[γ,n]$, it holds that $γΔ\inΩ(\log n/\log \log n)$. We use this lower bound to prove the non-existence of competitive algorithms for various online translational packing problems of convex polygons, among them strip packing, bin packing and perimeter packing. This also implies that there exists no online algorithm that can pack all streams of pieces of diameter and total area at most $δ$ into the unit square. These results are in contrast to the case when the pieces are restricted to rectangles, for which competitive algorithms are known. Likewise, the offline versions of packing convex polygons have constant factor approximation algorithms. As a complement, we also include algorithms for both online sorting and translation-only online strip packing with non-trivial competitive ratios. Our algorithm for strip packing relies on a new technique for recursively subdividing the strip into parallelograms of varying height, thickness and slope.

cs.CG

Coordination of Multiple Robots along Given Paths with Bounded Junction Complexity

We study a fundamental NP-hard motion coordination problem for multi-robot/multi-agent systems: We are given a graph $G$ and set of agents, where each agent has a given directed path in $G$. Each agent is initially located on the first vertex of its path. At each time step an agent can move to the next vertex on its path, provided that the vertex is not occupied by another agent. The goal is to find a sequence of such moves along the given paths so that each reaches its target, or to report that no such sequence exists. The problem models guidepath-based transport systems, which is a pertinent abstraction for traffic in a variety of contemporary applications, ranging from train networks or Automated Guided Vehicles (AGVs) in factories, through computer game animations, to qubit transport in quantum computing. It also arises as a sub-problem in the more general multi-robot motion-planning problem. We provide a fine-grained tractability analysis of the problem by considering new assumptions and identifying minimal values of key parameters for which the problem remains NP-hard. Our analysis identifies a critical parameter called vertex multiplicity (VM), defined as the maximum number of paths passing through the same vertex. We show that a prevalent variant of the problem, which is equivalent to Sequential Resource Allocation (concerning deadlock prevention for concurrent processes), is NP-hard even when VM is 3. On the positive side, for VM $\le$ 2 we give an efficient algorithm that iteratively resolves cycles of blocking relations among agents. We also present a variant that is NP-hard when the VM is 2 even when $G$ is a 2D grid and each path lies in a single grid row or column. By studying highly distilled yet NP-hard variants, we deepen the understanding of what makes the problem intractable and thereby guide the search for efficient solutions under practical assumptions.

cs.RO

Degree of Convexity and Expected Distances in Polygons

We present an algorithm for computing the so-called Beer-index of a polygon $P$ in $O(n^2)$ time, where $n$ is the number of corners. The polygon $P$ may have holes. The Beer-index is the probability that two points chosen independently and uniformly at random in $P$ can see each other. Given a finite set $M$ of $m$ points in a simple polygon $P$, we also show how the number of pairs in $M$ that see each other can be computed in $O(n\log n+m^{4/3}\log^αm\log n)$ time, where $α<1.78$ is a constant. We likewise study the problem of computing the expected geodesic distance between two points chosen independently and uniformly at random in a simple polygon $P$. We show how the expected $L_1$-distance can be computed in optimal $O(n)$ time by a conceptually very simple algorithm. We then describe an algorithm that outputs a closed-form expression for the expected $L_2$-distance in $O(n^2)$ time.

cs.CG