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Prosenjit Bose

Publications and source records attributed to Prosenjit Bose.

At least 73 records · Page 4Linked to original sources

Pole Dancing: 3D Morphs for Tree Drawings

We study the question whether a crossing-free 3D morph between two straight-line drawings of an $n$-vertex tree can be constructed consisting of a small number of linear morphing steps. We look both at the case in which the two given drawings are two-dimensional and at the one in which they are three-dimensional. In the former setting we prove that a crossing-free 3D morph always exists with $O(\log n)$ steps, while for the latter $Θ(n)$ steps are always sufficient and sometimes necessary.

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Faster Algorithms for some Optimization Problems on Collinear Points

We propose faster algorithms for the following three optimization problems on $n$ collinear points, i.e., points in dimension one. The first two problems are known to be NP-hard in higher dimensions. 1- Maximizing total area of disjoint disks: In this problem the goal is to maximize the total area of nonoverlapping disks centered at the points. Acharyya, De, and Nandy (2017) presented an $O(n^2)$-time algorithm for this problem. We present an optimal $Θ(n)$-time algorithm. 2- Minimizing sum of the radii of client-server coverage: The $n$ points are partitioned into two sets, namely clients and servers. The goal is to minimize the sum of the radii of disks centered at servers such that every client is in some disk, i.e., in the coverage range of some server. Lev-Tov and Peleg (2005) presented an $O(n^3)$-time algorithm for this problem. We present an $O(n^2)$-time algorithm, thereby improving the running time by a factor of $Θ(n)$. 3- Minimizing total area of point-interval coverage: The $n$ input points belong to an interval $I$. The goal is to find a set of $n$ disks of minimum total area, covering $I$, such that every disk contains at least one input point. We present an algorithm that solves this problem in $O(n^2)$ time.

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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.

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On Plane Constrained Bounded-Degree Spanners

Let $P$ be a finite set of points in the plane and $S$ a set of non-crossing line segments with endpoints in $P$. The visibility graph of $P$ with respect to $S$, denoted $Vis(P,S)$, has vertex set $P$ and an edge for each pair of vertices $u,v$ in $P$ for which no line segment of $S$ properly intersects $uv$. We show that the constrained half-$θ_6$-graph (which is identical to the constrained Delaunay graph whose empty visible region is an equilateral triangle) is a plane 2-spanner of $Vis(P,S)$. We then show how to construct a plane 6-spanner of $Vis(P,S)$ with maximum degree $6+c$, where $c$ is the maximum number of segments of $S$ incident to a vertex.

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Improved Bounds for Guarding Plane Graphs with Edges

An "edge guard set" of a plane graph $G$ is a subset $Γ$ of edges of $G$ such that each face of $G$ is incident to an endpoint of an edge in $Γ$. Such a set is said to guard $G$. We improve the known upper bounds on the number of edges required to guard any $n$-vertex embedded planar graph $G$: 1- We present a simple inductive proof for a theorem of Everett and Rivera-Campo (1997) that $G$ can be guarded with at most $ \frac{2n}{5}$ edges, then extend this approach with a deeper analysis to yield an improved bound of $\frac{3n}{8}$ edges for any plane graph. 2- We prove that there exists an edge guard set of $G$ with at most $\frac{n}{3}+\fracα{9}$ edges, where $α$ is the number of quadrilateral faces in $G$. This improves the previous bound of $\frac{n}{3} + α$ by Bose, Kirkpatrick, and Li (2003). Moreover, if there is no short path between any two quadrilateral faces in $G$, we show that $\frac{n}{3}$ edges suffice, removing the dependence on $α$.

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Boundary Labeling for Rectangular Diagrams

Given a set of $n$ points (sites) inside a rectangle $R$ and $n$ points (label locations or ports) on its boundary, a boundary labeling problem seeks ways of connecting every site to a distinct port while achieving different labeling aesthetics. We examine the scenario when the connecting lines (leaders) are drawn as axis-aligned polylines with few bends, every leader lies strictly inside $R$, no two leaders cross, and the sum of the lengths of all the leaders is minimized. In a $k$-sided boundary labeling problem, where $1\le k\le 4$, the label locations are located on the $k$ consecutive sides of $R$. In this paper, we develop an $O(n^3\log n)$-time algorithm for 2-sided boundary labeling, where the leaders are restricted to have one bend. This improves the previously best known $O(n^8\log n)$-time algorithm of Kindermann et al. (Algorithmica, 76(1):225-258, 2016). We show the problem is polynomial-time solvable in more general settings such as when the ports are located on more than two sides of $R$, in the presence of obstacles, and even when the objective is to minimize the total number of bends. Our results improve the previous algorithms on boundary labeling with obstacles, as well as provide the first polynomial-time algorithms for minimizing the total leader length and number of bends for 3- and 4-sided boundary labeling. These results settle a number of open questions on the boundary labeling problems (Wolff, Handbook of Graph Drawing, Chapter 23, Table 23.1, 2014).

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Geodesic Obstacle Representation of Graphs

An obstacle representation of a graph is a mapping of the vertices onto points in the plane and a set of connected regions of the plane (called obstacles) such that the straight-line segment connecting the points corresponding to two vertices does not intersect any obstacles if and only if the vertices are adjacent in the graph. The obstacle representation and its plane variant (in which the resulting representation is a plane straight-line embedding of the graph) have been extensively studied with the main objective of minimizing the number of obstacles. Recently, Biedl and Mehrabi (GD 2017) studied grid obstacle representations of graphs in which the vertices of the graph are mapped onto the points in the plane while the straight-line segments representing the adjacency between the vertices is replaced by the $L_1$ (Manhattan) shortest paths in the plane that avoid obstacles. In this paper, we introduce the notion of geodesic obstacle representations of graphs with the main goal of providing a generalized model, which comes naturally when viewing line segments as shortest paths in the Euclidean plane. To this end, we extend the definition of obstacle representation by allowing some obstacles-avoiding shortest path between the corresponding points in the underlying metric space whenever the vertices are adjacent in the graph. We consider both general and plane variants of geodesic obstacle representations (in a similar sense to obstacle representations) under any polyhedral distance function in $\mathbb{R}^d$ as well as shortest path distances in graphs. Our results generalize and unify the notions of obstacle representations, plane obstacle representations and grid obstacle representations, leading to a number of questions on such embeddings.

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Data Structures for Halfplane Proximity Queries and Incremental Voronoi Diagrams

We consider preprocessing a set $S$ of $n$ points in convex position in the plane into a data structure supporting queries of the following form: given a point $q$ and a directed line $\ell$ in the plane, report the point of $S$ that is farthest from (or, alternatively, nearest to) the point $q$ among all points to the left of line $\ell$. We present two data structures for this problem. The first data structure uses $O(n^{1+\varepsilon})$ space and preprocessing time, and answers queries in $O(2^{1/\varepsilon} \log n)$ time, for any $0 < \varepsilon < 1$. The second data structure uses $O(n \log^3 n)$ space and polynomial preprocessing time, and answers queries in $O(\log n)$ time. These are the first solutions to the problem with $O(\log n)$ query time and $o(n^2)$ space. The second data structure uses a new representation of nearest- and farthest-point Voronoi diagrams of points in convex position. This representation supports the insertion of new points in clockwise order using only $O(\log n)$ amortized pointer changes, in addition to $O(\log n)$-time point-location queries, even though every such update may make $Θ(n)$ combinatorial changes to the Voronoi diagram. This data structure is the first demonstration that deterministically and incrementally constructed Voronoi diagrams can be maintained in $o(n)$ amortized pointer changes per operation while keeping $O(\log n)$-time point-location queries.

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Power domination on triangular grids

The concept of power domination emerged from the problem of monitoring electrical systems. Given a graph G and a set S $\subseteq$ V (G), a set M of monitored vertices is built as follows: at first, M contains only the vertices of S and their direct neighbors, and then each time a vertex in M has exactly one neighbor not in M, this neighbor is added to M. The power domination number of a graph G is the minimum size of a set S such that this process ends up with the set M containing every vertex of G. We here show that the power domination number of a triangular grid T\_k with hexagonal-shape border of length k -- 1 is exactly $\lceil k/3 \rceil.

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Biased Predecessor Search

We consider the problem of performing predecessor searches in a bounded universe while achieving query times that depend on the distribution of queries. We obtain several data structures with various properties: in particular, we give data structures that achieve expected query times logarithmic in the entropy of the distribution of queries but with space bounded in terms of universe size, as well as data structures that use only linear space but with query times that are higher (but still sublinear) functions of the entropy. For these structures, the distribution is assumed to be known. We also consider individual query times on universe elements with general weights, as well as the case when the distribution is not known in advance.

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Competitive Local Routing with Constraints

Let $P$ be a set of $n$ vertices in the plane and $S$ a set of non-crossing line segments between vertices in $P$, called constraints. Two vertices are visible if the straight line segment connecting them does not properly intersect any constraints. The constrained $Θ_m$-graph is constructed by partitioning the plane around each vertex into $m$ disjoint cones, each with aperture $θ= 2 π/m$, and adding an edge to the `closest' visible vertex in each cone. We consider how to route on the constrained $Θ_6$-graph. We first show that no deterministic 1-local routing algorithm is $o(\sqrt{n})$-competitive on all pairs of vertices of the constrained $Θ_6$-graph. After that, we show how to route between any two visible vertices of the constrained $Θ_6$-graph using only 1-local information. Our routing algorithm guarantees that the returned path is 2-competitive. Additionally, we provide a 1-local 18-competitive routing algorithm for visible vertices in the constrained half-$Θ_6$-graph, a subgraph of the constrained $Θ_6$-graph that is equivalent to the Delaunay graph where the empty region is an equilateral triangle. To the best of our knowledge, these are the first local routing algorithms in the constrained setting with guarantees on the length of the returned path.

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Self-approaching paths in simple polygons

We study self-approaching paths that are contained in a simple polygon. A self-approaching path is a directed curve connecting two points such that the Euclidean distance between a point moving along the path and any future position does not increase, that is, for all points $a$, $b$, and $c$ that appear in that order along the curve, $|ac| \ge |bc|$. We analyze the properties, and present a characterization of shortest self-approaching paths. In particular, we show that a shortest self-approaching path connecting two points inside a polygon can be forced to use a general class of non-algebraic curves. While this makes it difficult to design an exact algorithm, we show how to find a self-approaching path inside a polygon connecting two points under a model of computation which assumes that we can calculate involute curves of high order. Lastly, we provide an algorithm to test if a given simple polygon is self-approaching, that is, if there exists a self-approaching path for any two points inside the polygon.

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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.

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Spanning Trees in Multipartite Geometric Graphs

Let $R$ and $B$ be two disjoint sets of points in the plane where the points of $R$ are colored red and the points of $B$ are colored blue, and let $n=|R\cup B|$. A bichromatic spanning tree is a spanning tree in the complete bipartite geometric graph with bipartition $(R,B)$. The minimum (respectively maximum) bichromatic spanning tree problem is the problem of computing a bichromatic spanning tree of minimum (respectively maximum) total edge length. 1. We present a simple algorithm that solves the minimum bichromatic spanning tree problem in $O(n\log^3 n)$ time. This algorithm can easily be extended to solve the maximum bichromatic spanning tree problem within the same time bound. It also can easily be generalized to multicolored point sets. 2. We present $Θ(n\log n)$-time algorithms that solve the minimum and the maximum bichromatic spanning tree problems. 3. We extend the bichromatic spanning tree algorithms and solve the multicolored version of these problems in $O(n\log n\log k)$ time, where $k$ is the number of different colors (or the size of the multipartition in a complete multipartite geometric graph).

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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.

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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.

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Gabriel Triangulations and Angle-Monotone Graphs: Local Routing and Recognition

A geometric graph is angle-monotone if every pair of vertices has a path between them that---after some rotation---is $x$- and $y$-monotone. Angle-monotone graphs are $\sqrt 2$-spanners and they are increasing-chord graphs. Dehkordi, Frati, and Gudmundsson introduced angle-monotone graphs in 2014 and proved that Gabriel triangulations are angle-monotone graphs. We give a polynomial time algorithm to recognize angle-monotone geometric graphs. We prove that every point set has a plane geometric graph that is generalized angle-monotone---specifically, we prove that the half-$θ_6$-graph is generalized angle-monotone. We give a local routing algorithm for Gabriel triangulations that finds a path from any vertex $s$ to any vertex $t$ whose length is within $1 + \sqrt 2$ times the Euclidean distance from $s$ to $t$. Finally, we prove some lower bounds and limits on local routing algorithms on Gabriel triangulations.

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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.

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