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Reyhaneh Mohammadi

Publications and source records attributed to Reyhaneh Mohammadi.

3 recordsLinked to original sources

A Divide and Conquer Approximation Algorithm for Partitioning Rectangles

Given a rectangle $R$ with area $A$ and a set of areas $L=\{A_1,...,A_n\}$ with $\sum_{i=1}^n A_i = A$, we consider the problem of partitioning $R$ into $n$ sub-regions $R_1,...,R_n$ with areas $A_1,...,A_n$ in a way that the total perimeter of all sub-regions is minimized. The goal is to create square-like sub-regions, which are often more desired. We propose an efficient $1.203$--approximation algorithm for this problem based on a divide and conquer scheme that runs in $\mathcal{O}(n^2)$ time. For the special case when the aspect ratios of all rectangles are bounded from above by 3, the approximation factor is $2/\sqrt{3} \leq 1.1548$. We also present a modified version of out algorithm as a heuristic that achieves better average and best run times.

math.OC↗

Space Partitioning Schemes and Algorithms for Generating Regular and Spiral Treemaps

Treemaps have been widely applied to the visualization of hierarchical data. A treemap takes a weighted tree and visualizes its leaves in a nested planar geometric shape, with sub-regions partitioned such that each sub-region has an area proportional to the weight of its associated leaf nodes. Efficiently generating visually appealing treemaps that also satisfy other quality criteria is an interesting problem that has been tackled from many directions. We present an optimization model and five new algorithms for this problem, including two divide and conquer approaches and three spiral treemap algorithms. Our optimization model is able to generate superior treemaps that could serve as a benchmark for comparing the quality of more computationally efficient algorithms. Our divide and conquer and spiral algorithms either improve the performance of their existing counterparts with respect to aspect ratio and stability or perform competitively. Our spiral algorithms also expand their applicability to a wider range of input scenarios. Four of these algorithms are computationally efficient as well with quasilinear running times and the last algorithm achieves a cubic running time. A full version of this paper with all appendices, data, and source codes is available at \anonymizeOSF{\OSFSupplementText}.

cs.GR↗

Approximating Median Points in a Convex Polygon

We develop two simple and efficient approximation algorithms for the continuous $k$-medians problems, where we seek to find the optimal location of $k$ facilities among a continuum of client points in a convex polygon $C$ with $n$ vertices in a way that the total (average) Euclidean distance between clients and their nearest facility is minimized. Both algorithms run in $\mathcal{O}(n + k + k \log n)$ time. Our algorithms produce solutions within a factor of 2.002 of optimality. In addition, our simulation results applied to the convex hulls of the State of Massachusetts and the Town of Brookline, MA show that our algorithms generally perform within a range of 5\% to 22\% of optimality in practice.

math.OC↗