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Sander Verdonschot

Publications and source records attributed to Sander Verdonschot.

At least 19 recordsLinked to original sources

Convex Polygons in Cartesian Products

We study several problems concerning convex polygons whose vertices lie in a Cartesian product of two sets of $n$ real numbers (for short, \emph{grid}). First, we prove that every such grid contains $\Omega(\log n)$ points in convex position and that this bound is tight up to a constant factor. We generalize this result to $d$ dimensions (for a fixed $d\in \mathbb{N}$), and obtain a tight lower bound of $\Omega(\log^{d-1}n)$ for the maximum number of points in convex position in a $d$-dimensional grid. Second, we present polynomial-time algorithms for computing the longest $x$- or $y$-monotone convex polygonal chain in a grid that contains no two points with the same $x$- or $y$-coordinate. We show that the maximum size of a convex polygon with such unique coordinates can be efficiently approximated up to a factor of $2$. Finally, we present exponential bounds on the maximum number of point sets in convex position in such grids, and for some restricted variants. These bounds are tight up to polynomial factors.

cs.CG

Improved Bounds for Guarding Plane Graphs with Edges

An "edge guard set" of a plane graph $G$ is a subset $\Gamma$ of edges of $G$ such that each face of $G$ is incident to an endpoint of an edge in $\Gamma$. 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 $\frac{n}{3}+\frac{\alpha}{9}$ edges, where $\alpha$ is the number of quadrilateral faces in $G$. This improves the previous bound of $\frac{n}{3} + \alpha$ 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 $\alpha$.

cs.CG

Routing on the Visibility Graph

We consider the problem of routing on a network in the presence of line segment constraints (i.e., obstacles that edges in our network are not allowed to cross). Let $P$ be a set of $n$ points in the plane and let $S$ be a set of non-crossing line segments whose endpoints are in $P$. We present two deterministic 1-local $O(1)$-memory routing algorithms that are guaranteed to find a path of at most linear size between any pair of vertices of the \emph{visibility graph} of $P$ with respect to a set of constraints $S$ (i.e., the algorithms never look beyond the direct neighbours of the current location and store only a constant amount of additional information). Contrary to {\em all} existing deterministic local routing algorithms, our routing algorithms do not route on a plane subgraph of the visibility graph. Additionally, we provide lower bounds on the routing ratio of any deterministic local routing algorithm on the visibility graph.

cs.CG

Reconstructing a convex polygon from its $\omega$-cloud

An $\omega$-wedge is the closed set of points contained between two rays that are emanating from a single point (the apex), and are separated by an angle $\omega < \pi$. Given a convex polygon $P$, we place the $\omega$-wedge such that $P$ is inside the wedge and both rays are tangent to $P$. The set of apex positions of all such placements of the $\omega$-wedge is called the $\omega$-cloud of $P$. We investigate reconstructing a polygon $P$ from its $\omega$-cloud. Previous work on reconstructing $P$ from probes with the $\omega$-wedge required knowledge of the points of tangency between $P$ and the two rays of the $\omega$-wedge in addition to the location of the apex. Here we consider the setting where the maximal $\omega$-cloud alone is given. We give two conditions under which it uniquely defines $P$: (i) when $\omega < \pi$ is fixed/given, or (ii) when what is known is that $\omega < \pi/2$. We show that if neither of these two conditions hold, then $P$ may not be unique. We show that, when the uniqueness conditions hold, the polygon $P$ can be reconstructed in $O(n)$ time with $O(1)$ working space in addition to the input, where $n$ is the number of arcs in the input $\omega$-cloud.

cs.CG

Constrained Routing Between Non-Visible Vertices

In this paper we study local routing strategies on geometric graphs. Such strategies use geometric properties of the graph like the coordinates of the current and target nodes to route. Specifically, we study routing strategies in the presence of constraints which are obstacles that edges of the graph are not allowed to cross. Let $P$ be a set of $n$ points in the plane and let $S$ be a set of line segments whose endpoints are in $P$, with no two line segments intersecting properly. We present the first deterministic 1-local $O(1)$-memory routing algorithm that is guaranteed to find a path between two vertices in the visibility graph of $P$ with respect to a set of constraints $S$. The strategy never looks beyond the direct neighbors of the current node and does not store more than $O(1)$-information to reach the target. We then turn our attention to finding competitive routing strategies. We show that when routing on any triangulation $T$ of $P$ such that $S\subseteq T$, no $o(n)$-competitive routing algorithm exists when the routing strategy restricts its attention to the triangles intersected by the line segment from the source to the target (a technique commonly used in the unconstrained setting). Finally, we provide an $O(n)$-competitive deterministic 1-local $O(1)$-memory routing algorithm on any such $T$, which is optimal in the worst case, given the lower bound.

cs.CG

Dynamic Graph Coloring

In this paper we study the number of vertex recolorings that an algorithm needs to perform in order to maintain a proper coloring of a graph under insertion and deletion of vertices and edges. We present two algorithms that achieve different trade-offs between the number of recolorings and the number of colors used. For any $d>0$, the first algorithm maintains a proper $O(\mathcal{C} d N^{1/d})$-coloring while recoloring at most $O(d)$ vertices per update, where $\mathcal{C}$ and $N$ are the maximum chromatic number and maximum number of vertices, respectively. The second algorithm reverses the trade-off, maintaining an $O(\mathcal{C} d)$-coloring with $O(d N^{1/d})$ recolorings per update. The two converge when $d = \log N$, maintaining an $O(\mathcal{C} \log N)$-coloring with $O(\log N)$ recolorings per update. We also present a lower bound, showing that any algorithm that maintains a $c$-coloring of a $2$-colorable graph on $N$ vertices must recolor at least $\Omega(N^\frac{2}{c(c-1)})$ vertices per update, for any constant $c \geq 2$.

cs.DS

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.

cs.DM

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-$\theta_6$-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.

cs.CG

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-$\theta_6$-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.

cs.CG

Flips in Edge-Labelled Pseudo-Triangulations

We show that $O(n^2)$ exchanging flips suffice to transform any edge-labelled pointed pseudo-triangulation into any other with the same set of labels. By using insertion, deletion and exchanging flips, we can transform any edge-labelled pseudo-triangulation into any other with $O(n \log c + h \log h)$ flips, where $c$ is the number of convex layers and $h$ is the number of points on the convex hull.

cs.CG

Weight Balancing on Boundaries

Given a polygonal region containing a target point (which we assume is the origin), it is not hard to see that there are two points on the perimeter that are antipodal, that is, whose midpoint is the origin. We prove three generalizations of this fact. (1) For any polygon (or any compact planar set) containing the origin, it is possible to place a given set of weights on the boundary so that their barycenter (center of mass) coincides with the origin, provided that the largest weight does not exceed the sum of the other weights. (2) On the boundary of any 3-dimensional compact set containing the origin, there exist three points that form an equilateral triangle centered at the origin. (3) For any $d$-dimensional bounded convex polyhedron containing the origin, there exists a pair of antipodal points consisting of a point on a $\lfloor d/2 \rfloor$-face and a point on a $\lceil d/2\rceil$-face.

cs.CG

Flips and Spanners

In this thesis, we study two different graph problems. The first problem revolves around geometric spanners. Here, we have a set of points in the plane and we want to connect them with straight line segments, such that there is a path between each pair of points that does not make a large detour. If we achieve this, the resulting graph is called a spanner. We focus our attention on $\Theta$-graphs, which are constructed by connecting each point with its nearest neighbour in a fixed number of cones. Although this construction is very straight-forward, it has proven challenging to fully determine the properties of the resulting graphs. We show that if the construction uses 5 cones, the resulting graphs are still spanners. This was the only number of cones for which this question remained unanswered. We also present a routing strategy on the half-$\Theta_6$-graph, a variant of the graph with 6 cones. We show that our routing strategy finds a path whose length is at most a constant factor from the straight-line distance between the endpoints. Moreover, we show that this routing strategy is optimal. In the second part, we turn our attention to flips in triangulations. A flip is a simple operation that transforms one triangulation into another. It turns out that with enough flips, we can transform any triangulation into any other. But how many flips is enough? We present an improved upper bound of $5.2n - 33.6$ on the maximum flip distance between any pair of triangulations with n vertices. Along the way, we prove matching lower bounds on each step in the current algorithm, including a tight bound of $(3n - 9)/5$ flips needed to make a triangulation 4-connected. In addition, we prove tight $\Theta(n \log n)$ bounds on the number of flips required in several settings where the edges have unique labels.

cs.CG

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 $\Theta_m$-graph is constructed by partitioning the plane around each vertex into $m$ disjoint cones, each with aperture $\theta = 2 \pi/m$, and adding an edge to the `closest' visible vertex in each cone. We consider how to route on the constrained $\Theta_6$-graph. We first show that no deterministic 1-local routing algorithm is $o(\sqrt{n})$-competitive on all pairs of vertices of the constrained $\Theta_6$-graph. After that, we show how to route between any two visible vertices of the constrained $\Theta_6$-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-$\Theta_6$-graph, a subgraph of the constrained $\Theta_6$-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.

cs.CG

Optimal local routing on Delaunay triangulations defined by empty equilateral triangles

We present a deterministic local routing algorithm that is guaranteed to find a path between any pair of vertices in a half-$\theta_6$-graph (the half-$\theta_6$-graph is equivalent to the Delaunay triangulation where the empty region is an equilateral triangle). The length of the path is at most $5/\sqrt{3} \approx 2.887$ times the Euclidean distance between the pair of vertices. Moreover, we show that no local routing algorithm can achieve a better routing ratio, thereby proving that our routing algorithm is optimal. This is somewhat surprising because the spanning ratio of the half-$\theta_6$-graph is 2, meaning that even though there always exists a path whose lengths is at most twice the Euclidean distance, we cannot always find such a path when routing locally. Since every triangulation can be embedded in the plane as a half-$\theta_6$-graph using $O(\log n)$ bits per vertex coordinate via Schnyder's embedding scheme (SODA 1990), our result provides a competitive local routing algorithm for every such embedded triangulation. Finally, we show how our routing algorithm can be adapted to provide a routing ratio of $15/\sqrt{3} \approx 8.660$ on two bounded degree subgraphs of the half-$\theta_6$-graph.

cs.CG

Continuous Yao Graphs

In this paper, we introduce a variation of the well-studied Yao graphs. Given a set of points $S\subset \mathbb{R}^2$ and an angle $0 < \theta \leq 2\pi$, we define the continuous Yao graph $cY(\theta)$ with vertex set $S$ and angle $\theta$ as follows. For each $p,q\in S$, we add an edge from $p$ to $q$ in $cY(\theta)$ if there exists a cone with apex $p$ and aperture $\theta$ such that $q$ is the closest point to $p$ inside this cone. We study the spanning ratio of $cY(\theta)$ for different values of $\theta$. Using a new algebraic technique, we show that $cY(\theta)$ is a spanner when $\theta \leq 2\pi /3$. We believe that this technique may be of independent interest. We also show that $cY(\pi)$ is not a spanner, and that $cY(\theta)$ may be disconnected for $\theta > \pi$.

cs.CG

Theta-3 is connected

In this paper, we show that the $\theta$-graph with three cones is connected. We also provide an alternative proof of the connectivity of the Yao graph with three cones.

cs.CG

Towards Tight Bounds on Theta-Graphs

We present improved upper and lower bounds on the spanning ratio of $\theta$-graphs with at least six cones. Given a set of points in the plane, a $\theta$-graph partitions the plane around each vertex into $m$ disjoint cones, each having aperture $\theta=2\pi/m$, and adds an edge to the `closest' vertex in each cone. We show that for any integer $k \geq 1$, $\theta$-graphs with $4k+2$ cones have a spanning ratio of $1+2\sin(\theta/2)$ and we provide a matching lower bound, showing that this spanning ratio tight. Next, we show that for any integer $k \geq 1$, $\theta$-graphs with $4k+4$ cones have spanning ratio at most $1+2\sin(\theta/2)/(\cos(\theta/2)-\sin(\theta/2))$. We also show that $\theta$-graphs with $4k+3$ and $4k+5$ cones have spanning ratio at most $\cos(\theta/4)/(\cos(\theta/2)-\sin(3\theta/4))$. This is a significant improvement on all families of $\theta$-graphs for which exact bounds are not known. For example, the spanning ratio of the $\theta$-graph with 7 cones is decreased from at most 7.5625 to at most 3.5132. These spanning proofs also imply improved upper bounds on the competitiveness of the $\theta$-routing algorithm. In particular, we show that the $\theta$-routing algorithm is $(1+2\sin(\theta/2)/(\cos(\theta/2)-\sin(\theta/2)))$-competitive on $\theta$-graphs with $4k+4$ cones and that this ratio is tight. Finally, we present improved lower bounds on the spanning ratio of these graphs. Using these bounds, we provide a partial order on these families of $\theta$-graphs. In particular, we show that $\theta$-graphs with $4k+4$ cones have spanning ratio at least $1+2\tan(\theta/2)+2\tan^2(\theta/2)$. This is somewhat surprising since, for equal values of $k$, the spanning ratio of $\theta$-graphs with $4k+4$ cones is greater than that of $\theta$-graphs with $4k+2$ cones, showing that increasing the number of cones can make the spanning ratio worse.

cs.CG

Flipping Edge-Labelled Triangulations

Flips in triangulations have received a lot of attention over the past decades. However, the problem of tracking where particular edges go during the flipping process has not been addressed. We examine this question by attaching unique labels to the triangulation edges. We introduce the concept of the orbit of an edge $e$, which is the set of all edges reachable from $e$ via flips. We establish the first upper and lower bounds on the diameter of the flip graph in this setting. Specifically, we prove tight $\Theta(n \log n)$ bounds for edge-labelled triangulations of $n$-vertex convex polygons and combinatorial triangulations, contrasting with the $\Theta(n)$ bounds in their respective unlabelled settings. The $\Omega(n \log n)$ lower bound for the convex polygon setting might be of independent interest, as it generalizes lower bounds on certain sorting models. When simultaneous flips are allowed, the upper bound for convex polygons decreases to $O(\log^2 n)$, although we no longer have a matching lower bound. Moving beyond convex polygons, we show that edge-labelled triangulated polygons with a single reflex vertex can have a disconnected flip graph. This is in sharp contrast with the unlabelled case, where the flip graph is connected for any triangulated polygon. For spiral polygons, we provide a complete characterization of the orbits. This allows us to decide connectivity of the flip graph of a spiral polygon in linear time. We also prove an upper bound of $O(n^2)$ on the diameter of each connected component, which is optimal in the worst case. We conclude with an example of a non-spiral polygon whose flip graph has diameter $\Omega(n^3)$.

cs.CG