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Sarita de Berg

Publications and source records attributed to Sarita de Berg.

16 recordsLinked to original sources

A Sublinear Approximation Algorithm for Minimum Dilation Trees in the Plane

The dilation of a geometric graph measures how much longer the path between pairs of points becomes when restricted to graph edges, rather than following the direct path through the ambient space. The minimum dilation tree of a point set is the spanning tree with minimum dilation, where edge lengths in the tree are given by distances in the ambient space. In the Euclidean plane, computing the minimum dilation tree is NP-hard, but no hardness of approximation result is known. On the other hand, the minimum spanning tree is an $(n-1)$-approximation to the minimum dilation tree, but no asymptotically-better approximation algorithm is known for general point sets in the Euclidean plane. We give the first sublinear approximation algorithm for the minimum dilation tree in the Euclidean plane. Our approximation ratio is $\tilde{O}(n^{14/15})$ and our algorithm runs in polynomial time. This resolves an open problem proposed by Eppstein in 1996.

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A dynamic $(1+\varepsilon)$-spanner for disk intersection graphs

We maintain a $(1+\varepsilon)$-spanner over the disk intersection graph of a dynamic set of disks. We restrict all disks to have their diameter in $[4,Ψ]$ for some fixed and known $Ψ$. The resulting $(1+\varepsilon)$-spanner has size $O(n \varepsilon^{-2} \log Ψ\log (\varepsilon^{-1}))$, where $n$ is the present number of disks. We develop a novel use of persistent data structures to dynamically maintain our $(1+\varepsilon)$-spanner. Our approach requires $O(\varepsilon^{-2} n \log^4 n \log Ψ)$ space and has an $O( \left( \fracΨ{\varepsilon} \right)^2 \log^4 n \log^2 Ψ\log^2 (\varepsilon^{-1}))$ expected amortised update time. For constant $\varepsilon$ and $Ψ$, this spanner has near-linear size, uses near-linear space and has polylogarithmic update time. Furthermore, we observe that for any $\varepsilon < 1$, our spanner also serves as a connectivity data structure. With a slight adaptation of our techniques, this leads to better bounds for dynamically supporting connectivity queries in a disk intersection graph. In particular, we improve the space usage when compared to the dynamic data structure of (Baumann et al., DCG'24), replacing the linear dependency on $Ψ$ by a polylogarithmic dependency. Finally, we generalise our results to $d$-dimensional hypercubes.

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The Contiguous Art Gallery Problem is in Θ(n log n)

Recently, a natural variant of the Art Gallery problem, known as the \emph{Contiguous Art Gallery problem} was proposed. Given a simple polygon $P$, the goal is to partition its boundary $\partial P$ into the smallest number of contiguous segments such that each segment is completely visible from some point in $P$. Unlike the classical Art Gallery problem, which is NP-hard, this variant is polynomial-time solvable. At SoCG~2025, three independent works presented algorithms for this problem, each achieving a running time of $O(k n^5 \log n)$ (or $O(n^6\log n)$), where $k$ is the size of an optimal solution. Interestingly, these results were obtained using entirely different approaches, yet all led to roughly the same asymptotic complexity, suggesting that such a running time might be inherent to the problem. We show that this is not the case. In the real RAM-model, the prevalent model in computational geometry, we present an $O(n \log n)$-time algorithm, achieving an $O(k n^4)$ factor speed-up over the previous state-of-the-art. We also give a straightforward sorting-based lower bound by reducing from the set intersection problem. We thus show that the Contiguous Art Gallery problem is in $Θ(n \log n)$.

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Instance and Universally Optimal Bounds for Imprecise Pareto Fronts

In the imprecise geometry model, the input is an imprecise point set, which is a family of regions $F = (R_1, \ldots,R_n)$, where for each $R_i$ one may retrieve the true point $p_i \in R_i$. By preprocessing $F$, we can construct the output, in our case the Pareto front, on $P$ faster. We efficiently construct the Pareto front of an imprecise point set in the plane. Efficiency is interpreted in two ways: minimizing (i) the number of retrievals, and (ii) the computation time used to determine the set of regions that must be retrieved and to construct the Pareto front. We present an algorithm to construct the Pareto front for possibly overlapping rectangles that is \emph{instance-optimal} with respect to the number of retrievals, meaning that for every fixed input $(F, P)$, there is no algorithm that retrieves asymptotically fewer regions to compute the output. This is a strong algorithmic quality, as it means that our algorithm is competitive even to clairvoyant algorithms which know a correct guess of the output and only have to verify its correctness. In terms of algorithmic running time, instance-optimality is provably unobtainable. We instead present an algorithm which is within a $\log n$-factor of instance-optimality. This generalizes earlier results to overlapping input regions, at only a minor cost in running time. For unit squares, we present an algorithm that is not only instance-optimal in the number of retrievals, but also \emph{universally} optimal in terms of running time, meaning that for any fixed set of regions $F$, no algorithm has a better worst-case running time for all possible point sets $P$. This is the first universally optimal algorithm for overlapping planar input. Compared to previous work, this result improves the degree of overlap, the preprocessing time, the number of retrievals, and the running time.

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Exact solutions to the Weighted Region Problem

In this paper, we consider the Weighted Region Problem. In the Weighted Region Problem, the length of a path is defined as the sum of the weights of the subpaths within each region, where the weight of a subpath is its Euclidean length multiplied by a weight $ α\geq 0 $ depending on the region. We study a restricted version of the problem of determining shortest paths through a single weighted rectangular region. We prove that even this very restricted version of the problem is unsolvable within the Algebraic Computation Model over the Rational Numbers (ACMQ). On the positive side, we provide the equations for the shortest paths that are computable within the ACMQ. Additionally, we provide equations for the bisectors between regions of the Shortest Path Map for a source point on the boundary of (or inside) the rectangular region.

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Minimum Exposure Motion Planning

We investigate multiple fundamental variants of the classic coordinated motion planning (CMP) problem for unit square robots in the plane under the $L_1$ metric. In coordinated motion planning, we are given two arrangements of $k$ robots and are tasked with finding a movement schedule that minimizes a certain objective function. The two most prominent objective functions are the sum of distances traveled (Min-Sum) and the latest time of arrival (Min-Makespan). Both objectives have previously been studied extensively. We introduce a new objective function for CMP in the plane. The proposed Min-Exposure objective function defines a set of polygonal regions in the plane that provide cover and asks for a schedule with minimal elapsed time during which at least one robot is partially or fully outside of these regions. We give an $\mathcal{O}(n^4\log n)$ time algorithm that computes exposure-minimal schedules for $k=2$ robots, and an XP algorithm for arbitrary $k$. As a result of independent interest, we leverage new insights to prove that both the Min-Makespan and Min-Sum objectives are fixed-parameter tractable (FPT) parameterized by the number of robots. Our parameterized complexity results generalize known FPT results for rectangular grid graphs [Eiben, Ganian, and Kanj, SoCG'23].

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Instance-Optimal Imprecise Convex Hull

Imprecise measurements of a point set P = (p1, ..., pn) can be modelled by a family of regions F = (R1, ..., Rn), where each imprecise region Ri contains a unique point pi. A retrieval models an accurate measurement by replacing an imprecise region Ri with its corresponding point pi. We construct the convex hull of an imprecise point set in the plane, where regions in F may be retrieved at unit cost. The goal is to determine the cyclic ordering of the convex hull vertices of P as efficiently as possible. Here, efficiency is interpreted in two ways: (i) minimising the number of retrievals, and (ii) computing each retrieval location quickly. Prior works focused on only one of these two aspects: either minimising retrievals or optimising algorithmic runtime. Our contribution is the first to simultaneously achieve both. Let r(F, P) denote the minimal number of retrievals required by any algorithm to determine the convex hull of P for a given instance (F, P). For a family F of n constant-complexity polygons, our main result is a reconstruction algorithm that performs O(r(F, P)) retrievals in O(r(F, P) log^3 n) time. Compared to previous approaches that achieve optimal retrieval counts, we improve the runtime per retrieval by a exponential factor, from polynomial to polylogarithmic. Compared to near-linear time algorithms, we significantly reduce the number of retrievals used, and broaden the input families to include overlapping regions. We further extend our results to simple k-gons and to pairwise disjoint disks with radii in [1,k], where our runtime scales linearly with k.

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Simpler is Faster: Practical Distance Reporting by Sorting Along a Space-Filling Curve

Range reporting is a classical problem in computational geometry. A (rectangular) reporting data structure stores a point set $P$, such that, given a (rectangular) query region $Δ$, it returns all points in $P \cap Δ$. A variety of data structures support such queries with differing asymptotic guarantees such as k-d trees, range trees, R-trees, and quadtrees. A common variant of range queries are distance reporting queries, where the input is a query point $q$ and a radius $δ$, and the goal is to report all points in $P$ within distance $δ$ of $q$. Such queries frequently arise as subroutines in geometric data structures. Practical implementations typically answer distance queries through rectangular range queries using the data structures listed before. This paper revisits a simple and practical heuristic for distance reporting, originally proposed in TCS'97: sort the input point set~$P$ along a space-filling curve. Queries then reduce to scanning at most four contiguous ranges along the sorted curve. The fact that sorting along a space-filling curve is beneficial for range reporting is well-known. Many implementations use this technique to speed up their query and construction times. The point that this paper makes is subtle, but interesting: we argue that often, it is the space-filling curve rather than the overall data structure that provides the performance benefits. Thus, we offer a simple but effective alternative: only sort $P$ along a space-filling curve instead. We compare this approach to eight range searching implementations, across an elaborate test suite of real-world and synthetic data. Our experiments confirm this simple 200-line code approach out-performs all high-end implementations in terms of space usage and construction time. It presents almost always the best query times. In a dynamic setting, our approach dominates in performance.

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Simpler and Faster Contiguous Art Gallery

The contiguous art gallery problem was introduced at SoCG'25 in a merged paper that combined three simultaneous results, each achieving a polynomial-time algorithm for the problem. This problem is a variant of the classical art gallery problem, first introduced by Klee in 1973. In the contiguous art gallery problem, we are given a polygon P and asked to determine the minimum number of guards needed, where each guard is assigned a contiguous portion of the boundary of P that it can see, such that all assigned portions together cover the boundary of P. The classical art gallery problem is NP-hard and ER-complete, and the three independent works investigated whether this variant admits a polynomial-time solution. Each of these works indeed presented such a solution, with the fastest running in O(k n^5 log n) time, where n denotes the number of vertices of P and k is the size of a minimum guard set covering the boundary of P. We present a solution that is both considerably simpler and significantly faster, yielding a concise and almost entirely self-contained O(k n^2 log^2 n)-time algorithm.

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Nearest Neighbor Searching in a Dynamic Simple Polygon

In the nearest neighbor problem, we are given a set $S$ of point sites that we want to store such that we can find the nearest neighbor of a (new) query point efficiently. In the dynamic version of the problem, the goal is to design a data structure that supports both efficient queries and updates, i.e. insertions and deletions in $S$. This problem has been widely studied in various settings, ranging from points in the plane to more general distance measures and even points within simple polygons. When the sites do not live in the plane but in some domain, another dynamic problem arises: what happens if not the sites, but the domain itself is subject to updates? Updating sites often results in local changes to the solution or data structure, while updating the domain may incur many global changes. For example, in the closest pair problem, inserting a point only requires us to check if this point is in the new closest pair, while updating the domain might change the distances between most pairs of points in our set. Presumably, this is the reason that this form of dynamization has received much less attention. Only some basic problems, such as shortest paths and ray shooting, have been studied in this setting. Here, we tackle the nearest neighbor problem in a dynamic simple polygon. We allow insertions into both the set of sites and the polygon. An insertion in the polygon is the addition of a line segment starting at the boundary of the polygon. We present a near-linear size --in both the number of sites and the complexity of the polygon-- data structure with sublinear update and query time. This is the first nearest neighbor data structure that allows for updates to the domain.

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The Complexity of Geodesic Spanners using Steiner Points

A geometric $t$-spanner $\mathcal{G}$ on a set $S$ of $n$ point sites in a metric space $P$ is a subgraph of the complete graph on $S$ such that for every pair of sites $p,q$ the distance in $\mathcal{G}$ is a most $t$ times the distance $d(p,q)$ in $P$. We call a connection between two sites a \emph{link}. In some settings, such as when $P$ is a simple polygon with $m$ vertices and a link is a shortest path in $P$, links can consist of $Θ(m)$ segments and thus have non-constant complexity. The spanner complexity is a measure of how compact a spanner is, which is equal to the sum of the complexities of all links in the spanner. In this paper, we study what happens if we are allowed to introduce $k$ Steiner points to reduce the spanner complexity. We study such Steiner spanners in simple polygons, polygonal domains, and edge-weighted trees. We show that Steiner points have only limited utility. For a spanner that uses $k$ Steiner points, we provide an $Ω(mn^{1/(t+1)}/k^{1/(t+1)})$ lower bound on the worst-case complexity of any $(t-\varepsilon)$-spanner, for any constant $\varepsilon \in (0,1)$ and integer constant $t \geq 2$. Additionally, we show NP-hardness for the problem of deciding whether a set of sites in a polygonal domain admits a $3$-spanner with a given maximum complexity using $k$ Steiner points. On the positive side, for trees we show how to build a $2t$-spanner that uses $k$ Steiner points of complexity $O(mn^{1/t}/k^{1/t} + n \log (n/k))$, for any integer $t \geq 1$. We generalize this to forests, and use it to obtain a $2\sqrt{2}t$-spanner in a simple polygon with complexity $O(mn^{1/t}(\log k)^{1+1/t}/k^{1/t} + n\log^2 n)$. When a link can be any path between two sites, we show how to improve the spanning ratio to $(2k+\varepsilon)$, for any constant $\varepsilon \in (0,2k)$, and how to build a $6t$-spanner in a polygonal domain with the same complexity.

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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.

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The Complexity of Geodesic Spanners

A geometric $t$-spanner for a set $S$ of $n$ point sites is an edge-weighted graph for which the (weighted) distance between any two sites $p,q \in S$ is at most $t$ times the original distance between $p$ and~$q$. We study geometric $t$-spanners for point sets in a constrained two-dimensional environment $P$. In such cases, the edges of the spanner may have non-constant complexity. Hence, we introduce a novel spanner property: the spanner complexity, that is, the total complexity of all edges in the spanner. Let $S$ be a set of $n$ point sites in a simple polygon $P$ with $m$ vertices. We present an algorithm to construct, for any fixed integer $k \geq 1$, a $2\sqrt{2}k$-spanner with complexity $O(mn^{1/k} + n\log^2 n)$ in $O(n\log^2n + m\log n + K)$ time, where $K$ denotes the output complexity. When we relax the restriction that the edges in the spanner are shortest paths, such that an edge in the spanner can be any path between two sites, we obtain for any constant $\varepsilon \in (0,2k)$ a relaxed geodesic $(2k + \varepsilon)$-spanner of the same complexity, where the constant is dependent on $\varepsilon$. When we consider sites in a polygonal domain $P$ with holes, we can construct a relaxed geodesic $6k$-spanner of complexity $O(mn^{1/k} + n\log^2 n)$ in $O((n+m)\log^2n\log m+ K)$ time. Additionally, for any constant $\varepsilon \in (0,1)$ and integer constant $t \geq 2$, we show a lower bound for the complexity of any $(t-\varepsilon)$-spanner of $Ω(mn^{1/(t-1)} + n)$.

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Towards Space Efficient Two-Point Shortest Path Queries in a Polygonal Domain

We devise a data structure that can answer shortest path queries for two query points in a polygonal domain $P$ on $n$ vertices. For any $\varepsilon > 0$, the space complexity of the data structure is $O(n^{10+\varepsilon })$ and queries can be answered in $O(\log n)$ time. Alternatively, we can achieve a space complexity of $O(n^{9+\varepsilon })$ by relaxing the query time to $O(\log^2 n)$. This is the first improvement upon a conference paper by Chiang and Mitchell from 1999. They present a data structure with $O(n^{11})$ space complexity and $O(\log n)$ query time. Our main result can be extended to include a space-time trade-off. Specifically, we devise data structures with $O(n^{9+\varepsilon}/\hspace{1pt} \ell^{4 + O(\varepsilon )})$ space complexity and $O(\ell \log^2 n )$ query time, for any integer $1 \leq \ell \leq n$. Furthermore, we present improved data structures with $O(\log n)$ query time for the special case where we restrict one (or both) of the query points to lie on the boundary of $P$. When one of the query points is restricted to lie on the boundary, and the other query point is unrestricted, the space complexity becomes $O(n^{6+\varepsilon})$. When both query points are on the boundary, the space complexity is decreased further to $O(n^{4+\varepsilon })$, thereby improving an earlier result of Bae and Okamoto.

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Competitive Searching over Terrains

We study a variant of the searching problem where the environment consists of a known terrain and the goal is to obtain visibility of an unknown target point on the surface of the terrain. The searcher starts on the surface of the terrain and is allowed to fly above the terrain. The goal is to devise a searching strategy that minimizes the competitive ratio, that is, the worst-case ratio between the distance traveled by the searching strategy and the minimum travel distance needed to detect the target. For $1.5$D terrains we show that any searching strategy has a competitive ratio of at least $\sqrt{82}$ and we present a nearly-optimal searching strategy that achieves a competitive ratio of $3\sqrt{19/2} \approx \sqrt{82} + 0.19$. This strategy extends directly to the case where the searcher has no knowledge of the terrain beforehand. For $2.5$D terrains we show that the optimal competitive ratio depends on the maximum slope $λ$ of the terrain, and is hence unbounded in general. Specifically, we provide a lower bound on the competitive ratio of $Ω(\sqrtλ)$. Finally, we complement the lower bound with a searching strategy based on the maximum slope of the known terrain, which achieves a competitive ratio of $O(\sqrtλ)$.

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Dynamic Data Structures for $k$-Nearest Neighbor Queries

Our aim is to develop dynamic data structures that support $k$-nearest neighbors ($k$-NN) queries for a set of $n$ point sites in the plane in $O(f(n) + k)$ time, where $f(n)$ is some polylogarithmic function of $n$. The key component is a general query algorithm that allows us to find the $k$-NN spread over $t$ substructures simultaneously, thus reducing an $O(tk)$ term in the query time to $O(k)$. Combining this technique with the logarithmic method allows us to turn any static $k$-NN data structure into a data structure supporting both efficient insertions and queries. For the fully dynamic case, this technique allows us to recover the deterministic, worst-case, $O(\log^2n/\log\log n +k)$ query time for the Euclidean distance claimed before, while preserving the polylogarithmic update times. We adapt this data structure to also support fully dynamic \emph{geodesic} $k$-NN queries among a set of sites in a simple polygon. For this purpose, we design a shallow cutting based, deletion-only $k$-NN data structure. More generally, we obtain a dynamic planar $k$-NN data structure for any type of distance functions for which we can build vertical shallow cuttings. We apply all of our methods in the plane for the Euclidean distance, the geodesic distance, and general, constant-complexity, algebraic distance functions.

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