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Uri Zwick

Publications and source records attributed to Uri Zwick.

30 records · Page 2Linked to original sources

Hollow Heaps

We introduce the hollow heap, a very simple data structure with the same amortized efficiency as the classical Fibonacci heap. All heap operations except delete and delete-min take $O(1)$ time, worst case as well as amortized; delete and delete-min take $O(\log n)$ amortized time on a heap of $n$ items. Hollow heaps are by far the simplest structure to achieve this. Hollow heaps combine two novel ideas: the use of lazy deletion and re-insertion to do decrease-key operations, and the use of a dag (directed acyclic graph) instead of a tree or set of trees to represent a heap. Lazy deletion produces hollow nodes (nodes without items), giving the data structure its name.

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Errata for: A subexponential lower bound for the Random Facet algorithm for Parity Games

In Friedmann, Hansen, and Zwick (2011) we claimed that the expected number of pivoting steps performed by the Random-Facet algorithm of Kalai and of Matousek, Sharir, and Welzl is equal to the expected number of pivoting steps performed by Random-Facet^*, a variant of Random-Facet that bases its random decisions on one random permutation. We then obtained a lower bound on the expected number of pivoting steps performed by Random-Facet^* and claimed that the same lower bound holds also for Random-Facet. Unfortunately, the claim that the expected numbers of steps performed by Random-Facet and Random-Facet^* are the same is false. We provide here simple examples that show that the expected numbers of steps performed by the two algorithms are not the same.

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Random-Facet and Random-Bland require subexponential time even for shortest paths

The Random-Facet algorithm of Kalai and of Matousek, Sharir and Welzl is an elegant randomized algorithm for solving linear programs and more general LP-type problems. Its expected subexponential time of $2^{\tilde{O}(\sqrt{m})}$, where $m$ is the number of inequalities, makes it the fastest known combinatorial algorithm for solving linear programs. We previously showed that Random-Facet performs an expected number of $2^{\tildeΩ(\sqrt[3]{m})}$ pivoting steps on some LPs with $m$ inequalities that correspond to $m$-action Markov Decision Processes (MDPs). We also showed that Random-Facet-1P, a one permutation variant of Random-Facet, performs an expected number of $2^{\tilde{O}(\sqrt{m})}$ pivoting steps on these examples. Here we show that the same results can be obtained using LPs that correspond to instances of the classical shortest paths problem. This shows that the stochasticity of the MDPs, which is essential for obtaining lower bounds for Random-Edge, is not needed in order to obtain lower bounds for Random-Facet. We also show that our new $2^{\tildeΩ(\sqrt{m})}$ lower bound applies to Random-Bland, a randomized variant of the classical anti-cycling rule suggested by Bland.

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Fibonacci Heaps Revisited

The Fibonacci heap is a classic data structure that supports deletions in logarithmic amortized time and all other heap operations in O(1) amortized time. We explore the design space of this data structure. We propose a version with the following improvements over the original: (i) Each heap is represented by a single heap-ordered tree, instead of a set of trees. (ii) Each decrease-key operation does only one cut and a cascade of rank changes, instead of doing a cascade of cuts. (iii) The outcomes of all comparisons done by the algorithm are explicitly represented in the data structure, so none are wasted. We also give an example to show that without cascading cuts or rank changes, both the original data structure and the new version fail to have the desired efficiency, solving an open problem of Fredman. Finally, we illustrate the richness of the design space by proposing several alternative ways to do cascading rank changes, including a randomized strategy related to one previously proposed by Karger. We leave the analysis of these alternatives as intriguing open problems.

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A forward-backward single-source shortest paths algorithm

We describe a new forward-backward variant of Dijkstra's and Spira's Single-Source Shortest Paths (SSSP) algorithms. While essentially all SSSP algorithm only scan edges forward, the new algorithm scans some edges backward. The new algorithm assumes that edges in the outgoing and incoming adjacency lists of the vertices appear in non-decreasing order of weight. (Spira's algorithm makes the same assumption about the outgoing adjacency lists, but does not use incoming adjacency lists.) The running time of the algorithm on a complete directed graph on $n$ vertices with independent exponential edge weights is $O(n)$, with very high probability. This improves on the previously best result of $O(n\log n)$, which is best possible if only forward scans are allowed, exhibiting an interesting separation between forward-only and forward-backward SSSP algorithms. As a consequence, we also get a new all-pairs shortest paths algorithm. The expected running time of the algorithm on complete graphs with independent exponential edge weights is $O(n^2)$, matching a recent algorithm of Demetrescu and Italiano as analyzed by Peres et al. Furthermore, the probability that the new algorithm requires more than $O(n^2)$ time is exponentially small, improving on the $O(n^{-1/26})$ probability bound obtained by Peres et al.

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Adjacency labeling schemes and induced-universal graphs

We describe a way of assigning labels to the vertices of any undirected graph on up to $n$ vertices, each composed of $n/2+O(1)$ bits, such that given the labels of two vertices, and no other information regarding the graph, it is possible to decide whether or not the vertices are adjacent in the graph. This is optimal, up to an additive constant, and constitutes the first improvement in almost 50 years of an $n/2+O(\log n)$ bound of Moon. As a consequence, we obtain an induced-universal graph for $n$-vertex graphs containing only $O(2^{n/2})$ vertices, which is optimal up to a multiplicative constant, solving an open problem of Vizing from 1968. We obtain similar tight results for directed graphs, tournaments and bipartite graphs.

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All-Pairs Shortest Paths in $O(n^2)$ time with high probability

We present an all-pairs shortest path algorithm whose running time on a complete directed graph on $n$ vertices whose edge weights are chosen independently and uniformly at random from $[0,1]$ is $O(n^2)$, in expectation and with high probability. This resolves a long standing open problem. The algorithm is a variant of the dynamic all-pairs shortest paths algorithm of Demetrescu and Italiano. The analysis relies on a proof that the number of \emph{locally shortest paths} in such randomly weighted graphs is $O(n^2)$, in expectation and with high probability. We also present a dynamic version of the algorithm that recomputes all shortest paths after a random edge update in $O(\log^{2}n)$ expected time.

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Strategy iteration is strongly polynomial for 2-player turn-based stochastic games with a constant discount factor

Ye showed recently that the simplex method with Dantzig pivoting rule, as well as Howard's policy iteration algorithm, solve discounted Markov decision processes (MDPs), with a constant discount factor, in strongly polynomial time. More precisely, Ye showed that both algorithms terminate after at most $O(\frac{mn}{1-γ}\log(\frac{n}{1-γ}))$ iterations, where $n$ is the number of states, $m$ is the total number of actions in the MDP, and $0<γ<1$ is the discount factor. We improve Ye's analysis in two respects. First, we improve the bound given by Ye and show that Howard's policy iteration algorithm actually terminates after at most $O(\frac{m}{1-γ}\log(\frac{n}{1-γ}))$ iterations. Second, and more importantly, we show that the same bound applies to the number of iterations performed by the strategy iteration (or strategy improvement) algorithm, a generalization of Howard's policy iteration algorithm used for solving 2-player turn-based stochastic games with discounted zero-sum rewards. This provides the first strongly polynomial algorithm for solving these games, resolving a long standing open problem.

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Overhang

How far off the edge of the table can we reach by stacking $n$ identical, homogeneous, frictionless blocks of length 1? A classical solution achieves an overhang of $1/2 H_n$, where $H_n ~ \ln n$ is the $n$th harmonic number. This solution is widely believed to be optimal. We show, however, that it is, in fact, exponentially far from optimality by constructing simple $n$-block stacks that achieve an overhang of $c n^{1/3}$, for some constant $c>0$.

math.HO↗

Maximum overhang

How far can a stack of $n$ identical blocks be made to hang over the edge of a table? The question dates back to at least the middle of the 19th century and the answer to it was widely believed to be of order $\log n$. Recently, Paterson and Zwick constructed $n$-block stacks with overhangs of order $n^{1/3}$, exponentially better than previously thought possible. We show here that order $n^{1/3}$ is indeed best possible, resolving the long-standing overhang problem up to a constant factor.

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Coloring k-colorable graphs using relatively small palettes

We obtain the following new coloring results: * A 3-colorable graph on $n$ vertices with maximum degree~$Δ$ can be colored, in polynomial time, using $O((Δ\logΔ)^{1/3} \cdot\log{n})$ colors. This slightly improves an $O((Δ^{{1}/{3}} \log^{1/2}Δ)\cdot\log{n})$ bound given by Karger, Motwani and Sudan. More generally, $k$-colorable graphs with maximum degree $Δ$ can be colored, in polynomial time, using $O((Δ^{1-{2}/{k}}\log^{1/k}Δ) \cdot\log{n})$ colors. * A 4-colorable graph on $n$ vertices can be colored, in polynomial time, using $\Ot(n^{7/19})$ colors. This improves an $\Ot(n^{2/5})$ bound given again by Karger, Motwani and Sudan. More generally, $k$-colorable graphs on $n$ vertices can be colored, in polynomial time, using $\Ot(n^{α_k})$ colors, where $α_5=97/207$, $α_6=43/79$, $α_7=1391/2315$, $α_8=175/271$, ... The first result is obtained by a slightly more refined probabilistic analysis of the semidefinite programming based coloring algorithm of Karger, Motwani and Sudan. The second result is obtained by combining the coloring algorithm of Karger, Motwani and Sudan, the combinatorial coloring algorithms of Blum and an extension of a technique of Alon and Kahale (which is based on the Karger, Motwani and Sudan algorithm) for finding relatively large independent sets in graphs that are guaranteed to have very large independent sets. The extension of the Alon and Kahale result may be of independent interest.

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All Pairs Shortest Paths using Bridging Sets and Rectangular Matrix Multiplication

We present two new algorithms for solving the {\em All Pairs Shortest Paths} (APSP) problem for weighted directed graphs. Both algorithms use fast matrix multiplication algorithms. The first algorithm solves the APSP problem for weighted directed graphs in which the edge weights are integers of small absolute value in $\Ot(n^{2+μ})$ time, where $μ$ satisfies the equation $ω(1,μ,1)=1+2μ$ and $ω(1,μ,1)$ is the exponent of the multiplication of an $n\times n^μ$ matrix by an $n^μ\times n$ matrix. Currently, the best available bounds on $ω(1,μ,1)$, obtained by Coppersmith, imply that $μ<0.575$. The running time of our algorithm is therefore $O(n^{2.575})$. Our algorithm improves on the $\Ot(n^{(3+ω)/2})$ time algorithm, where $ω=ω(1,1,1)<2.376$ is the usual exponent of matrix multiplication, obtained by Alon, Galil and Margalit, whose running time is only known to be $O(n^{2.688})$. The second algorithm solves the APSP problem {\em almost} exactly for directed graphs with {\em arbitrary} non-negative real weights. The algorithm runs in $\Ot((n^ω/\eps)\log (W/\eps))$ time, where $\eps>0$ is an error parameter and W is the largest edge weight in the graph, after the edge weights are scaled so that the smallest non-zero edge weight in the graph is 1. It returns estimates of all the distances in the graph with a stretch of at most $1+\eps$. Corresponding paths can also be found efficiently.

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