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Valentin Polishchuk

Publications and source records attributed to Valentin Polishchuk.

At least 19 recordsLinked to original sources

Covering and Partitioning Complex Objects with Small Pieces

We study the problems of covering or partitioning a polygon $P$ (possibly with holes) using a minimum number of small pieces, where a small piece is a connected sub-polygon contained in an axis-aligned unit square. For covering, we seek to write $P$ as a union of small pieces, and in partitioning, we furthermore require the pieces to be pairwise interior-disjoint. We show that these problems are in fact equivalent: Optimum covers and partitions have the same number of pieces. For covering, a natural local search algorithm repeatedly attempts to replace $k$ pieces from a candidate cover with $k-1$ pieces. In two dimensions and for sufficiently large $k$, we show that when no such swap is possible, the cover is a $1+O(1/\sqrt k)$-approximation, hence obtaining the first PTAS for the problem. Prior to our work, the only known algorithm was a $13$-approximation that only works for polygons without holes [Abrahamsen and Rasmussen, SODA 2025]. In contrast, in the three dimensional version of the problem, for a polyhedron $P$ of complexity $n$, we show that it is NP-hard to approximate an optimal cover or partition to within a factor that is logarithmic in $n$, even if $P$ is simple, i.e., has genus $0$ and no holes.

cs.CG

Vantage Point Selection Algorithms for Bottleneck Capacity Estimation

Motivated by the problem of estimating bottleneck capacities on the Internet, we formulate and study the problem of vantage point selection. We are given a graph $G=(V, E)$ whose edges $E$ have unknown capacity values that are to be discovered. Probes from a vantage point, i.e, a vertex $v \in V$, along shortest paths from $v$ to all other vertices, reveal bottleneck edge capacities along each path. Our goal is to select $k$ vantage points from $V$ that reveal the maximum number of bottleneck edge capacities. We consider both a non-adaptive setting where all $k$ vantage points are selected before any bottleneck capacity is revealed, and an adaptive setting where each vantage point selection instantly reveals bottleneck capacities along all shortest paths starting from that point. In the non-adaptive setting, by considering a relaxed model where edge capacities are drawn from a random permutation (which still leaves the problem of maximizing the expected number of revealed edges NP-hard), we are able to give a $1-1/e$ approximate algorithm. In the adaptive setting we work with the least permissive model where edge capacities are arbitrarily fixed but unknown. We compare with the best solution for the particular input instance (i.e. by enumerating all choices of $k$ tuples), and provide both lower bounds on instance optimal approximation algorithms and upper bounds for trees and planar graphs.

cs.DS

Contiguous Boundary Guarding

We study the problem of guarding the boundary of a simple polygon with a minimum number of guards such that each guard covers a contiguous portion of the boundary. First, we present a simple greedy algorithm for this problem that returns a guard set of size at most OPT + 1, where OPT is the number of guards in an optimal solution. Then, we present a polynomial-time exact algorithm. While the algorithm is not complicated, its correctness proof is rather involved. This result is interesting in the sense that guarding problems are typically NP-hard and, in particular, it is NP-hard to minimize the number of guards to see the boundary of a simple polygon, without the contiguous boundary guarding constraint. From the combinatorial point of view, we show that any $n$-vertex polygon can be guarded by at most $\lfloor \frac{n-2}{2}\rfloor$ guards. This bound is tight because there are polygons that require this many guards.

cs.CG

Optimizing Visibility-based Search in Polygonal Domains

Given a geometric domain $P$, visibility-based search problems seek routes for one or more mobile agents ("watchmen") to move within $P$ in order to be able to see a portion (or all) of $P$, while optimizing objectives, such as the length(s) of the route(s), the size (e.g., area or volume) of the portion seen, the probability of detecting a target distributed within $P$ according to a prior distribution, etc. The classic watchman route problem seeks a shortest route for an observer, with omnidirectional vision, to see all of $P$. In this paper we study bicriteria optimization problems for a single mobile agent within a polygonal domain $P$ in the plane, with the criteria of route length and area seen. Specifically, we address the problem of computing a minimum length route that sees at least a specified area of $P$ (minimum length, for a given area quota). We also study the problem of computing a length-constrained route that sees as much area as possible. We provide hardness results and approximation algorithms. In particular, for a simple polygon $P$ we provide the first fully polynomial-time approximation scheme for the problem of computing a shortest route seeing an area quota, as well as a (slightly more efficient) polynomial dual approximation. We also consider polygonal domains $P$ (with holes) and the special case of a planar domain consisting of a union of lines. Our results yield the first approximation algorithms for computing a time-optimal search route in $P$ to guarantee some specified probability of detection of a static target within $P$, randomly distributed in $P$ according to a given prior distribution.

cs.CG

Convex Hulls, Triangulations, and Voronoi Diagrams of Planar Point Sets on the Congested Clique

We consider geometric problems on planar $n^2$-point sets in the congested clique model. Initially, each node in the $n$-clique network holds a batch of $n$ distinct points in the Euclidean plane given by $O(\log n)$-bit coordinates. In each round, each node can send a distinct $O(\log n)$-bit message to each other node in the clique and perform unlimited local computations. We show that the convex hull of the input $n^2$-point set can be constructed in $O(\min\{ h,\log n\})$ rounds, where $h$ is the size of the hull, on the congested clique. We also show that a triangulation of the input $n^2$-point set can be constructed in $O(\log^2n)$ rounds on the congested clique. Finally, we demonstrate that the Voronoi diagram of $n^2$ points with $O(\log n)$-bit coordinates drawn uniformly at random from a unit square can be computed within the square with high probability in $O(1)$ rounds on the congested clique.

cs.DC

Prediction and Prevention of Pandemics via Graphical Model Inference and Convex Programming

Hard-to-predict bursts of COVID-19 pandemic revealed significance of statistical modeling which would resolve spatio-temporal correlations over geographical areas, for example spread of the infection over a city with census tract granularity. In this manuscript, we provide algorithmic answers to the following two inter-related public health challenges. (1) Inference Challenge: assuming that there are $N$ census blocks (nodes) in the city, and given an initial infection at any set of nodes, what is the probability for a subset of census blocks to become infected by the time the spread of the infection burst is stabilized? (2) Prevention Challenge: What is the minimal control action one can take to minimize the infected part of the stabilized state footprint? To answer the challenges, we build a Graphical Model of pandemic of the attractive Ising (pair-wise, binary) type, where each node represents a census track and each edge factor represents the strength of the pairwise interaction between a pair of nodes. We show that almost all attractive Ising Models on dense graphs result in either of the two modes for the most probable state: either all nodes which were not infected initially became infected, or all the initially uninfected nodes remain uninfected. This bi-modal solution of the Inference Challenge allows us to re-state the Prevention Challenge as the following tractable convex programming: for the bare Ising Model with pair-wise and bias factors representing the system without prevention measures, such that the MAP state is fully infected for at least one of the initial infection patterns, find the closest, in $l_1$ norm, set of factors resulting in all the MAP states of the Ising model, with the optimal prevention measures applied, to become safe.

cs.SI

On Flipping the Fr\'{e}chet distance

The classical and extensively-studied Fr\'echet distance between two curves is defined as an inf max, where the infimum is over all traversals of the curves, and the maximum is over all concurrent positions of the two agents. In this article we investigate a "flipped" Fr\'echet measure defined by a sup min -- the supremum is over all traversals of the curves, and the minimum is over all concurrent positions of the two agents. This measure produces a notion of "social distance" between two curves (or general domains), where agents traverse curves while trying to stay as far apart as possible. We first study the flipped Fr\'echet measure between two polygonal curves in one and two dimensions, providing conditional lower bounds and matching algorithms. We then consider this measure on polygons, where it denotes the minimum distance that two agents can maintain while restricted to travel in or on the boundary of the same polygon. We investigate several variants of the problem in this setting, for some of which we provide linear time algorithms. Finally, we consider this measure on graphs. We draw connections between our proposed flipped Fr\'echet measure and existing related work in computational geometry, hoping that our new measure may spawn investigations akin to those performed for the Fr\'echet distance, and into further interesting problems that arise.

cs.CG

Cutting Polygons into Small Pieces with Chords: Laser-Based Localization

Motivated by indoor localization by tripwire lasers, we study the problem of cutting a polygon into small-size pieces, using the chords of the polygon. Several versions are considered, depending on the definition of the "size" of a piece. In particular, we consider the area, the diameter, and the radius of the largest inscribed circle as a measure of the size of a piece. We also consider different objectives, either minimizing the maximum size of a piece for a given number of chords, or minimizing the number of chords that achieve a given size threshold for the pieces. We give hardness results for polygons with holes and approximation algorithms for multiple variants of the problem.

cs.CG

Geometric secluded paths and planar satisfiability

We consider paths with low \emph{exposure} to a 2D polygonal domain, i.e., paths which are seen as little as possible; we differentiate between \emph{integral} exposure (when we care about how long the path sees every point of the domain) and \emph{0/1} exposure (just counting whether a point is seen by the path or not). For the integral exposure, we give a PTAS for finding the minimum-exposure path between two given points in the domain; for the 0/1 version, we prove that in a simple polygon the shortest path has the minimum exposure, while in domains with holes the problem becomes NP-hard. We also highlight connections of the problem to minimum satisfiability and settle hardness of variants of planar min- and max-SAT.

cs.CG

Euclidean TSP, Motorcycle Graphs, and Other New Applications of Nearest-Neighbor Chains

We show new applications of the nearest-neighbor chain algorithm, a technique that originated in agglomerative hierarchical clustering. We apply it to a diverse class of geometric problems: we construct the greedy multi-fragment tour for Euclidean TSP in $O(n\log n)$ time in any fixed dimension and for Steiner TSP in planar graphs in $O(n\sqrt{n}\log n)$ time; we compute motorcycle graphs (which are a central part in straight skeleton algorithms) in $O(n^{4/3+\varepsilon})$ time for any $\varepsilon>0$; we introduce a narcissistic variant of the $k$-attribute stable matching model, and solve it in $O(n^{2-4/(k(1+\varepsilon)+2)})$ time; we give a linear-time $2$-approximation for a 1D geometric set cover problem with applications to radio station placement.

cs.CG

Altitude Terrain Guarding and Guarding Uni-Monotone Polygons

We present an optimal, linear-time algorithm for the following version of terrain guarding: given a 1.5D terrain and a horizontal line, place the minimum number of guards on the line to see all of the terrain. We prove that the cardinality of the minimum guard set coincides with the cardinality of a maximum number of ``witnesses'', i.e., terrain points, no two of which can be seen by a single guard. We show that our results also apply to the Art Gallery problem in ``monotone mountains'', i.e., $x$-monotone polygons with a single edge as one of the boundary chains. This means that any monotone mountain is ``perfect'' (its guarding number is the same as its witness number); we thus establish the first non-trivial class of perfect polygons.

cs.CG

Most vital segment barriers

We study continuous analogues of "vitality" for discrete network flows/paths, and consider problems related to placing segment barriers that have highest impact on a flow/path in a polygonal domain. This extends the graph-theoretic notion of "most vital arcs" for flows/paths to geometric environments. We give hardness results and efficient algorithms for various versions of the problem, (almost) completely separating hard and polynomially-solvable cases.

cs.CG

Service Allocation in a Mobile Fog Infrastructure under Availability and QoS Constraints

The next generation of mobile networks, namely 5G, and the Internet of Things (IoT) have brought a large number of delay sensitive services. In this context Cloud services are migrating to the edge of the networks to reduce latency. The notion of Fog computing, where the edge plays an active role in the execution of services, comes to meet the need for the stringent requirements. Thus, it becomes of a high importance to elegantly formulate and optimize this problem of mapping demand to supply. This work does exactly that, taking into account two key aspects of a service allocation problem in the Fog, namely modeling cost of executing a given set of services, and the randomness of resources availability, which may come from pre-existing load or server mobility. We introduce an integer optimization formulation to minimize the total cost under a guarantee of service execution despite the uncertainty of resources availability.

cs.NI

Computing the $L_1$ Geodesic Diameter and Center of a Polygonal Domain

For a polygonal domain with $h$ holes and a total of $n$ vertices, we present algorithms that compute the $L_1$ geodesic diameter in $O(n^2+h^4)$ time and the $L_1$ geodesic center in $O((n^4+n^2 h^4)α(n))$ time, respectively, where $α(\cdot)$ denotes the inverse Ackermann function. No algorithms were known for these problems before. For the Euclidean counterpart, the best algorithms compute the geodesic diameter in $O(n^{7.73})$ or $O(n^7(h+\log n))$ time, and compute the geodesic center in $O(n^{11}\log n)$ time. Therefore, our algorithms are significantly faster than the algorithms for the Euclidean problems. Our algorithms are based on several interesting observations on $L_1$ shortest paths in polygonal domains.

cs.CG

The Minimum Backlog Problem

We study the minimum backlog problem (MBP). This online problem arises, e.g., in the context of sensor networks. We focus on two main variants of MBP. The discrete MBP is a 2-person game played on a graph $G=(V,E)$. The player is initially located at a vertex of the graph. In each time step, the adversary pours a total of one unit of water into cups that are located on the vertices of the graph, arbitrarily distributing the water among the cups. The player then moves from her current vertex to an adjacent vertex and empties the cup at that vertex. The player's objective is to minimize the backlog, i.e., the maximum amount of water in any cup at any time. The geometric MBP is a continuous-time version of the MBP: the cups are points in the two-dimensional plane, the adversary pours water continuously at a constant rate, and the player moves in the plane with unit speed. Again, the player's objective is to minimize the backlog. We show that the competitive ratio of any algorithm for the MBP has a lower bound of $Ω(D)$, where $D$ is the diameter of the graph (for the discrete MBP) or the diameter of the point set (for the geometric MBP). Therefore we focus on determining a strategy for the player that guarantees a uniform upper bound on the absolute value of the backlog. For the absolute value of the backlog there is a trivial lower bound of $Ω(D)$, and the deamortization analysis of Dietz and Sleator gives an upper bound of $O(D\log N)$ for $N$ cups. Our main result is a tight upper bound for the geometric MBP: we show that there is a strategy for the player that guarantees a backlog of $O(D)$, independently of the number of cups.

cs.DS

On the complexity of minimum-link path problems

We revisit the minimum-link path problem: Given a polyhedral domain and two points in it, connect the points by a polygonal path with minimum number of edges. We consider settings where the vertices and/or the edges of the path are restricted to lie on the boundary of the domain, or can be in its interior. Our results include bit complexity bounds, a novel general hardness construction, and a polynomial-time approximation scheme. We fully characterize the situation in 2D, and provide first results in dimensions 3 and higher for several variants of the problem. Concretely, our results resolve several open problems. We prove that computing the minimum-link diffuse reflection path, motivated by ray tracing in computer graphics, is NP-hard, even for two-dimensional polygonal domains with holes. This has remained an open problem [1] despite a large body of work on the topic. We also resolve the open problem from [2] mentioned in the handbook [3] (see Chapter 27.5, Open problem 3) and The Open Problems Project [4] (see Problem 22): "What is the complexity of the minimum-link path problem in 3-space?" Our results imply that the problem is NP-hard even on terrains (and hence, due to discreteness of the answer, there is no FPTAS unless P=NP), but admits a PTAS.

cs.CG

Improved Approximation Algorithms for Relay Placement

In the relay placement problem the input is a set of sensors and a number $r \ge 1$, the communication range of a relay. In the one-tier version of the problem the objective is to place a minimum number of relays so that between every pair of sensors there is a path through sensors and/or relays such that the consecutive vertices of the path are within distance $r$ if both vertices are relays and within distance 1 otherwise. The two-tier version adds the restrictions that the path must go through relays, and not through sensors. We present a 3.11-approximation algorithm for the one-tier version and a PTAS for the two-tier version. We also show that the one-tier version admits no PTAS, assuming P $\ne$ NP.

cs.DS

On Minimizing Crossings in Storyline Visualizations

In a storyline visualization, we visualize a collection of interacting characters (e.g., in a movie, play, etc.) by $x$-monotone curves that converge for each interaction, and diverge otherwise. Given a storyline with $n$ characters, we show tight lower and upper bounds on the number of crossings required in any storyline visualization for a restricted case. In particular, we show that if (1) each meeting consists of exactly two characters and (2) the meetings can be modeled as a tree, then we can always find a storyline visualization with $O(n\log n)$ crossings. Furthermore, we show that there exist storylines in this restricted case that require $Ω(n\log n)$ crossings. Lastly, we show that, in the general case, minimizing the number of crossings in a storyline visualization is fixed-parameter tractable, when parameterized on the number of characters $k$. Our algorithm runs in time $O(k!^2k\log k + k!^2m)$, where $m$ is the number of meetings.

cs.DS