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Wolfgang Mulzer

Publications and source records attributed to Wolfgang Mulzer.

66 records · Page 4Linked to original sources

Interference Minimization in Asymmetric Sensor Networks

A fundamental problem in wireless sensor networks is to connect a given set of sensors while minimizing the \emph{receiver interference}. This is modeled as follows: each sensor node corresponds to a point in $\mathbb{R}^d$ and each \emph{transmission range} corresponds to a ball. The receiver interference of a sensor node is defined as the number of transmission ranges it lies in. Our goal is to choose transmission radii that minimize the maximum interference while maintaining a strongly connected asymmetric communication graph. For the two-dimensional case, we show that it is NP-complete to decide whether one can achieve a receiver interference of at most $5$. In the one-dimensional case, we prove that there are optimal solutions with nontrivial structural properties. These properties can be exploited to obtain an exact algorithm that runs in quasi-polynomial time. This generalizes a result by Tan et al. to the asymmetric case.

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Unions of Onions: Preprocessing Imprecise Points for Fast Onion Decomposition

Let $\mathcal{D}$ be a set of $n$ pairwise disjoint unit disks in the plane. We describe how to build a data structure for $\mathcal{D}$ so that for any point set $P$ containing exactly one point from each disk, we can quickly find the onion decomposition (convex layers) of $P$. Our data structure can be built in $O(n \log n)$ time and has linear size. Given $P$, we can find its onion decomposition in $O(n \log k)$ time, where $k$ is the number of layers. We also provide a matching lower bound. Our solution is based on a recursive space decomposition, combined with a fast algorithm to compute the union of two disjoint onion

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Data Structures on Event Graphs

We investigate the behavior of data structures when the input and operations are generated by an event graph. This model is inspired by Markov chains. We are given a fixed graph G, whose nodes are annotated with operations of the type insert, delete and query. The algorithm responds to the requests as it encounters them during a (random or adversarial) walk in G. We study the limit behavior of such a walk and give an efficient algorithm for recognizing which structures can be generated. We also give a near-optimal algorithm for successor searching if the event graph is a cycle and the walk is adversarial. For a random walk, the algorithm becomes optimal.

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Greedy is as Good as Delaunay (Almost)

Let S be a planar point set. Krznaric and Levcopoulos proved that given the Delaunay triangulation DT(S) for S, one can find the greedy triangulation GT(S) in linear time. We provide a (partial) converse of this result: given GT(S), it is possible to compute DT(S) in linear expected time. Thus, these structures are basically equivalent. To obtain our result, we generalize another algorithm by Krznaric and Levcopoulos to find a hierarchical clustering for S in linear time, once DT(S) is known. We show that their algorithm remains (almost) correct for any triangulation of bounded dilation, i.e., any triangulation in which the shortest path distance between any two points approximates their Euclidean distance. In general, however, the resulting running time may be superlinear. Nonetheless, we can show that the properties of the greedy triangulation suffice to guarantee a linear time bound.

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Convex Hull of Points Lying on Lines in o(n log n) Time after Preprocessing

Motivated by the desire to cope with data imprecision, we study methods for taking advantage of preliminary information about point sets in order to speed up the computation of certain structures associated with them. In particular, we study the following problem: given a set L of n lines in the plane, we wish to preprocess L such that later, upon receiving a set P of n points, each of which lies on a distinct line of L, we can construct the convex hull of P efficiently. We show that in quadratic time and space it is possible to construct a data structure on L that enables us to compute the convex hull of any such point set P in O(n alpha(n) log* n) expected time. If we further assume that the points are "oblivious" with respect to the data structure, the running time improves to O(n alpha(n)). The analysis applies almost verbatim when L is a set of line-segments, and yields similar asymptotic bounds. We present several extensions, including a trade-off between space and query time and an output-sensitive algorithm. We also study the "dual problem" where we show how to efficiently compute the (<= k)-level of n lines in the plane, each of which lies on a distinct point (given in advance). We complement our results by Omega(n log n) lower bounds under the algebraic computation tree model for several related problems, including sorting a set of points (according to, say, their x-order), each of which lies on a given line known in advance. Therefore, the convex hull problem under our setting is easier than sorting, contrary to the "standard" convex hull and sorting problems, in which the two problems require Theta(n log n) steps in the worst case (under the algebraic computation tree model).

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Memory-Constrained Algorithms for Simple Polygons

A constant-workspace algorithm has read-only access to an input array and may use only O(1) additional words of $O(\log n)$ bits, where $n$ is the size of the input. We assume that a simple $n$-gon is given by the ordered sequence of its vertices. We show that we can find a triangulation of a plane straight-line graph in $O(n^2)$ time. We also consider preprocessing a simple polygon for shortest path queries when the space constraint is relaxed to allow $s$ words of working space. After a preprocessing of $O(n^2)$ time, we are able to solve shortest path queries between any two points inside the polygon in $O(n^2/s)$ time.

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Triangulating the Square and Squaring the Triangle: Quadtrees and Delaunay Triangulations are Equivalent

We show that Delaunay triangulations and compressed quadtrees are equivalent structures. More precisely, we give two algorithms: the first computes a compressed quadtree for a planar point set, given the Delaunay triangulation; the second finds the Delaunay triangulation, given a compressed quadtree. Both algorithms run in deterministic linear time on a pointer machine. Our work builds on and extends previous results by Krznaric and Levcopolous and Buchin and Mulzer. Our main tool for the second algorithm is the well-separated pair decomposition(WSPD), a structure that has been used previously to find Euclidean minimum spanning trees in higher dimensions (Eppstein). We show that knowing the WSPD (and a quadtree) suffices to compute a planar Euclidean minimum spanning tree (EMST) in linear time. With the EMST at hand, we can find the Delaunay triangulation in linear time. As a corollary, we obtain deterministic versions of many previous algorithms related to Delaunay triangulations, such as splitting planar Delaunay triangulations, preprocessing imprecise points for faster Delaunay computation, and transdichotomous Delaunay triangulations.

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A Static Optimality Transformation with Applications to Planar Point Location

Over the last decade, there have been several data structures that, given a planar subdivision and a probability distribution over the plane, provide a way for answering point location queries that is fine-tuned for the distribution. All these methods suffer from the requirement that the query distribution must be known in advance. We present a new data structure for point location queries in planar triangulations. Our structure is asymptotically as fast as the optimal structures, but it requires no prior information about the queries. This is a 2D analogue of the jump from Knuth's optimum binary search trees (discovered in 1971) to the splay trees of Sleator and Tarjan in 1985. While the former need to know the query distribution, the latter are statically optimal. This means that we can adapt to the query sequence and achieve the same asymptotic performance as an optimum static structure, without needing any additional information.

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Self-improving Algorithms for Coordinate-wise Maxima

Computing the coordinate-wise maxima of a planar point set is a classic and well-studied problem in computational geometry. We give an algorithm for this problem in the \emph{self-improving setting}. We have $n$ (unknown) independent distributions $\cD_1, \cD_2, ..., \cD_n$ of planar points. An input pointset $(p_1, p_2, ..., p_n)$ is generated by taking an independent sample $p_i$ from each $\cD_i$, so the input distribution $\cD$ is the product $\prod_i \cD_i$. A self-improving algorithm repeatedly gets input sets from the distribution $\cD$ (which is \emph{a priori} unknown) and tries to optimize its running time for $\cD$. Our algorithm uses the first few inputs to learn salient features of the distribution, and then becomes an optimal algorithm for distribution $\cD$. Let $\OPT_\cD$ denote the expected depth of an \emph{optimal} linear comparison tree computing the maxima for distribution $\cD$. Our algorithm eventually has an expected running time of $O(\text{OPT}_\cD + n)$, even though it did not know $\cD$ to begin with. Our result requires new tools to understand linear comparison trees for computing maxima. We show how to convert general linear comparison trees to very restricted versions, which can then be related to the running time of our algorithm. An interesting feature of our algorithm is an interleaved search, where the algorithm tries to determine the likeliest point to be maximal with minimal computation. This allows the running time to be truly optimal for the distribution $\cD$.

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A Lower Bound for Shallow Partitions

Let P be a planar n-point set. A k-partition of P is a subdivision of P into n/k parts of roughly equal size and a sequence of triangles such that each part is contained in a triangle. A line is k-shallow if it has at most k points of P below it. The crossing number of a k-partition is the maximum number of triangles in the partition that any k-shallow line intersects. We give a lower bound of Omega(log (n/k)/loglog(n/k)) for this crossing number, answering a 20-year old question of Matousek.

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Self-Improving Algorithms

We investigate ways in which an algorithm can improve its expected performance by fine-tuning itself automatically with respect to an unknown input distribution D. We assume here that D is of product type. More precisely, suppose that we need to process a sequence I_1, I_2, ... of inputs I = (x_1, x_2, ..., x_n) of some fixed length n, where each x_i is drawn independently from some arbitrary, unknown distribution D_i. The goal is to design an algorithm for these inputs so that eventually the expected running time will be optimal for the input distribution D = D_1 * D_2 * ... * D_n. We give such self-improving algorithms for two problems: (i) sorting a sequence of numbers and (ii) computing the Delaunay triangulation of a planar point set. Both algorithms achieve optimal expected limiting complexity. The algorithms begin with a training phase during which they collect information about the input distribution, followed by a stationary regime in which the algorithms settle to their optimized incarnations.

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Minimum-weight triangulation is NP-hard

A triangulation of a planar point set S is a maximal plane straight-line graph with vertex set S. In the minimum-weight triangulation (MWT) problem, we are looking for a triangulation of a given point set that minimizes the sum of the edge lengths. We prove that the decision version of this problem is NP-hard. We use a reduction from PLANAR-1-IN-3-SAT. The correct working of the gadgets is established with computer assistance, using dynamic programming on polygonal faces, as well as the beta-skeleton heuristic to certify that certain edges belong to the minimum-weight triangulation.

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