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1.
Although deciding whether the vertices of a planar graph can be colored with three colors is NP-hard, the widely known Grötzsch’s theorem states that every triangle-free planar graph is 3-colorable. We show the first o(n 2) algorithm for 3-coloring vertices of triangle-free planar graphs. The time complexity of the algorithm is $\mathcal{O}(n\log n)Although deciding whether the vertices of a planar graph can be colored with three colors is NP-hard, the widely known Gr?tzsch’s theorem states that every triangle-free planar graph is 3-colorable. We show the first o(n 2) algorithm for 3-coloring vertices of triangle-free planar graphs. The time complexity of the algorithm is O(nlogn)\mathcal{O}(n\log n) .  相似文献   

2.
In this paper we consider the following problem of computing a map of geometric minimal cuts (called MGMC problem): Given a graph G=(V,E) and a planar rectilinear embedding of a subgraph H=(V H ,E H ) of G, compute the map of geometric minimal cuts induced by axis-aligned rectangles in the embedding plane. The MGMC problem is motivated by the critical area extraction problem in VLSI designs and finds applications in several other fields. In this paper, we propose a novel approach based on a mix of geometric and graph algorithm techniques for the MGMC problem. Our approach first shows that unlike the classic min-cut problem on graphs, the number of all rectilinear geometric minimal cuts is bounded by a low polynomial, O(n 3). Our algorithm for identifying geometric minimal cuts runs in O(n 3logn(loglogn)3) expected time which can be reduced to O(nlogn(loglogn)3) when the maximum size of the cut is bounded by a constant, where n=|V H |. Once geometric minimal cuts are identified we show that the problem can be reduced to computing the L Hausdorff Voronoi diagram of axis aligned rectangles. We present the first output-sensitive algorithm to compute this diagram which runs in O((N+K)log2 NloglogN) time and O(Nlog2 N) space, where N is the number of rectangles and K is the complexity of the Hausdorff Voronoi diagram. Our approach settles several open problems regarding the MGMC problem.  相似文献   

3.
We consider the problem of collectively locating a set of points within a set of disjoint polygonal regions when neither for points nor for regions preprocessing is allowed. This problem arises in geometric database systems. More specifically it is equivalent to computing theinside join of geo-relational algebra, a conceptual model for geo-data management. We describe efficient algorithms for solving this problem based on plane-sweep and divide-and-conquer, requiringO(n(logn) +t) andO(n(log2 n) +t) time, respectively, andO(n) space, wheren is the total number of points and edges, and (is the number of reported (point, region) pairs. Since the algorithms are meant to be practically useful we consider as well as the internal versions-running completely in main memory-versions that run internally but use much less than linear space and versions that run externally, that is, require only a constant amount of internal memory regardless of the amount of data to be processed. Comparing plane-sweep and divide-and-conquer, it turns out that divide-and-conquer can be expected to perform much better in the external case even though it has a higher internal asymptotic worst-case complexity. An interesting theoretical by-product is a new general technique for handling arbitrarily large sets of objects clustered on a singlex-coordinate within a planar divide-and-conquer algorithm and a proof that the resulting “unbalanced” dividing does not lead to a more than logarithmic height of the tree of recursive calls.  相似文献   

4.
We consider the following planar max-min length triangulation problem: given a set of n points in the Euclidean plane, find a triangulation such that the length of the shortest edge in the triangulation is maximized. In this paper, a linear time algorithm is proposed for computing the max-min length triangulation of a set of points in convex position. In addition, an O(nlogn) time algorithm is proposed for computing the max-min length k-set triangulation of a set of points in convex position, where we are to compute a set of k vertices such that the max-min length triangulation on them is minimized over all possible k-set. We further show that the graph version of max-min length triangulation is NP-complete, and some common heuristics such as greedy algorithm are in general not able to give a bounded-ratio approximation to the max-min length triangulation.  相似文献   

5.
Traditional Byzantine consensus in distributed systems requires n ≥ 3f + 1, where n is the number of nodes. In this paper, we present a scalable and leaderless Byzantine consensus implementation based on gossip, requiring only n ≥ 2f + 1 nodes. Unlike conventional distributed systems, the network topology of cloud computing systems is often not fully connected, but loosely coupled and layered. Hence, we revisit the Byzantine consensus problem in cloud computing environments, in which each node maintains some number of neighbors, called local view. The message complexity of our Byzantine consensus scheme is O(n), instead of O(n 2). Experimental results and correctness proof show that our Byzantine consensus scheme can solve the Byzantine consensus problem safely in a scalable way without a bottleneck and a leader in cloud computing environments.  相似文献   

6.
Distance labeling schemes are composed of a marker algorithm for labeling the vertices of a graph with short labels, coupled with a decoder algorithm allowing one to compute the distance between any two vertices directly from their labels (without using any additional information). As applications for distance labeling schemes concern mainly large and dynamically changing networks, it is of interest to study distributed dynamic labeling schemes. The current paper considers the problem on dynamic trees, and proposes efficient distributed schemes for it. The paper first presents a labeling scheme for distances in the dynamic tree model, with amortized message complexity O(log2 n) per operation, where n is the size of the tree at the time the operation takes place. The protocol maintains O(log2 n) bit labels. This label size is known to be optimal even in the static scenario. A more general labeling scheme is then introduced for the dynamic tree model, based on extending an existing static tree labeling scheme to the dynamic setting. The approach fits a number of natural tree functions, such as distance, separation level, and flow. The main resulting scheme incurs an overhead of an O(log n) multiplicative factor in both the label size and amortized message complexity in the case of dynamically growing trees (with no vertex deletions). If an upper bound on n is known in advance, this method yields a different tradeoff, with an O(log2 n/log log n) multiplicative overhead on the label size but only an O(log n/log log n) overhead on the amortized message complexity. In the fully dynamic model the scheme also incurs an increased additive overhead in amortized communication, of O(log2 n) messages per operation.  相似文献   

7.
We study the message complexity of the problem of distributively electing a leader in chordal rings. Such networks consist of a basic ring with additional links, the extreme cases being the oriented ring and the complete graph with a full sense of direction. We present a general election algorithm for these networks, and prove its optimality. As a corollary, we show thatO(logn) chords at each processor suffice to obtain an algorithm that uses at mostO(n) messages; this improves and extends a previous work, where an algorithm, also usingO(n) messages, was suggested for the case where alln-1 chords exist (the oriented complete network).  相似文献   

8.
In the online version of the well-known graph coloring problem, the vertices appear one after the other together with the edges to the already known vertices and have to be irrevocably colored immediately after their appearance. We consider this problem on bipartite, i.e., two-colorable graphs. We prove that at least ?1.13746?log2(n)?0.49887? colors are necessary for any deterministic online algorithm to be able to color any given bipartite graph on n vertices, thus improving on the previously known lower bound of ?log2 n?+1 for sufficiently large n. Recently, the advice complexity was introduced as a method for a fine-grained analysis of the hardness of online problems. We apply this method to the online coloring problem and prove (almost) tight linear upper and lower bounds on the advice complexity of coloring a bipartite graph online optimally or using 3 colors. Moreover, we prove that \(O(\sqrt{n})\) advice bits are sufficient for coloring any bipartite graph on n vertices with at most ?log2 n? colors.  相似文献   

9.
We study rigid motions of a rectangle amidst polygonal obstacles. The best known algorithms for this problem have a running time of Ω(n 2), wheren is the number of obstacle corners. We introduce thetightness of a motion-planning problem as a measure of the difficulty of a planning problem in an intuitive sense and describe an algorithm with a running time ofO((a/b · 1/?crit + 1)n(logn)2), whereab are the lengths of the sides of a rectangle and ?crit is the tightness of the problem. We show further that the complexity (= number of vertices) of the boundary ofn bow ties (see Figure 1) isO(n). Similar results for the union of other simple geometric figures such as triangles and wedges are also presented.  相似文献   

10.
One useful generalization of the convex hull of a setS ofn points is the ?-strongly convex δ-hull. It is defined to be a convex polygon with vertices taken fromS such that no point inS lies farther than δ outside and such that even if the vertices of are perturbed by as much as ?, remains convex. It was an open question as to whether an ?-strongly convexO(?)-hull existed for all positive ?. We give here anO(n logn) algorithm for constructing it (which thus proves its existence). This algorithm uses exact rational arithmetic. We also show how to construct an ?-strongly convexO(? + μ)-hull inO(n logn) time using rounded arithmetic with rounding unit μ. This is the first rounded-arithmetic convex-hull algorithm which guarantees a convex output and which has error independent ofn.  相似文献   

11.
A silent self-stabilizing asynchronous distributed algorithm, SSLE, is given for the leader election problem in a connected unoriented (bidirectional) network with unique IDs. SSLE also constructs a BFS tree on the network rooted at that leader. SSLE uses O(logn) space per process and stabilizes in O(n) rounds, against the unfair daemon, where n is the number of processes in the network.  相似文献   

12.
The All Nearest Neighbor problem (ANN, for short) is stated as follows: given a setSof points in the plane, determine for every point inS, a point that lies closest to it. The ANN problem is central to VLSI design, computer graphics, pattern recognition, and image processing, among others. In this paper we propose time-optimal algorithms to solve the ANN problem for an arbitrary set of points in the plane and also for the special case where the points are vertices of a convex polygon. Both our algorithms run on meshes with multiple broadcasting. Our first main contribution is to establish an Ω(logn) time lower bound for the task of solving an arbitraryn-point instance of the ANN problem, even if the points are the vertices of a convex polygon. We obtain our time lower bound results for the CREW-PRAM by using a novel technique involving geometric constructions. These constructions allow us to reduce the well-known OR problem to each of the geometric problems of interest. We then port these time lower bounds to the mesh with multiple broadcasting using simulation results. Our second main contribution is to show that the time lower bound obtained is tight, by exhibiting algorithms solving the problem inO(logn) time on a mesh with multiple broadcasting of sizen×n.  相似文献   

13.
We consider the gossip problem in a synchronous message-passing system. Participating processors are prone to omission failures, that is, a faulty processor may fail to send or receive a message. The gossip problem in the fault-tolerant setting is defined as follows: every correct processor must learn the initial value of any other processor, unless the other one is faulty; in the latter case either the initial value or the information about the fault must be learned. We develop two efficient algorithms that solve the gossip problem in time O(logn), where n is the number of processors in the system. The first one is an explicit algorithm (i.e., constructed in polynomial time) sending O(nlogn+f2) messages, and the second one reduces the message complexity to O(n+f2), where f is the upper bound on the number of faulty processors.  相似文献   

14.
We present a randomized distributed maximal independent set (MIS) algorithm for arbitrary graphs of size n that halts in time O(log n) with probability 1 ? o(n ?1), and only needs messages containing 1 bit. Thus, its bit complexity par channel is O(log n). We assume that the graph is anonymous: unique identities are not available to distinguish between the processes; we only assume that each vertex distinguishes between its neighbours by locally known channel names. Furthermore we do not assume that the size (or an upper bound on the size) of the graph is known. This algorithm is optimal (modulo a multiplicative constant) for the bit complexity and improves the best previous randomized distributed MIS algorithms (deduced from the randomized PRAM algorithm due to Luby (SIAM J. Comput. 15:1036?C1053, 1986)) for general graphs which is O(log2 n) per channel (it halts in time O(log n) and the size of each message is log n). This result is based on a powerful and general technique for converting unrealistic exchanges of messages containing real numbers drawn at random on each vertex of a network into exchanges of bits. Then we consider a natural question: what is the impact of a vertex inclusion in the MIS on distant vertices? We prove that this impact vanishes rapidly as the distance grows for bounded-degree vertices and we provide a counter-example that shows this result does not hold in general. We prove also that these results remain valid for Luby??s algorithm presented by Lynch (Distributed algorithms. Morgan Kaufman 1996) and by Wattenhofer (http://dcg.ethz.ch/lectures/fs08/distcomp/lecture/chapter4.pdf, 2007). This question remains open for the variant given by Peleg (Distributed computing??a locality-sensitive approach 2000).  相似文献   

15.
Rectangles in a plane provide a very useful abstraction for a number of problems in diverse fields. In this paper we consider the problem of computing geometric properties of a set of rectangles in the plane. We give parallel algorithms for a number of problems usingn processors wheren is the number of upright rectangles. Specifically, we present algorithms for computing the area, perimeter, eccentricity, and moment of inertia of the region covered by the rectangles inO(logn) time. We also present algorithms for computing the maximum clique and connected components of the rectangles inO(logn) time. Finally, we give algorithms for finding the entire contour of the rectangles and the medial axis representation of a givenn × n binary image inO(n) time. Our results are faster than previous results and optimal (to within a constant factor).  相似文献   

16.
Given an n-vertex convex polygon, we show that a shortest Hamiltonian path visiting all vertices without imposing any restriction on the starting and ending vertices of the path can be found in O(nlogn) time and Θ(n) space. The time complexity increases to O(nlog2 n) for computing this path inside an n-vertex simple polygon. The previous best algorithms for these problems are quadratic in time and space. For our purposes, we reformulate the above shortest-path problems in terms of a dynamic programming scheme involving falling staircase anti-Monge weight-arrays, and, in addition, we provide an O(nlogn) time and Θ(n) space algorithm to solve the following one-dimensional dynamic programming recurrence $$E[i] = \min _{1\le j\le k}\min _{k\le i} \{V[k-1] + b(i,j) + c(j,k)\},\quad i=1, \dots,n,$$ where V[0] is known, V[k], for k=1,…,n, can be computed from E[k] in constant time, and B={b(i,j)} and C={c(j,k)} are known falling staircase anti-Monge weight-arrays of size n×n.  相似文献   

17.
Sergio Cabello 《Algorithmica》2012,62(1-2):361-381
We show how to compute in O(n 4/3log?1/3 n+n 2/3 k 2/3log?n) time the distance between k given pairs of vertices of a planar graph G with n vertices. This improves previous results whenever (n/log?n)5/6kn 2/log?6 n. As an application, we speed up previous algorithms for computing the dilation of geometric planar graphs.  相似文献   

18.
《国际计算机数学杂志》2012,89(3-4):205-226
Ghosh and Bhattacharjee propose [2] (Intern. J. Computer Math., 1984, Vol. 15, pp. 255-268) an algorithm of determining breadth first spanning trees for graphs, which requires that the input graphs contain some vertices, from which every other vertex in the input graph can be reached. These vertices are called starting vertices. The complexity of the GB algorithm is O(log2 n) using O{n 3) processors. In this paper an algorithm, named BREADTH, also computing breadth first spanning trees, is proposed. The complexity is O(log2 n) using O{n 3/logn) processors. Then an efficient parallel algorithm, named- BREADTHFOREST, is proposed, which generalizes algorithm BREADTH. The output of applying BREADTHFOREST to a general graph, which may not contain any starting vertices, is a breadth first spanning forest of the input graph. The complexity of BREADTHFOREST is the same as BREADTH.  相似文献   

19.
A Fast Parallel Algorithm for Convex Hull Problem of Multi-Leveled Images   总被引:1,自引:0,他引:1  
In this paper, we propose a parallel algorithm to solve the convex hull problem for an (n×n) multi-leveled image using a reconfigurable mesh connected computer of the same size as a computational model. The algorithm determines parallely the convex hull of all the connected components of the multileveled image. It is based on some geometric properties and a top-down strategy. The complexity of the algorithm is O(logn) times. Using some approximations on the component contours, this complexity is reduced to O(logm) times where m is the number of the vertices of the convex hull of the biggest component of the image.This complexity is reached thanks to the polymorphic properties of the mesh where all the components are simultaneously and separately processed.  相似文献   

20.
A sweepline algorithm for Voronoi diagrams   总被引:4,自引:0,他引:4  
Steven Fortune 《Algorithmica》1987,2(1-4):153-174
We introduce a geometric transformation that allows Voronoi diagrams to be computed using a sweepline technique. The transformation is used to obtain simple algorithms for computing the Voronoi diagram of point sites, of line segment sites, and of weighted point sites. All algorithms haveO(n logn) worst-case running time and useO(n) space.  相似文献   

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