This note in the TeX user's group newsletter described a set of macros for drawing trees, using TeX's boxes-and-glue mechanisms to line up the nodes at each level of the tree.
A cryptarithm (also known as an alphametic) is a puzzle in which the digits of a mathematical formula (typically addition of two large numbers) are replaced by letters; the goal is to determine which letter stands for which digits. If arithmetic is done in a polynomially large radix, the problem becomes NP-complete.
Gives an algorithm for finding the minimum number of mutations needed to transform one input string into another, in a general model in which substrings may be inserted or deleted at a cost depending nonlinearly on the substring length. The time bound depends on the number of times the second derivative of the cost function changes sign.
The total complexity of the cells in a line arrangement that are cut by another line is at most 15n/2. The complexity of cells cut by a convex k-gon is O(n α(n,k)). The first bound is tight, but it remains open whether the second is, or whether only linear complexity is possible.
Describes efficient sequential and parallel algorithms for orienting the edges of an undirected planar graph so that each vertex has few outgoing edges. From such an orientation one can test in constant time whether a given edge exists. One consequence is a parallel algorithm to list all subgraphs isomorphic to K3 or K4. More recently this paper has been cited for its applications to scheduling update operations in parallel finite element methods.
Considers partitions of the vertices of a graph into equal subsets, with few pairs of subsets connected by edges. (Equivalently we view the graph as a subgraph of a product in which one factor is sparse.) A random graph construction shows that such a factorization does not always exist.
We later discovered that the same results were published in a SPAA paper by Greg Shannon.
I used genetic algorithms to search for small configurations of points bisected by lines in many combinatorially distinct ways.
Uses dynamic programming to choose sets of k points optimizing various criteria on the quality of their convex hull (in particular area). The time complexity (cubic in n) was later improved to quadratic in my paper "New algorithms for minimum area k-gons", which however continues to use the same dynamic program as a subroutine.
Given a collection of points in convex position, the sharpest angle determined by any triple can be found as a corner of a triangle in the farthest point Delaunay triangulation.
Characterizes two-terminal series graphs in terms of a tree-like structure in their ear decompositions. Uses this characterization to construct parallel algorithms that recognize these graphs and construct their series-parallel decompositions.
Reduces the polylogarithmic term in an upper bound for the three-dimensional k-set problem.
A bug in the proof was corrected by Nivasch and Sharir.
It was known that planar graphs have O(n) subgraphs isomorphic to K3 or K4. That is, K3 and K4 have linear subgraph multiplicity. This paper shows that the graphs with linear subgraph multiplicity in the planar graphs are exactly the 3-connected planar graphs. Also, the graphs with linear subgraph multiplicity in the outerplanar graphs are exactly the 2-connected outerplanar graphs.
More generally, let F be a minor-closed family, and let x be the smallest number such that some complete bipartite graph Kx,y is a forbidden minor for F. Then the x-connected graphs have linear subgraph multiplicity for F, and there exists an (x − 1)-connected graph (namely Kx − 1,x − 1) that does not have linear subgraph multiplicity. When x ≤ 3 or when x = 4 and the minimal forbidden minors for F are triangle-free, then the graphs with linear subgraph multiplicity for F are exactly the x-connected graphs.
Please refer only to the journal version, and not the earlier technical report: the technical report had a bug that was repaired in the journal version.
Considers persistence for a naive form of dynamic algorithm in which each update rebuilds a static solution. The space bounds for this can often be reduced by maintaining an offline solution over a sequence of updates constructed from an Euler tour of the persistent update history tree.
Looks at space complexity of finding minimum simplices -- solves the problem in O(n2) space and O(nd) time (matching the best known time bounds) or in linear space at the expense of an additional log in time. Also finds one-dimensional multiplicatively weighted Voronoi diagrams in linear time for sorted inputs (O(n log n) was known).
"Finding the k smallest spanning trees" used higher order Voronoi diagrams to reduce the geometric k smallest spanning tree problem to the graph problem. Here I instead use nearest neighbors for a modified distance function where the bottleneck shortest path length is subtracted from the true distance between points. The result improves the planar time bounds and extends more easily to higher dimensions.
Given a d-dimensional set of n points, the number of combinatorially different minimum spanning trees that can be formed by adding one more point is within a polylogarithmic factor of nd.
For any sparse family of graphs, one can list in linear time all complete bipartite subgraphs of a graph in the family. There are O(n) complete bipartite subgraphs of a graph in the family, and the sum of the numbers of vertices in these subgraphs is also O(n).
Nowadays these results can also be interpreted as a form of formal concept analysis. If a set of objects and attributes is sparse (e.g., if it is generated by adding objects and attributes one at a time, where each newly-added object is given O(1) attributes and each newly-added attribute is held by O(1) objects) then the total size of all concepts in its concept lattice is linear, and this lattice may be generated in linear time.
Number theory. I survey and implement in Mathematica several methods for representing rational numbers as sums of distinct unit fractions. One of the methods involves searching for paths in a certain graph using a k shortest paths heuristic.
Finds boundary representations of CSG objects. Uses techniques from dynamic graph algorithms, including a tree partitioning technique of Frederickson and a new data structure for maintaining the value of a Boolean expression with changing variables in time O(log n / log log n) per update.
Considers both heuristics and theoretical algorithms for finding good triangulations and tetrahedralizations for surface interpolation and unstructured finite element meshes. Note that the online copy here omits the figures; also online is this paper's bibliography.
Saves a log factor over dynamic graph algorithms in "Sparsification" and their applications, by dividing vertices instead of edges. Merged into the journal version of "Sparsification".
Combines a method from "Provably good mesh generation" for finding sparse high-dimensional Delaunay triangulations, a method of Dickerson, Drysdale, and Sack ["Simple algorithms for enumerating interpoint distances", IJCGA 1992] for using Delaunay triangulations to search for nearest neighbors, and a method of Frederickson for speeding up tree-based searches. The results are fast algorithms for several proximity problems such as finding the k nearest neighbors to each point in a given point set.
Speeds up a triangulation algorithm of Bern et al. ["Linear-Size Nonobtuse Triangulation of Polygons"] by finding a collection of disjoint circles which connect up the holes in a non-simple polygon. The method is to use a minimum spanning tree to find a collection of overlapping circles, then shrink them one by one to reduce the number of overlaps, using Sleator and Tarjan's dynamic tree data structure to keep track of the connectivity of the shrunken circles.
Considers problems for which no polynomial-time exact algorithms are known, and concentrates on bounds for worst-case approximation ratios, especially those depending intrinsically on geometry rather than on more general graph theoretic or metric space formulations. Includes sections on the traveling salesman problem, Steiner trees, minimum weight triangulation, clustering, and separation problems.
Any connected nearest neighbor forest with diameter D has O(D6) vertices. This was later further improved to O(D5) and merged with results of Paterson and Yao into "On nearest neighbor graphs".
Describes data structures for maintaining the solution of a dynamically changing subset sum problem, and uses them to find a cut in a graph minimizing the difference between the heaviest and lightest cut edge.
Various authors have looked at a variant of geometric clustering in which one must select k points that can be connected by a small spanning tree. The problem is NP-complete (for variable k); good approximations are known based on dynamic programming techniques but the time dependence on n is high. This paper describes a faster approximation algorithm based on dynamic programming in quadtrees, and a general technique based on that in "Iterated nearest neighbors" for reducing the dependence on n in any approximation algorithm.
Shows how to find for any edge weighted graph G an equivalent graph EG such that the minimum spanning trees of G correspond one-for-one with the spanning trees of EG. The equivalent graph can be constructed in time O(m+n log n) given a single minimum spanning tree of G. As a consequence one can find fast algorithms for counting, listing, and randomly generating MSTs. Also discusses similar equivalent graph constructions for shortest paths, minimum cost flows, and bipartite matching.
This paper describes algorithms for finding pairs of vertex-disjoint paths in a DAG, either connecting two given nodes to a common ancestor, or connecting two given pairs of terminals. The main results were merged into the journal version of "Finding the k shortest paths".
I use Mathematica to construct zonotopes and display zonohedra. Many examples are shown, including one used for a lower bound in "The centroid of points with approximate weights". This paper is also available in HTML and Mathematica notebook formats.
Any algorithm that maintains the connected components of a bitmap image must take Omega(log n / log log n) time per change to the image. The problem can be solved in O(log n) time per change using dynamic planar graph techniques. We discuss applications to computer Go and other games.
Any bipartite Eulerian graph, any Eulerian graph with evenly many vertices, and any bipartite graph with evenly many vertices and edges, has an even number of spanning trees. More generally, a graph has evenly many spanning trees if and only if it has an Eulerian edge cut.
Beta-skeletons are geometric graphs used among other purposes for empirical network analysis and minimum weight triangulation. A fractal construction shows that, for any beta>0, the beta-skeleton of a point set can have arbitrarily large dilation: Omega(nc), where c is a constant depending on beta and going to zero in the limit as beta goes to zero. In particular this applies to the Gabriel graph. We also show upper bounds on dilation of the same form.
Surveys results in geometric network design theory, including algorithms for constructing minimum spanning trees and low-dilation graphs.
We consider the problem of "connect the dots": if we have an unknown smooth curve from which sample points have been selected, we would like to find a curve through the sample points that approximates the unknown curve. We show that if the local sample density is sufficiently high, a simple algorithm suffices: form the Delaunay triangulation of the sample points together with their Voronoi vertices, and keep only those Delaunay edges connecting original sample points. There have been many follow-up papers suggesting alternative methods, generalizing the problem to the reconstruction of curves with sharp corners or to curves and surfaces in higher dimensions, etc.
We consider several variations of the problem of coloring the squares of a quadtree so that no two adjacent squares are colored alike. We give simple linear time algorithms for 3-coloring balanced quadtrees with edge adjacency, 4-coloring unbalanced quadtrees with edge adjacency, and 6-coloring balanced or unbalanced quadtrees with corner adjacency. The number of colors used by the first two algorithms is optimal; for the third algorithm, 5 colors may sometimes be needed.
Any four mutually tangent spheres determine three coincident lines through opposite pairs of tangencies. As a consequence, we define two new triangle centers. These centers arose as part of a compass-and-straightedge construction of Soddy circles; also available are some Mathematica calculations of trilinear coordinates for the new triangle centers.
We show that, in John Conway's board game Phutball (or Philosopher's Football), it is NP-complete to determine whether the current player has a move that immediately wins the game. In contrast, the similar problems of determining whether there is an immediately winning move in checkers, or a move that kings a man, are both solvable in polynomial time.
We show that any polygon can be cut into kites, connected into a chain by hinges at their vertices, and that this hinged assemblage can be unfolded and refolded to form the mirror image of the polygon.
We show that geometric thickness and book thickness are not asymptotically equivalent: for every t, there exists a graph with geometric thickness two and book thickness > t.
We introduce the fatness parameter of a 4-dimensional polytope P, (f1+f2)/(f0+f3). It is open whether all 4-polytopes have bounded fatness. We describe a hyperbolic geometry construction that produces 4-polytopes with fatness > 5.048, as well as the first infinite family of 2-simple, 2-simplicial 4-polytopes and an improved lower bound on the average kissing number of finite sphere packings in R3. We show that fatness is not bounded for the more general class of strongly regular CW decompositions of the 3-sphere.
We show it is possible to triangulate three-dimensional space using only tetrahedra with acute dihedral angles. We present several constructions to achieve this, including one in which all dihedral angles are less than 77.08 degrees, and another which tiles a slab in space.
We find an example of a three-dimensional polyhedron, with four edges per vertex, that can not be placed in convex position with all vertices on the surface of a sphere.
Describes a polynomial time algorithm for isometrically embedding graphs into an integer lattice of the smallest possible dimension. The technique involves maximum matching in an auxiliary graph derived from a partial cube representation of the input.
Discusses a paper by Mizera and Müller on depth-based methods for simultaneously fitting both a center and a radius to a set of sample points, by viewing the points as lying on the boundary of a model of a higher dimensional hyperbolic space. Reformulates their method in combinatorial terms more likely to be familiar to computational geometers, and discusses the algorithmic implications of their work.
We describe algorithms and hardness results for finding paths in edge-labeled graphs such that no two consecutive edges have the same label, and use our algorithms to implement heuristics for a program that automatically solves and generates Sudoku puzzles.
We study straight-line drawings of planar graphs with few segments and few slopes. Optimal results are obtained for all trees. Tight bounds are obtained for outerplanar graphs, 2-trees, and planar 3-trees. We prove that every 3-connected plane graph on n vertices has a plane drawing with at most 5n/2 segments and at most 2n slopes. We prove that every cubic 3-connected plane graph has a plane drawing with three slopes (and three bends on the outerface).
We show how to construct a cubic partial cube from any simplicial arrangement of lines or pseudolines in the projective plane. As a consequence, we find nine new infinite families of cubic partial cubes as well as many sporadic examples.
We consider a problem of assigning delays to components in a circuit so that each component is part of a critical path, but the number of edges belonging to critical paths is minimized. We show the problem to be NP-complete via a reduction from finding independent dominating sets in bipartite graphs minimizing dominated edges, and give experimental results on heuristics.
We investigate a class of metrics for 2-manifolds in which, except for a discrete set of singular points, the metric is locally isometric to an L1 metric, and show that with certain additional conditions such metrics are injective. We use this construction to find the tight span of squaregraphs and related graphs, and we find an injective metric that approximates the distances in the hyperbolic plane analogously to the way the rectilinear metrics approximate the Euclidean distance.
We describe tests for whether the union-closure of a set family is well-graded, and algorithms for finding a minimal well-graded union-closed superfamily of a given set family.
How to implement an antimatroid, with applications in computerized education.
Proves that it's NP-complete to compute the Hadwiger number of a graph.
We investigate isometric embeddings of other graphs into Fibonacci cubes, graphs formed from the families of fixed-length bitstrings with no two consecutive ones.
Characterizes squaregraphs as duals of triangle-free hyperbolic line arrangements, provides a forbidden subgraph characterization of them, describes an algorithm for finding minimum subsets of vertices that generate the whole graph by medians, and shows that they may be isometrically embedded into Cartesian products of five (but not, in general, fewer than five) trees.
We consider drawings of planar partial cubes in which all interior faces are centrally symmetric convex polygons, as in my previous paper Algorithms for Drawing Media. Among all drawings of this type, we show how to find the one with optimal angular resolution. The solution involves a transformation from the problem into the parametric negative cycle detection problem: given a graph in which the edge weights are linear functions of a parameter λ, find the minimum value of λ for which the graph contains no negative cycles.
Shows that, when the tight span of a finite metric space is homeomorphic to a subset of the plane, it has the geometry of a Manhattan orbifold and can be constructed in time linear in the size of the input distance matrix. As a consequence, it can be tested in the same time whether a metric space is isometric to a subset of the L1 plane.
We classify semi-totalistic cellular automaton rules according to whether patterns can escape any finite bounding box and whether patterns can die out completely, with the aim of finding rules with interesting behavior similar to Conway's Game of Life. We survey a number of such rules.
We characterize the graphs that can be isometrically embedded into the Cartesian product of two trees (partial double dendrons), and the metric spaces obtained as the median complexes of these graphs. These spaces include the space of geodesic distance in axis-parallel polygons in the L1 plane, hence the title. An algorithm based on lexicographic breadth-first search can be used to recognize partial double dendrons in linear time.
For every minor-closed graph family (such as the family of planar graphs), there is a constant c such that the maximum number of edges in an n-vertex graph in the family is c(n + o(n); for instance, for planar graphs, c = 3. We call c the limiting density of the family, and we study the set of all limiting densities of all minor-closed graph families. We show that this set of limiting densities is closed and well-ordered, with order type at least ωω, and we find an exact description of the members of this set up to its first two cluster points 1 and 3/2.
This is the journal version of "Hardness of approximate compaction for nonplanar orthogonal graph drawings". It has stronger inapproximability bounds, and more variations of the compaction problem that are hard to approximate. In addition it includes a retraction of a buggy approximation algorithm from the conference version.
We find an algorithm for making all possible deductions based on the set of candidate locations for a single digit in a Sudoku puzzle; the problem is NP-hard, and our algorithm takes exponential time, but the mild form of the exponential allows it to be fast for practical problem sizes.
We generalize the 1/3-2/3 conjecture, according to which every partial order should have a pair of items that are nearly equally likely to appear in either order in a random linear extension, to antimatroids, and we prove it for several specific types of antimatroid.
We give tight bounds on the size of the largest remaining grid minor in a grid graph from which a given number of vertices have been deleted, and study several related problems.
We show how to represent a learning space by a small family of learning sequences, orderings of the items in a learning sequence that are consistent with their prerequisite relations. This representation allows for the rapid generation of the family of all consistent knowledge states and the efficient assessment of the state of knowledge of a human learner.
In another chapter of the same book we used learning sequences to represent learning spaces and perform efficient knowledge assessment of a human learning. In this chapter we show how to use the same data structure to build learning spaces on a sample of the items of a larger learning space (an important subroutine in knowledge assessment) and to modify a learning space to more accurately model students.
This paper combines our theoretical results on clique-finding algorithms from ISAAC 2010 with our experimental results on the same algorithms from SEA 2011.
Conferences -- Publications -- David Eppstein -- Theory Group -- Inf. & Comp. Sci. -- UC Irvine
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