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Showing papers by "David Eppstein published in 2000"


Book ChapterDOI
01 Jan 2000
TL;DR: This work surveys results in geometric network design theory, including algorithms for constructing minimum spanning trees and low-dilation graphs.
Abstract: We survey results in geometric network design theory, including algorithms for constructing minimum spanning trees and low-dilation graphs.

380 citations


Journal ArticleDOI
TL;DR: It is shown that treewidth is bounded by a function of the diameter in a minor-closed family, if and only if some apex graph does not belong to the family, and the O(D) bound above can be extended to bounded-genus graphs.
Abstract: It is known that any planar graph with diameter D has treewidth O(D) , and this fact has been used as the basis for several planar graph algorithms. We investigate the extent to which similar relations hold in other graph families. We show that treewidth is bounded by a function of the diameter in a minor-closed family, if and only if some apex graph does not belong to the family. In particular, the O(D) bound above can be extended to bounded-genus graphs. As a consequence, we extend several approximation algorithms and exact subgraph isomorphism algorithms from planar graphs to other graph families.

369 citations


Posted Content
TL;DR: New data structures for quickly finding the rule matching an incoming packet, in near-linear space, and a new algorithm for determining whether a rule set contains any conflicts are described.
Abstract: We consider rule sets for internet packet routing and filtering, where each rule consists of a range of source addresses, a range of destination addresses, a priority, and an action. A given packet should be handled by the action from the maximum priority rule that matches its source and destination. We describe new data structures for quickly finding the rule matching an incoming packet, in near-linear space, and a new algorithm for determining whether a rule set contains any conflicts, in time O(n^{3/2}).

150 citations


Journal ArticleDOI
TL;DR: In this paper, the authors developed data structures for dynamic closest pair problems with arbitrary distance functions, that do not necessarily come from any geometric structure on the objects, and applied these data structures to hierarchical clustering, greedy matching, and TSP heuristics, and discuss other potential applications in machine learning, Grobner bases, and local improvement algorithms.
Abstract: We develop data structures for dynamic closest pair problems with arbitrary distance functions, that do not necessarily come from any geometric structure on the objects. Based on a technique previously used by the author for Euclidean closest pairs, we show how to insert and delete objects from an n-object set, maintaining the closest pair, in O(n log2 n) time per update and O(n) space. With quadratic space, we can instead use a quadtree-like structure to achieve an optimal time bound, O(n) per update. We apply these data structures to hierarchical clustering, greedy matching, and TSP heuristics, and discuss other potential applications in machine learning, Grobner bases, and local improvement algorithms for partition and placement problems. Experiments show our new methods to be faster in practice than previously used heuristics.

118 citations


Journal ArticleDOI
TL;DR: In this paper, the authors define the geometric thickness of a graph to be the smallest number of layers such that the graph can be drawn in the plane with straight line edges and each edge can be assigned to a layer so that no two edges on the same layer cross.
Abstract: We define the geometric thickness of a graph to be the smallest number of layers such that we can draw the graph in the plane with straight-line edges and assign each edge to a layer so that no two edges on the same layer cross. The geometric thickness lies between two previously studied quantities, the (graph-theoretical) thickness and the book thickness. We investigate the geometric thickness of the family of complete graphs, K_n. We show that the geometric thickness of K_n lies between ceiling((n/5.646) + 0.342) and ceiling(n/4), and we give exact values of the geometric thickness of K_n for n <= 12 and n in {15,16}. We also consider the geometric thickness of the family of complete bipartite graphs. In particular, we show that, unlike the case of complete graphs, there are complete bipartite graphs with arbitrarily large numbers of vertices for which the geometric thickness coincides with the standard graph-theoretical thickness.

88 citations


Journal ArticleDOI
TL;DR: This work uses circle-packing methods to generate quadrilateral meshes for polygonal domains, with guaranteed bounds both on the quality and the number of elements.
Abstract: We use circle-packing methods to generate quadrilateral meshes for polygonal domains, with guaranteed bounds both on the quality and the number of elements. We show that these methods can generate meshes of several types: (1) the elements form the cells of a Voronoi diagram, (2) all elements have two opposite 90° angles, (3) all elements are kites, or (4) all angles are at most 120°. In each case the total number of elements is O(n), where n is the number of input vertices.

53 citations


Journal ArticleDOI
TL;DR: For any set of n points in d dimensions, there exists a hyperplane with regression depth at least Ω(n/(d+1)-ceil$, as had been conjectured by Rousseeuw and Hubert.
Abstract: We show that, for any set of n points in d dimensions, there exists a hyperplane with regression depth at least $\lceil n/(d+1)\rceil$ , as had been conjectured by Rousseeuw and Hubert. Dually, for any arrangement of n hyperplanes in d dimensions there exists a point that cannot escape to infinity without crossing at least $\lceil n/(d+1)\rceil$ hyperplanes. We also apply our approach to related questions on the existence of partitions of the data into subsets such that a common plane has nonzero regression depth in each subset, and to the computational complexity of regression depth problems.

45 citations



Posted Content
TL;DR: The problem of one-dimensional Peg Solitaire is solved and it is shown that the set of configurations that can be reduced to a single peg forms a regular language, and that a linear-time algorithm exists for reducing any configuration to the minimum number of pegs.
Abstract: We solve the problem of one-dimensional Peg Solitaire. In particular, we show that the set of configurations that can be reduced to a single peg forms a regular language, and that a linear-time algorithm exists for reducing any configuration to the minimum number of pegs. We then look at the impartial two-player game, proposed by Ravikumar, where two players take turns making peg moves, and whichever player is left without a move loses. We calculate some simple nim-values and discuss when the game separates into a disjunctive sum of smaller games. In the version where a series of hops can be made in a single move, we show that neither the P-positions nor the N-positions (i.e. wins for the previous or next player) are described by a regular or context-free language.

19 citations


Posted Content
TL;DR: In this paper, a randomized approximation algorithm for centrality in weighted graphs was proposed, which estimates the centrality of all vertices with high probability within a (1+epsilon) factor in nearlinear time.
Abstract: Social studies researchers use graphs to model group activities in social networks. An important property in this context is the centrality of a vertex: the inverse of the average distance to each other vertex. We describe a randomized approximation algorithm for centrality in weighted graphs. For graphs exhibiting the small world phenomenon, our method estimates the centrality of all vertices with high probability within a (1+epsilon) factor in near-linear time.

14 citations


Journal ArticleDOI
TL;DR: In this article, the authors present an algorithm for maintaining the width of a planar point set dynamically, as points are inserted or deleted, in time O(kn) per update, where k is the amount of change the update causes in the convex hull.

Proceedings ArticleDOI
01 May 2000
TL;DR: It is proved that for any k and d, deep k -flats exist, that is, for any set of n points there always exists a k -flat with depth at least a constant fraction of n .
Abstract: The regression depth of a hyperplane with respect to a set of n points in R d is the minimum number of points the hyperplane must pass through in a rotation to vertical. We generalize hyperplane regression depth to k-flats for any k between 0 and d − 1. The k = 0 case gives the classical notion of center points. We prove that for any k and d, deep k-flats exist, that is, for any set of n points there always exists a k-flat with depth at least a constant fraction of n. As a consequence, we derive a linear-time (1 + e)-approximation algorithm for the deepest flat. We also show how to compute the regression depth in time O(n d−2 + n log n) when 1 ≤ k ≤ d − 2.

Posted Content
TL;DR: It is shown that the set of configurations that can be reduced to a single peg forms a regular language, and that a linear-time algorithm exists for reducing any configuration to the minimum number of pegs.
Abstract: We solve the problem of one-dimensional peg solitaire. In particular, we show that the set of configurations that can be reduced to a single peg forms a regular language, and that a linear-time algorithm exists for reducing any configuration to the minimum number of pegs.

Posted Content
TL;DR: It is shown how to compute the exact chromatic number of a graph in time O(4/3 + 34/3/4)n, improving a previous O((1 + 31/3)n) ≅ 2.4422n algorithm of Lawler (1976).
Abstract: We show that, for any n-vertex graph G and integer parameter k, there are at most 3^{4k-n}4^{n-3k} maximal independent sets I \subset G with |I| <= k, and that all such sets can be listed in time O(3^{4k-n} 4^{n-3k}). These bounds are tight when n/4 <= k <= n/3. As a consequence, we show how to compute the exact chromatic number of a graph in time O((4/3 + 3^{4/3}/4)^n) ~= 2.4150^n, improving a previous O((1+3^{1/3})^n) ~= 2.4422^n algorithm of Lawler (1976).

Posted Content
TL;DR: In this article, it was shown that the set of configurations that can be reduced to a single peg forms a regular language, and that a linear-time algorithm exists for reducing any configuration to the minimum number of pegs.
Abstract: We solve the problem of one-dimensional Peg Solitaire. In particular, we show that the set of configurations that can be reduced to a single peg forms a regular language, and that a linear-time algorithm exists for reducing any configuration to the minimum number of pegs. We then look at the impartial two-player game, proposed by Ravikumar, where two players take turns making peg moves, and whichever player is left without a move loses. We calculate some simple nim-values and discuss when the game separates into a disjunctive sum of smaller games. In the version where a series of hops can be made in a single move, we show that neither the $\cal P$-positions nor the $\cal N$-positions (i.e. wins for the previous or next player) are described by a regular or context-free language.

Journal ArticleDOI
01 May 2000-Networks
TL;DR: A combination of tree-clustering techniques and computational geometry is shown to improve the time bounds for optimal pivot selection in the primal network simplex algorithm for minimum-cost flow and related problems and for pivot execution in the dual network simpleX algorithm, from O(m) to O(√m) per pivot.
Abstract: We show how to use a combination of tree-clustering techniques and computational geometry to improve the time bounds for optimal pivot selection in the primal network simplex algorithm for minimum-cost flow and related problems and for pivot execution in the dual network simplex algorithm, from O(m) to O(√m) per pivot. Our techniques can also speed up network simplex algorithms for generalized flow, shortest paths with negative edges, maximum flow, the assignment problem, and the transshipment problem.

Posted Content
TL;DR: In this paper, the authors describe software that searches for spaceships in Conway's Game of Life and related two-dimensional cellular automata, using a method that combines features of breadth first and iterative deepening search, and includes fast bit-parallel graph reachability and path enumeration algorithms for finding the successors of each state.
Abstract: We describe software that searches for spaceships in Conway's Game of Life and related two-dimensional cellular automata. Our program searches through a state space related to the de Bruijn graph of the automaton, using a method that combines features of breadth first and iterative deepening search, and includes fast bit-parallel graph reachability and path enumeration algorithms for finding the successors of each state. Successful results include a new 2c/7 spaceship in Life, found by searching a space with 2^126 states.

Posted Content
TL;DR: The regression depth of a k-flat in a set of n points in R D-flat is computed in time with a bound of n-1-1 + n-2 + log 2 when k = 0 or k = 1.
Abstract: We give algorithms for computing the regression depth of a k-flat for a set of n points in R^d. The running time is O(n^(d-2) + n log n) when 0 < k < d-1, faster than the best time bound for hyperplane regression or for data depth.

Posted Content
TL;DR: This work gives a fast algorithm for (3, 2)-CSP and uses it to improve the time bounds for solving the other problems listed above.
Abstract: We consider worst case time bounds for NP-complete problems including 3-SAT, 3-coloring, 3-edge-coloring, and 3-list-coloring. Our algorithms are based on a constraint satisfaction (CSP) formulation of these problems; 3-SAT is equivalent to (2,3)-CSP while the other problems above are special cases of (3,2)-CSP. We give a fast algorithm for (3,2)-CSP and use it to improve the time bounds for solving the other problems listed above. Our techniques involve a mixture of Davis-Putnam-style backtracking with more sophisticated matching and network flow based ideas.

Proceedings ArticleDOI
25 Jun 2000
TL;DR: The distribution of cycle lengths in turbo decoding graphs is analyzed to show whether this algorithm performs near-optimally in terms of bit decisions on ADGs for turbo codes or not.
Abstract: This paper analyses the distribution of cycle lengths in turbo decoding graphs. It is known that the widely-used iterative decoding algorithm for turbo codes is in fact a special case of a quite general local message-passing algorithm for efficiently computing posterior probabilities in acyclic directed graphical (ADG) models (also known as "belief networks"). However, this local message-passing algorithm in theory only works for graphs with no cycles. Why it works in practice (i.e., performs near-optimally in terms of bit decisions) on ADGs for turbo codes is not well understood since turbo decoding graphs can have many cycles.

Journal ArticleDOI
TL;DR: In this article, the authors considered worst case time bounds for NP-complete problems including 3-SAT, 3-coloring, 3edge coloring, and 3-list coloring.
Abstract: We consider worst case time bounds for NP-complete problems including 3-SAT, 3-coloring, 3-edge-coloring, and 3-list-coloring. Our algorithms are based on a constraint satisfaction (CSP) formulation of these problems. 3-SAT is equivalent to (2,3)-CSP while the other problems above are special cases of (3,2)-CSP; there is also a natural duality transformation from (a,b)-CSP to (b,a)-CSP. We give a fast algorithm for (3,2)-CSP and use it to improve the time bounds for solving the other problems listed above. Our techniques involve a mixture of Davis-Putnam-style backtracking with more sophisticated matching and network flow based ideas.

Posted Content
TL;DR: It is shown that, in John Conway’s board game Phutball, it is NPcomplete to determine whether the current player has a move that immediately wins the game.
Abstract: 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.