Terrain Guarding Problem(TGP), which is known to be NP-complete, asks to find a smallest set of guard locations on a terrain T such that every point on T is visible by a guard. Here, we study this problem on 1.5D orthogonal terrains where the edges are bound to be horizontal or vertical. We propose a 2-approximation algorithm that runs in O(nlog m) time, where n and m are the sizes of input and output, respectively. This is an improvement over the previous best algorithm, which is a 2-approximation with O(n 2 ) running time.
Terrain Guarding Problem for general 1.5D terrains is shown to be NP-hard by a reduction from @cite_6 . Ben-Moshe . @cite_1 gave the first @math -approximation algorithm. Elbassioni . @cite_4 gave an improvement by showing that LP rounding results in a 4-approximation for TGP @math if @math (a 5-approximation otherwise). A local search based PTAS is also proposed for TGP @cite_11 @cite_10 .
@cite_4 @cite_1 @cite_6 @cite_10 @cite_11
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In the continuous 1.5-dimensional terrain guarding problem we are given an x-monotone chain (the terrain T ) and ask for the minimum number of point guards (located anywhere on T ), such that all points of T are covered by at least one guard. It has been shown that the 1.5-dimensional terrain guarding problem is NPhard. The currently best known approximation algorithm achieves a factor of 4. For the discrete problem version with a nite set of guard candidates and a nite set of points on the terrain that need to be monitored, a polynomial time approximation scheme (PTAS) has been presented [11]. We show that for the general problem we can construct nite guard and witness sets, G and W , such that there exists an optimal guard cover G G that covers T , and when these guards monitor all points in W the entire terrain is guarded. This leads to a PTAS as well as an (exact) IP formulation for the continuous terrain guarding problem. We present the first constant-factor approximation algorithm for a nontrivial instance of the optimal guarding (coverage) problem in polygons. In particular, we give an @math -approximation algorithm for placing the fewest point guards on a 1.5D terrain, so that every point of the terrain is seen by at least one guard. While polylogarithmic-factor approximations follow from set cover results, our new results exploit the geometric structure of terrains to obtain a substantially improved approximation algorithm. A set @math of points on a terrain, also known as an @math -monotone polygonal chain, is said to guard the terrain if every point on the terrain is seen by a point in @math . Two points on the terrain see each other if and only if the line segment between them is never strictly below the terrain. The minimum terrain guarding problem asks for a minimum guarding set for the given input terrain. Using a reduction from PLANAR 3-SAT we prove that the decision version of this problem is NP-hard. This solves a significant open problem and complements recent positive approximability results for the optimization problem. A 1.5-dimensional terrain T with n vertices is an xmonotone polygonal chain in the plane. A point guard p on T guards a point q of T if the line segment connecting p to q lies on or above T ; p is a vertex guard if it is a vertex of T . In the Optimal Terrain Guarding (OTG) problem on T , the objective is to guard the vertices of T by the minimum number of vertex guards. King and Krohn [9] showed that the OTG problem is NP-hard on arbitrary terrains, and [6] gave a PTAS for this problem. In this paper, we introduce directed visibility in which the visibility is directed only at adjacent vertices. We give an O(n)-time algorithm that solves the OTG problem exactly on orthogonal terrains under directed visibility. We obtain a polynomial time approximation scheme for the terrain guarding problem improving upon several recent constant factor approximations. Our algorithm is a local search algorithm inspired by the recent results of Chan and Har-Peled [2] and Mustafa and Ray [15]. Our key contribution is to show the existence of a planar graph that appropriately relates the local and global optimum. Several algorithms with an approximation guarantee of @math are known for the Set Cover problem, where @math is the number of elements. We study a generalization of the Set Cover problem, called the Partition Set Cover problem. Here, the elements are partitioned into @math , and we are required to cover at least @math elements from each color class @math , using the minimum number of sets. We give a randomized LP-rounding algorithm that is an @math approximation for the Partition Set Cover problem. Here @math denotes the approximation guarantee for a related Set Cover instance obtained by rounding the standard LP. As a corollary, we obtain improved approximation guarantees for various set systems for which @math is known to be sublogarithmic in @math . We also extend the LP rounding algorithm to obtain @math approximations for similar generalizations of the Facility Location type problems. Finally, we show that many of these results are essentially tight, by showing that it is NP-hard to obtain an @math -approximation for any of these problems. We prove that guarding the vertices of a rectilinear polygon P, whether by guards lying at vertices of P, or by guards lying on the boundary of P, or by guards lying anywhere in P, is NP-hard. For the first two proofs (i.e., vertex guards and boundary guards), we construct a reduction from minimum piercing of 2-intervals. The third proof is somewhat simpler; it is obtained by adapting a known reduction from minimum line cover. We also consider the problem of guarding the vertices of a 1.5D rectilinear terrain. We establish an interesting connection between this problem and the problem of computing a minimum clique cover in chordal graphs. This connection yields a 2-approximation algorithm for the guarding problem. We provide an O(log log opt)-approximation algorithm for the problem of guarding a simple polygon with guards on the perimeter. We first design a polynomial-time algorithm for building e-nets of size @math for the instances of Hitting Set associated with our guarding problem. We then apply the technique of Bronnimann and Goodrich to build an approximation algorithm from this e-net finder. Along with a simple polygon P, our algorithm takes as input a finite set of potential guard locations that must include the polygon’s vertices. If a finite set of potential guard locations is not specified, e.g., when guards may be placed anywhere on the perimeter, we use a known discretization technique at the cost of making the algorithm’s running time potentially linear in the ratio between the longest and shortest distances between vertices. Our algorithm is the first to improve upon O(log opt)-approximation algorithms that use generic net finders for set systems of finite VC-dimension. par>We prove some non-approximability results for restrictions of basic combinatorial optimization problems to instances of bounded “degreeror bounded “width.” Specifically: We prove that the Max 3SAT problem on instances where each variable occurs in at most B clauses, is hard to approximate to within a factor @math , unless @math . H stad [18] proved that the problem is approximable to within a factor @math in polynomial time, and that is hard to approximate to within a factor @math . Our result uses a new randomized reduction from general instances of Max 3SAT to bounded-occurrences instances. The randomized reduction applies to other Max SNP problems as well. We observe that the Set Cover problem on instances where each set has size at most B is hard to approximate to within a factor @math unless @math . The result follows from an appropriate setting of parameters in Feige's reduction [11]. This is essentially tight in light of the existence of @math -approximate algorithms [20, 23, 9] We present a new PCP construction, based on applying parallel repetition to the inner verifier,'' and we provide a tight analysis for it. Using the new construction, and some modifications to known reductions from PCP to Hitting Set, we prove that Hitting Set with sets of size B is hard to approximate to within a factor @math . The problem can be approximated to within a factor B [19], and it is the Vertex Cover problem for B =2. The relationship between hardness of approximation and set size seems to have not been explored before. We observe that the Independent Set problem on graphs having degree at most B is hard to approximate to within a factor @math , unless P = NP . This follows from a comination of results by Clementi and Trevisan [28] and Reingold, Vadhan and Wigderson [27]. It had been observed that the problem is hard to approximate to within a factor @math unless P = NP [1]. An algorithm achieving factor @math is also known [21, 2, 30, 16 . We present an O(nlogn)-approximation algorithm for the problem of finding the sparsest spanner of a given directed graph G on n vertices. A spanner of a graph is a sparse subgraph that approximately preserves distances in the original graph. More precisely, given a graph G=(V,E) with nonnegative edge lengths d:E->R^>=^0 and a stretchk>=1, a subgraph H=(V,E"H) is a k-spanner of G if for every edge (s,t)@?E, the graph H contains a path from s to t of length at most [email protected]?d(s,t). The previous best approximation ratio was [email protected]?(n^2^ ^3), due to Dinitz and Krauthgamer (STOC @?11). We also improve the approximation ratio for the important special case of directed 3-spanners with unit edge lengths from [email protected]?(n) to O(n^1^ ^3logn). The best previously known algorithms for this problem are due to Berman, Raskhodnikova and Ruan (FSTTCS @?10) and Dinitz and Krauthgamer. The approximation ratio of our algorithm almost matches Dinitz and [email protected]?s lower bound for the integrality gap of a natural linear programming relaxation. Our algorithm directly implies an O(n^1^ ^3logn)-approximation for the 3-spanner problem on undirected graphs with unit lengths. An easy O(n)-approximation algorithm for this problem has been the best known for decades. Finally, we consider the Directed Steiner Forest problem: given a directed graph with edge costs and a collection of ordered vertex pairs, find a minimum-cost subgraph that contains a path between every prescribed pair. We obtain an approximation ratio of O(n^2^ ^3^+^@e) for any constant @e>0, which improves the O(n^@[email protected]?min(n^4^ ^5,m^2^ ^3)) ratio due to Feldman, Kortsarz and Nutov ([email protected]?12). We consider (uniform) sparsest cut, optimal linear arrangement and the precedence constrained scheduling problem 1 |prec| SigmawjCj-So far, these three notorious NP-hard problems have resisted all attempts to prove inapproximability results. We show that they have no polynomial time approximation scheme (PTAS), unless NP-complete pmblems can be solved in randomized subexponential time. Furthermore, we prove that the scheduling problem is as-hard to approximate as vertex cover when the so-called fixed cost, that is present in all feasible solutions, is subtracted from the objective function. We present a new efficient algorithm for the search version of the approximate Closest Vector Problem with Preprocessing (CVPP). Our algorithm achieves an approximation factor of O(n sqrt log n ), improving on the previous best of O(n^ 1.5 ) due to Lag arias, Lenstra, and Schnorr hkzbabai . We also show, somewhat surprisingly, that only O(n) vectors of preprocessing advice are sufficient to solve the problem (with the slightly worse approximation factor of O(n)). We remark that this still leaves a large gap with respect to the decisional version of CVPP, where the best known approximation factor is O(sqrt n log n ) due to Aharonov and Regev AharonovR04 . To achieve these results, we show a reduction to the same problem restricted to target points that are close to the lattice and a more efficient reduction to a harder problem, Bounded Distance Decoding with preprocessing (BDDP). Combining either reduction with the previous best-known algorithm for BDDP by Liu, Lyubashevsky, and Micciancio LiuLM06 gives our main result. In the setting of CVP without preprocessing, we also give a reduction from (1+eps)gamma approximate CVP to gamma approximate CVP where the target is at distance at most 1+1 eps times the minimum distance (the length of the shortest non-zero vector) which relies on the lattice sparsification techniques of Dadush and Kun DadushK13 . As our final and most technical contribution, we present a substantially more efficient variant of the LLM algorithm (both in terms of run-time and amount of preprocessing advice), and via an improved analysis, show that it can decode up to a distance proportional to the reciprocal of the smoothing parameter of the dual lattice MR04 . We show that this is never smaller than the LLM decoding radius, and that it can be up to an wide tilde Omega (sqrt n ) factor larger. We show that vertex guarding a monotone polygon is NP-hard and construct a constant factor approximation algorithm for interior guarding monotone polygons. Using this algorithm we obtain an approximation algorithm for interior guarding rectilinear polygons that has an approximation factor independent of the number of vertices of the polygon. If the size of the smallest interior guard cover is OPT for a rectilinear polygon, our algorithm produces a guard set of size O(OPT 2). We give the first representation-independent hardness result for agnostically learning halfspaces with respect to the Gaussian distribution. We reduce from the problem of learning sparse parities with noise with respect to the uniform distribution on the hypercube (sparse LPN), a notoriously hard problem in theoretical computer science and show that any algorithm for agnostically learning halfspaces requires n (log (1 )) time under the assumption that k-sparse LPN requires n ( k) time, ruling out a polynomial time algorithm for the problem. As far as we are aware, this is the first representation-independent hardness result for supervised learning when the underlying distribution is restricted to be a Gaussian. We also show that the problem of agnostically learning sparse polynomials with respect to the Gaussian distribution in polynomial time is as hard as PAC learning DNFs on the uniform distribution in polynomial time. This complements the surprising result of Andoni et. al. [1] who show that sparse polynomials are learnable under random Gaussian noise in polynomial time. Taken together, these results show the inherent diculty of designing supervised learning algorithms in Euclidean space even in the presence of strong distributional assumptions. Our results use a novel embedding of random labeled examples from the uniform distribution on the Boolean hypercube into random labeled examples from the Gaussian distribution that allows us to relate the hardness of learning problems on two dierent domains and distributions. 1998 ACM Subject Classification F.2.0. Analysis of Algorithms and Problem Complexity We study a geometric version of the Red-Blue Set Cover problem originally proposed by (2000) 1: given a red point set, a blue point set, and a set of objects, we want to choose a subset of objects to cover all the blue points, while minimizing the number of red points covered. We prove that the problem is NP-hard even when the objects are unit squares in 2D, and we give the first polynomial-time approximation scheme (PTAS) for this case. The technique we use simplifies and unifies previous PTASs for the weighted geometric set cover problem and the unique maximum coverage problem for 2D unit squares. We present a simple and practical algorithm for the c--approximate near neighbor problem (c--NN): given n points P ⊂ Rd and radius R, build a data structure which, given q ∈ Rd, can with probability 1 -- Δ return a point p e P with dist(p, q) ≤ cR if there is any p* e P with dist(p*, q) ≤ R. For c = d + 1, our algorithm deterministically (Δ = 0) preprocesses in time O(nd log d), space O(dn), and answers queries in expected time O(d2); this is the first known algorithm to deterministically guarantee an O(d)---NN solution in constant time with respect to n for all lp metrics. A probabilistic version empirically achieves useful c values (c The key to the algorithm is a locality-sensitive hash: a mapping h: Rd → U with the property that h(x) = h(y) is much more likely for nearby x, y. We introduce a somewhat regular simplex which tessellates Rd, and efficiently hash each point in any simplex of this tessellation to all d + 1 corners; any points in neighboring cells will be hashed to a shared corner and noticed as nearby points. This method is completely independent of dimension reduction, so that additional space and time savings are available by first reducing all input vectors. The authors consider the problem faced by a newborn that must explore and learn an unknown room with obstacles in it. They seek algorithms that achieve a bounded ratio of the worst-case distance traversed in order to see all visible points of the environment (thus creating a map), divided by the optimum distance needed to verify the map. The situation is complicated by the fact that the latter offline problem (optimally verifying a map) is NP-hard and thus must be solved approximately. Although the authors show that there is no such competitive algorithm for general obstacle courses, they give a competitive algorithm for the case of a polygonal room with a bounded number of obstacles in it. > We consider the problem of computing minimum geometric hitting sets in which, given a set of geometric objects and a set of points, the goal is to compute the smallest subset of points that hit all geometric objects. The problem is known to be strongly NP-hard even for simple geometric objects like unit disks in the plane. Therefore, unless P = NP, it is not possible to get Fully Polynomial Time Approximation Algorithms (FPTAS) for such problems. We give the first PTAS for this problem when the geometric objects are half-spaces in ℝ3 and when they are an r-admissible set regions in the plane (this includes pseudo-disks as they are 2-admissible). Quite surprisingly, our algorithm is a very simple local-search algorithm which iterates over local improvements only. A mobile robot represented by a point moving in the plane has to explore an unknown flat terrain with impassable obstacles. Both the terrain and the obstacles are modeled as arbitrary polygons. We consider two scenarios: the unlimited vision, when the robot situated at a point p of the terrain explores (sees) all points q of the terrain for which the segment pq belongs to the terrain, and the limited vision, when we require additionally that the distance between p and q is at most 1. All points of the terrain (except obstacles) have to be explored and the performance of an exploration algorithm, called its complexity, is measured by the length of the trajectory of the robot. For unlimited vision we show an exploration algorithm with complexity O(P+Dk), where P is the total perimeter of the terrain (including perimeters of obstacles), D is the diameter of the convex hull of the terrain, and k is the number of obstacles. We do not assume knowledge of these parameters. We also prove a matching lower bound showing that the above complexity is optimal, even if the terrain is known to the robot. For limited vision we show exploration algorithms with complexity O(P+A+Ak), where A is the area of the terrain (excluding obstacles). Our algorithms work either for arbitrary terrains (if one of the parameters A or k is known) or for c-fat terrains, where c is any constant (unknown to the robot) and no additional knowledge is assumed. (A terrain T with obstacles is c-fat if R r= We consider the problem of computing minimum geometric hitting sets in which, given a set of geometric objects and a set of points, the goal is to compute the smallest subset of points that hit all geometric objects. The problem is known to be strongly NP-hard even for simple geometric objects like unit disks in the plane. Therefore, unless P=NP, it is not possible to get Fully Polynomial Time Approximation Algorithms (FPTAS) for such problems. We give the first PTAS for this problem when the geometric objects are half-spaces in Re3 and when they are an r-admissible set regions in the plane (this includes pseudo-disks as they are 2-admissible). Quite surprisingly, our algorithm is a very simple local search algorithm which iterates over local improvements only.