24136651
Optimal randomized parallel algorithms for computational geometry
We present parallel algorithms for some fundamental problems in computational geometry which have a running time ofO(logn) usingn processors, with very high probability (approaching 1 asn → ∞). These include planar-point location, triangulation, and trapezoidal decomposition. We also present optimal algorithms for three-dimensional maxima and two-set dominance counting by an application of integer sorting. Most of these algorithms run on a CREW PRAM model and have optimal processor-time product which improve on the previously best-known algorithms of Atallah and Goodrich [5] for these problems. The crux of these algorithms is a useful data structure which emulates the plane-sweeping paradigm used for sequential algorithms. We extend some of the techniques used by Reischuk [26] and Reif and Valiant [25] for flashsort algorithm to perform divide and conquer in a plane very efficiently leading to the improved performance by our approach.
11169442
Linear Time Algorithms for Clustering Problems in Any Dimensions
We generalize the k-means algorithm presented by the authors [14] and show that the resulting algorithm can solve a larger class of clustering problems that satisfy certain properties (existence of a random sampling procedure and tightness). We prove these properties for the k-median and the discrete k-means clustering problems, resulting in O(2(k/e)O(1)dn) time (1+e)-approximation algorithms for these problems. These are the first algorithms for these problems linear in the size of the input (nd for n points in d dimensions), independent of dimensions in the exponent, assuming k and e to be fixed. A key ingredient of the k-median result is a (1+e)-approximation algorithm for the 1-median problem which has running time O(2(1/e)O(1)d). The previous best known algorithm for this problem had linear running time.
1068367
An Efficient Output-Size Sensitive Parallel Algorithm for Hidden-Surface Removal for Terrains
Abstract. We describe an efficient parallel algorithm for hidden-surface removal for terrain maps. The algorithm runs in O(log 4 n) steps on the CREW PRAM model with a work bound of O((n+k) \polylog ( n)) where n and k are the input and output sizes, respectively. In order to achieve the work bound we use a number of techniques, among which our use of persistent data structures is somewhat novel in the context of parallel algorithms.
9302549
Planar Graph Blocking for External Searching

AbstractWe present a new scheme for storing a planar graph in external memory so that any online path can be traversed in an I-O efficient way. Our storage scheme significantly improves the previous results for planar graphs with bounded face size. We also prove an upper bound on I-O efficiency of any storage scheme for well-shaped triangulated meshes. For these meshes, our storage scheme achieves optimal performance.

32334601
Finding an Approximate Median with High Probability in Constant Parallel Time
Given n elements from a totally ordered set we outline a method for choosing an element whose rank is γn for some 0 0.
10562059
Improved decremental algorithms for maintaining transitive closure and all-pairs shortest paths
We present improved algorithms for maintaining transitive closure and all-pairs shortest paths/distances in a digraph under deletion of edges.(MATH) For the problem of transitive closure, the previous best known algorithms, for achieving O(1) query time, require O(\min(m, \frac{n^3}{m}))$ amortized update time, implying an upper bound of O(n^{\frac{3}{2}})$ on update time per edge-deletion. We present an algorithm that achieves $O(1)$ query time and O(n \log^2n + \frac{n^2}{\sqrt{m}}{\sqrt{\log n}})$ update time per edge-deletion, thus improving the upper bound to O(n^{\frac{4}{3}}\sqrt[3]{\log n})$.(MATH) For the problem of maintaining all-pairs shortest distances in unweighted digraph under deletion of edges, we present an algorithm that requires O(\frac{n^3}{m} \log^2 n)$ amortized update time and answers a distance query in O(1) time. This improves the previous best known update bound by a factor of log n. For maintaining all-pairs shortest paths, we present an algorithm that achieves O(\min(n^{\frac{3}{2}} \sqrt{\log n}, \frac{n^3}{m} \log ^2n))$ amortized update time and reports a shortest path in optimal time (proportional to the length of the path). For the latter problem we improve the worst amortized update time bound by a factor of O(\sqrt{\frac{n}{\log n}})$.(MATH) We also present the first decremental algorithm for maintaining all-pairs (1+ε) approximate shortest paths/distances, for any ε > 0, that achieves a sub-quadratic update time of O(n log2n + \frac{n^2}{\sqrt{\epsilon m}}\sqrt{\log n})$ and optimal query time.Our algorithms are randomized and have one-sided error for query (with probability O(1/nc) for any constant c).
7580001
Evolutionary Tournament-Based Comparison of Learning and Non-Learning Strategies for Iterated Games
Evolutionary tournaments have been used as a tool for comparing strategies. For instance, in the late 1970’s, Axelro d organized tournaments to compare strategies for playing th e iterated prisoner’s dilemma (PD) game. While these tournaments and later research have provided us with a better understanding of successful strategies for iterated PD, ou r understanding is less clear about strategies for playing it erated versions of arbitrary single-stage games. While solut ion concepts like Nash equilibria has been proposed for general sum games, learning strategies like fictitious play may be pr eferred for playing against sub-rational players. In this pa per, we discuss the relative performance of both learning and non learning strategies that embody some of the above approache s on an experimental testbed of all possible structurally dis tinct 2x2 conflicted games with ordinal payoffs. This set of bimatrices provides a baseline, neutral testbed for comparin g strategies. We discuss the testbed, our choice of represent ative learning and non-learning strategies and relative ran kings of these strategies ranked by cumulative score in tournamen ts. We also study the performance of the strategies in an evolutionary tournament. Finally, we provide some analysis of th e observed results to highlight the advantage of learning str ategies.
5876633
Analysis of Communities of Interest in Data Networks
Communities of interest (COI) have been applied in a variety of environments ranging from characterizing the online buying behavior of individuals to detecting fraud in telephone networks. The common thread among these applications is that the historical COI of an individual can be used to predict future behavior as well as the behavior of other members of the COI. It would clearly be beneficial if COIs can be used in the same manner to characterize and predict the behavior of hosts within a data network. In this paper, we introduce a methodology for evaluating various aspects of COIs of hosts within an IP network. In the context of this study, we broadly define a COI as a collection of interacting hosts. We apply our methodology using data collected from a large enterprise network over a eleven week period. First, we study the distributions and stability of the size of COIs. Second, we evaluate multiple heuristics to determine a stable core set of COIs and determine the stability of these sets over time. Third, we evaluate how much of the communication is not captured by these core COI sets.
5956748
Evaluating bidding strategies for simultaneous auctions
Bidding for multiple items or bundles on online auctions raises challenging problems. We assume that an agent has a valuation function that returns its valuation for an arbitrary bundle. In the real world all or most of the items of interest to an agent is not present in a single combinatorial auction. We study the problem of bidding for multiple items in a set of simultaneous auctions, each of which sell only a single unit of a particular item. Hence an agent has to bid in multiple auctions to obtain preferred item bundles. While an optimal bidding strategy is known when bidding in sequential auctions, only suboptimal strategies are available when bidding for items sold in auctions running simultaneously. To decide on an agent's bid for simultaneous auctions, we investigate a multi-dimensional bid improvement strategy, which is optimal given an infinite number of restarts. We provide a comparison of this algorithm with existing ones, both in terms of utilities generated and computation time, along with a discussion of the strengths and weaknesses of these strategies.
16333487
Playback restart in interactive streaming video applications
Low latency is crucial in networked multimedia applications such as on-demand streaming audio and video. In this paper we consider the problem of restarting or resuming playback following an interactive operation such as fast forward, rewind, or indexed jump in stored on-demand video. We present two approaches to restart playback after an interactive operation, and develop algorithms to compute the latencies incurred in restarting playback. Using long MPEG-1 traces, with an optimal smoothing technique to transmit data for regular playback, we demonstrate that the latencies incurred under our approaches are very small. We next examine the latencies incurred when restarting playback in a video server under two policies for sharing its bandwidth: (a) one in which only regular playback bandwidth is available to restart playback and (b) one in which additional free server bandwidth (if any) is accessible. We find playback restart latencies to be similarly low under both policies, suggesting that the simpler approach (a) is sufficient.
16079000
Searching for optimal coalition structures
Coalition formation has been a very active area of research in multiagent systems. Most of this research has concentrated on decentralized procedures that allow self-interested agents to negotiate the formation of coalitions and division of coalition payoffs. A different line of research has addressed the problem of finding the optimal division of agents into coalitions such that the sum total of the the payoffs to all the coalitions is maximized (Larson and Sandholm, 1999). This is the optimal coalition structure identification problem. Deterministic search algorithms have been proposed and evaluated under the assumption that the performance of a coalition is independent of other coalitions. We use an order-based genetic algorithm (OBGA) as a stochastic search process to identify the optimal coalition structure. We compare the performance of the OBGA with a representative deterministic algorithm presented in the literature. Though the OBGA has no performance guarantees, it is found to dominate the deterministic algorithm in a significant number of problem settings. An additional advantage of the OBGA is its scalability to larger problem sizes and to problems where performance of a coalition depends on other coalitions in the environment.