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Title: University of Denver


1
  • University of Denver
  • Department of Mathematics
  • Department of Computer Science

2
Routing in Geometric Settings
  • Geometric graphs
  • Planar graph
  • Unit disk graph
  • Applications
  • Ad hoc wireless networks
  • Robot route planning moving in a terrain of
    varied types (e.g. grassland, brush land, forest,
    water etc

3
AGENDA
  • Topics
  • Minimum Disk covering Problem (MDC)
  • Minimum Forwarding Set Problem (MFS)
  • Two-Hop realizability (THP)
  • Exact solution to Weighted Region Problem (WRP)
  • Raster and vector based solutions to WRP
  • Conclusion
  • Questions

4
  • Topics
  • Minimum Disk covering Problem (MDC)
  • Minimum Forwarding Set Problem (MFS)
  • Two-Hop realizability (THP)
  • Exact solution to Weighted Region Problem (WRP)
  • Raster and vector based solutions to WRP
  • Conclusion
  • Questions?

5
1 - Minimum Disk Covering Problem (MDC)
Cover Blue points with unit disks centered at
Red points !! Use Minimum red disks!!
6
Other Variation
Cover all Blues with unit disks centered at blue
points !! Using Minimum Number of disks
7
Complexity
  • MDC is known to be NP-complete
  • Reference Unit Disk GraphsDiscrete
    Mathematics 86 (1990) 165177, B.N. Clark, C.J.
    Colbourn and D.S. Johnson.

8
Previous work
  • Problem has a constant factor approximation
    algorithm
  • Shown ByHervé Brönnimann, Michael T.
    Goodrich(1994) Almost optimal set covers in
    finite VC-dimension

9
Previous work (Cont)
  • Selecting Forwarding Neighbors in Wireless
    Ad-Hoc Networks
  • Jrnl Mobile Networks and Applications(2004)
  • Gruia Calinescu
  • Ion I. Mandoiu
  • Peng-Jun Wan
  • Alexander Z. Zelikovsky
  • Presented 108-approximation factor

10
The method
  • Tile the plane with equilateral triangles of unit
    side
  • Cover Each triangle by solving a Linear program
    (LP)
  • Round the solution to LP to obtain a factor of 6
    for each triangle

11
The Method to cover triangle
12
Covering a triangle
IF No blue points in a triangle- NOTHING TO DO!!
IF ? contains RED BLUE THEN Unit disk centered
at RED Covers the ? Assume BLUE RED do not
share a ?
13
Covering a triangle Method
14
Covering a triangle
  • Using Skyline of disks
  • cover each of the 3 sides with 2-approximation
  • combine the result to get
  • 6-approximation for each ?

15
Desired Property P
  • No two discs intersect more than once inside a
    triangle
  • No Two discs are tangent inside the triangle

16
Unit circle intersects at most 18 triangles in a
tiling
It can be easily verified that a Unit disk
intersects at most 18 equilateral triangles in a
tiling of a plane
17
Result 108-approximation
  • Covered each triangle with approximation factor
    of 6
  • Optimal cover can intersect at most 18 triangles
  • Hence, 6 18 108 - approximation

18
Improvements
  • CAN WE
  • use a larger tile?
  • split the tile into two regions?
  • get better than 6-approximation by different
    tiling?
  • cover the plane instead of tiling?

19
Can we use a larger tile?
  • If tile is larger than a unit diameter !!
  • Unit disc inside Tile cannot cover the tile
  • Hence we cannot use previous method

20
Split the tile into two regions?
  • NO!
  • We obtain two intersection inside the tile
    (Violates Property P)

T1
T2
21
Split the tile into two regions Using any cut
v0
n 2m 1 n 5 m 2
v1
v4
v3
v2
22
Different shape Tile?
  • Each side with 2-approx. factor
  • Hence 8 for a square
  • Unit disk can intersect 14 such squares
  • 14 8 112
  • No Gain by such method

23
Different shape Tile?
  • Each side with 2-approx. factor
  • Hence 12 for a hexagon
  • Unit disk can intersect 12 such hexagons
  • 12 12 144
  • No Gain by such method

24
Our Approach
  • How about using a unit diameter hexagon as a tile
  • Combine result above with a splitting into 3
    regions around the hexagon
  • Does it give a better bound?

25
Hexagon- split it into 3 regions
  • Partition Hexagon into 3 regions (Similar to
    triangle)
  • Obtain 2-approximation for each side
    ?6-approximation for hexagon
  • Unit disk intersects 12 hexagons
  • Hence, 6 12 72-approximation

T1
T3
T2
26
Covering
  • Instead of tiling the plane, how about covering
    the plane

27
Conclusion of MDC
  • Conjecture A unit disk will intersect at least
    12 tiles of any covering of R2 by unit diameter
    tiles
  • Each tile has an approximation of 6 by the known
    method
  • Cannot do better than 72 by the method used

28
  • Topics
  • Minimum Disk covering Problem (MDC)
  • Minimum Forwarding Set Problem (MFS)
  • Two-Hop realizability (THP)
  • Exact solution to Weighted Region Problem (WRP)
  • Raster and vector based solutions to WRP
  • Conclusion
  • Questions?

29
2 - Minimum Forwarding Set Problem (MFS)
x
s
Cover blue points with unit disks centered at
red points, now all red points are inside a unit
disk
30
Previous work (MFS)
  • Despite its simplicity, complexity is unknown
  • In Selecting Forwarding Neighbors in Wireless
    Ad-Hoc Networks , Calinescu et al. Present
  • 3- and 6-approximation with complexity O(n log2n)
    and O(n log n), respectively
  • Algorithm is based on property P

31
Desired Property P Again
  • No two discs intersect more than once along their
    border inside a region Q
  • No Two discs are tangent inside the a region Q
  • A disk intersect exactly twice along their border
    with Q

1
3
32
Property P
  • Property P applies if the region is outside of
    disk radius

Unit disk
Q
33
Bell and Cover of x
  • Remove points inside the Bell- Bell Elimination
    Algorithm (BEA)

34
Result
  • Assume points to be uniformly distributed
  • Bell elimination eliminates all the points inside
    the disk of radius
  • Need about 75 points
  • Therefore exact solution

35
Result of Running BEA
  • Graph

36
Distance of one-hop neighbors
  • Extra region

37
Approximation factor
38
  • Topics
  • Minimum Disk covering Problem (MDC)
  • Minimum Forwarding Set Problem (MFS)
  • Two-Hop realizability (THP)
  • Exact solution to Weighted Region Problem (WRP)
  • Raster and vector based solutions to WRP
  • Conclusion
  • Questions?

39
3-Two-hop realizability
  • Embed a bipartite graph G as a two-hop problem
  • Show a solution to MFS is a solution to vertex
    cover problem of G
  • Hence MFS is as hard as vertex cover problem

40
Degree of at most 2
  • If G is realizable then sub-graph G is
    realizable

one-hop region
41
  • Topics
  • Minimum Disk covering Problem (MDC)
  • Minimum Forwarding Set Problem (MFS)
  • Two-Hop realizability (THP)
  • Exact solution to Weighted Region Problem (WRP)
  • Raster and vector based solutions to WRP
  • Conclusion
  • Questions?

42
4 - Weighted region problem (WRP)
  • Find a optimal path from START to GOAL in a given
    subdivision
  • Goal is to find a path with minimum total cost

43
Weighted region problem- Planar Graphs
  • WRP finds a shortest path on a planar
    sub-division from source s to destination t
  • Planar sub-division considered as planar graph
  • Edges are the boundary of faces of sub-division
  • Vertices are the intersection of edges

44
WRP - weighted region problem
  • Travel allowed through faces and edges
  • To use Dijkstra algorithm, need to augment the
    given planar sub-division
  • Integer weight 0,1 W, ? is assigned to
    regions/edges
  • A special case Weights restricted to 0/1/?
  • Vector and Raster based algorithms exist

45
Preliminaries
  • A graph (network) consists of nodes and edges
    represented as G(V, E, W)

e3(5)
b
a
e4(2)
e6(2)
e1(1)
e
e5(2)
d
c
e2(2)
46
General Shortest path G(V, E, W)
  • W E ? non-negative weight
  • Source s and destination t are vertices of G
  • Find a shortest path from s to t
  • Path goes through only edges and vertices
  • Dijkstra algorithm finds a shortest path from a
    source vertex to all other vertices

47
Dijkstra's Algorithm
  • Greedy algorithm
  • Basic idea
  • Algorithm maintains two sets of nodes, Solved S
    and Unsolved U
  • Each iteration takes a node from U and moves it
    into S
  • Algorithm terminates when U becomes empty
  • Choosing a node v from U is by a greedy choice

48
Dijkstras Example(1)
Dijkstra(G,s) 01 for each vertex v Î VG 02 d
v 03 v. Parent UNKNOWN 04 ds 0 05
S Æ 06 Q VG 07 while Q ? Ø 08 u
extractMin(Q) 09 S S È u 10 for each v
Î adjacent(u) do 11 Relax(u, v, G)
49
Dijkstras Example (2)
Dijkstra(G,s) 01 for each vertex v Î VG 02 d
v 03 v. Parent UNKNOWN 04 ds 0 05
S Æ 06 Q VG 07 while Q ? Ø 08 u
extractMin(Q) 09 S S È u 10 for each v
Î adjacent(u) do 11 Relax(u, v, G)
50
Dijkstras Example (3)
u
v
1
8
9
Dijkstra(G,s) 01 for each vertex v Î VG 02 d
v 03 v. Parent UNKNOWN 04 ds 0 05
S Æ 06 Q VG 07 while Q ? Ø 08 u
extractMin(Q) 09 S S È u 10 for each v
Î adjacent(u) do 11 Relax(u, v, G)
10
9
2
3
0
4
6
7
5
5
7
2
y
x
51
Dijkstras Correctness
  • We will prove that whenever u is added to S,
    u.d() d(s,u), i.e., that d is minimum, and that
    equality is maintained thereafter
  • Proof (by contradiction)
  • Note that "v, v.d() ³ d(s,v)
  • Let u be the first vertex picked such that there
    is a shorter path than u.d(), i.e., that Þ u.d()
    gt d(s,u)
  • We will show that this assumption leads to a
    contradiction

52
Dijkstras Running Time
  • Extract-Min executed V time
  • Decrease-Key executed E time
  • Time V TExtract-Min E TDecrease-Key
  • T depends on different Q implementations

Q T(Extract-Min) T(Decrease-Key) Total
array O(V) O(1) O(V 2)
binary search tree O(log V) O(log V) O(E log V)
Fibonacci heap O(log V) O(1) (amort.) O(V logV E)
53
Planar Graphs
  • A Planar graph is a graph that can be drawn in
    the plane such that edges do not intersect

b
a
e
d
c
Yes!!
Is this Planar?
Examples Voronoi diagram and Delaunay
triangulation
54
Planar Graphs
  • n - e f 2
  • n, e, f of vertices, edges, faces
  • Implies, of edges and faces is O(n)
  • Planar graph has at most 3n - 6 edges, n 3
  • Every planar subdivision can be considered as a
    planar graph
  • Dijkstras algorithm complexity for planar graph
    is O(n log n)

55
WRP - Algorithms
  • VECTOR BASED
  • The WRP Finding shortest path O(n8L) 2
  • Path planning 0/1/? WRP1
  • A new algorithm for computing shortest path in
    WRP O(n3) 3
  • RASTER BASED
  • Cross country Movement Planning 4
  • Planning Shortest Paths among 2D and 3D weighted
    Regions Using Framed-Subspaces 5

56
WRP - General case
  • Input
  • Planar straight line subdivision is specified by
    faces, vertices, and edges
  • Two points s and t, source and destination,
    respectively
  • Assumption- all faces are triangles- s and t
    are vertices
  • Output
  • ?-optimal path from s to t is specified by users
  • path within a factor of (1 ?) from the optimal

57
WRP - General case
  • Notations
  • ?f weight of face f
  • ?e weight of edge e, where e f ? f min
    ?f, ?f
  • A weight of ? implies A path cannot cross that
    face or edge
  • Note that all optimal paths must be piecewise
    linear!!

Short cut
58
WRP - Local Optimality
  • Snells law
  • Light seeks the path of minimum time
  • Light obeys Snells law
  • Index of refraction for a region ? speed of
    traveling through that region
  • Shortest paths in WRP must also obey Snells law
  • Lemma 3.2 2 - Let ?e min ?f, ?f, ?f,
    ?flt 8- Optimal path passing through edge e
    implies path obeys Snells law at edge e

59
WRP - Local optimality
  • If path passes through edge e, Cost function from
    s to t

60
WRP - Local optimality
  • If path uses the edge e

61
Local Optimality Criterion of path p
  • If p passes through e ? p obeys Snells law
  • If p shares a segment on e ? p enter and exit e
    at a critical angle.
  • Definition
  • Root Marching back from some point x along p,
    root r is the first vertex or critical point of
    entry on an edge

y2
y3
y2 is the root of x
x
62
Local Optimality Criterion of path p
  • (1) Between two consecutive vertices v, v on
    path p there is at most one critical point of
    entry to an edge and at most one critical point
    of exit OR
  • (2) Path p can be modified such that (1) holds
    without altering the length of the path
  • Therefore following cannot happen

63
Locally f-free path p
  • If p connecting s to x ? interior(f ? f) does
    not go through face f then we say p is locally
    f-free path - pf(x)
  • A locally optimal path from s to x minpf(x),
    pf(x)

f
Locally f - free path
x
f
Locally f- free path
s
64
Intervals of a locally f-free path p on e
  • p with root r to some point y on an edge e may
    cross set of edges ? (edge sequence) as shown

f
y
e
f
edge sequence ?
ek
. . .
  • Lemma 4.3 2
  • p to (y, y) from root r does not intersect
  • ?z ?(y, y) ? rz lt rx where x ?(y,y) x ? z

e1
r
65
Intervals of optimality
  • y,y forms an interval of optimality for a root
    r
  • Such intervals form a covering of e and have
    mutually disjoint interiors

f
y
e
f
ek
. . .
e1
r
Root r is either a vertex or a critical point of
entry
66
Algorithm
  • Triangulate planar subdivision
  • Add s and t (source and destination) as vertices
  • Simulate propagation of wave-front of light
    starting from s by applying Snells law whenever
    we cross the boundary
  • Keep track of location of wave-front where it
    hits the edges -gt Intervals of optimality
  • Events are intervals of optimality
  • Events are stored in a priority queue sorted by
    distance from s
  • Number of events is bounded within O(n4)

67
Algorithm complexity
  • Number of intervals is bounded within O(n4)
  • When two intervals overlap, find tie point
  • Complexity of find tie point is O(k2 log
    nNW/?)k of events O(n4)n of
    verticesN largest integer coordinate of any
    vertexW Largest weight of any face or edge?
    Error bound specified in the input
  • Complexity of the algorithm is O(n8)
  • A O(n3) algorithm using path-net exists

68
0/1/? -WRP
  • Weights restricted to 0/1/?
  • Without 0-regions, visibility graph can be
    constructed in O(n log n K)K of edges in
    visibility graph
  • Run Dijkstras algorithm on visibility graph
  • Previous algorithm solves this special case, but
    restriction on weight allows a better algorithm

69
0/1/? - Least risk paths
  • Find a least risk path in a polygon with k
    threats- risk ? distance in the view of threat-
    threats have unlimited range of line of sight
  • Treat exterior boundary as ?-regionTreat line of
    sight as 1-regionThose not visible to any threat
    as 0-region
  • ?

70
0/1/? -WRP Observations
  • A segment is locally optimal path if its interior
    is free from obstacles and 0-regions
  • Shortest path from v to a region R not containing
    v is a segment vw from v to a point w
  • if w is a vertex of R edges incident on w lies
    inside half-plane H, a line through w
    perpendicular to vw
  • if w is on an edge such that vw is perpendicular
    to that edge

71
Optimal paths

Various local optimal segment characteristics Gre
y - Obstacles light - 0-regions
0-entrance points
72
Critical graph
  • From the observation we made, construct a
    critical graph G(V,E) from input G(V, E) as
    follows1. V V ? s, t2. E E ?
    locally optimal segments with vertices as
    endpoints ?locally optimal segments with
    0-entrance points, store one of end points of the
    edge

73
Critical graph Example
  • New edges added are (pq) and (rs) with weights
    pq and rx.
  • It is easy to add x as node, but this increases
    the node complexity and hence increase the
    running time of the algorithm

74
Query Critical graph
  • Number of edges in critical graph is O(n2) since
    we add edges but not vertices
  • Complexity of finding a shortest path in 0/1/8
    WRP reduces to- Construct the critical graph G
    - Run Dijkstras algorithm on G with O(n log n
    K), where K is number of edges
  • Therefore complexity is O(n2) since K is bounded
    by O(n2)

75
General WRP-improved algorithm
  • WRP algorithm of complexity O(n8) is not
    practical
  • A new algorithm is based on constructing a
    relatively sparse graph path-net
  • Path-net guarantees an ?-optimal path between two
    query points
  • User defined parameter k controls the density of
    the graph
  • Varying k, we can get close to optimal

76
Path-net Algorithm O(n3)
  • Construct path-net G(V, E) from a given
    input G(V, E), k is user defined integer
  • Construct k evenly-spaced cones around each
    vertex of V Maximum number of cones is kn
  • For each vertex v, find a possible sub-path from
    v either to another vertex u or to a critical
    point of entry on some edge of subdivision.
  • There is at most one sub-path per cone
  • Example k 5

v
360/5 72o
77
Topological Fork
  • The edge sequence of one ray first starts to
    differ from the edge sequence of the other
  • Locally optimal sub-path from v goes through
    boundaries of the cone and traverse egdes,
    obeying Snells law
  • Stop when the two refraction rays first encounter
    a topological fork

p
q
topological fork of two rays
e4
e5
e3
e1
e2
78
Topological Fork
  • Topological fork must be one of the following
    types1. Two rays split at a vertex2. Both rays
    incident on the same edge and any one
    incident angle gt critical angle3. Both rays
    encounter outer boundary

A unique locally optimal path from v to u will
stay inside the refraction cone that is split by u
?a
?c
?b
Trace a critical refraction path from u to v
through the cone.
79
Path-net Edges
  • Find optimal sub-paths, path-net edges
  • Calculate the weight of path-net edges
  • Add path-net edges and vertices into path-net
    graph,
  • G(V, E)
  • Run Dijkstras algorithm on path-net

80
Path-net complexity
  • Path-net has O(kn) nodes, since each cone can
    create at most one link
  • Propagation of two rays of a cone takes
  • O(n2) for all vertices - Locally optimal
    path can cross each edge
  • at most n times (Lemma 7.1 in 2)- An
    edge sequence has O(n2) crossed edges
  • Overall complexity is O(kn3) to build a data
    structure with size O(kn)

81
Path-net complexity
  • What if s or t changes?
  • Connect new s, t to existing path-net using
    similar techniques used for construction of
    path-net and run path-net algorithm

82
Path-net Implementation
  • Part of WRP-Solve Compare various approaches to
    route planning
  • ModSAF Military simulation system
  • 3 compares the result of Path-net algorithm to
    1. Grid based algorithm 2. Edge
    subdivision algorithm
  • in both real and simulated data set

83
Raster-based algorithms
  • Transform weighted planar graph to uniform
    rectangular grid
  • Assign a suitable weight to each grid cell
  • Weight in a cell cost/unit distance traveled in
    that cell
  • Make a graph with nodes and edges
  • - nodes raster cells
  • - edges the possible paths between the
    nodes
  • Find the optimal path by running Dijkstras
    algorithm

8 connected
32 connected
16 connected
84
Raster-based algorithms
  • Advantages
  • Simple to implement
  • Well suited for grid input data
  • Easy to add other cost criteria
  • Drawbacks
  • Errors in distance estimate, since we measure
    grid distance instead of Euclidean distance
  • Error factor
  • 4-connectivityv2
  • 8-connectivity(v21)/5

85
n-connected Raster
  • Standard 4-connected raster
  • A number of geometric distortions exists
  • - To reduce the distortions, increase
  • connectivity
  • More-connected raster 8-connected,
    16-connected, 32-, 64, and 128-connected
  • - Computation of the cost of an edge is
  • complicated

86
n-connected Raster
  • Table shows connectivity to distortion error

Connectivity Maximum Elongation ? Maximum Deviation ?
4 1.41421 0.50000
8 1.08239 0.20710
16 1.02749 0.11803
32 1.01308 0.08114
64 1.00755 0.06155
128 1.00489 0.04951
87
Extended Raster-based algorithms
  • Define nodes at the sides of the raster cells
  • Allowed directions increases as of nodes
  • increases

88
Extended Raster-based algorithms
  • Solves the problem of intersecting paths and
    possibly expensive angles
  • Drawback Search graph is dense when
    intermediate nodes increases

89
Quadtree Based Raster algorithms
  • The uniform areas are grouped together
  • Smaller of nodes and edges in the graph
  • Efficient memory and algorithms
  • Drawback Non-optimal paths possible

90
Vector vs. Raster comparisons
  • .

91
Vector vs. Raster comparisons
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