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VISUALIZATION OF THE STEINER TREE HEURISTIC SOLUTIONS WITH LEDAKO, MYUNG CHUL 16 September 2002 (has links)
No description available.
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Complexity and Approximation of the Rectilinear Steiner Tree ProblemMussafi, Noor Saif Muhammad 05 August 2009 (has links)
Given a finite set K of terminals in the plane. A
rectilinear Steiner minimum tree for K (RST) is
a tree which interconnects among these terminals
using only horizontal and vertical lines of shortest
possible length containing Steiner point. We show the
complexity of RST i.e. belongs to NP-complete.
Moreover we present an approximative method of
determining the solution of RST problem proposed by Sanjeev Arora
in 1996, Arora's Approximation Scheme. This algorithm
has time complexity polynomial in the number of
terminals for a fixed performance ratio 1 + Epsilon.
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Complexity and Approximation of the Rectilinear Steiner Tree ProblemMussafi, Noor Saif Muhammad 21 July 2009 (has links)
Given a finite set K of terminals in the plane. A
rectilinear Steiner minimum tree for K (RST) is
a tree which interconnects among these terminals
using only horizontal and vertical lines of shortest
possible length containing Steiner point. We show the
complexity of RST i.e. belongs to NP-complete.
Moreover we present an approximative method of
determining the solution of RST problem proposed by Sanjeev Arora
in 1996, Arora's Approximation Scheme. This algorithm
has time complexity polynomial in the number of
terminals for a fixed performance ratio 1 + Epsilon.
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Heurística aplicada ao problema árvore de Steiner Euclidiano com representação nó-profundidade-grau / Heuristic applied to the Euclidean Steiner tree problem with no-dedepth- degree encodingOliveira, Marcos Antônio Almeida de 03 September 2014 (has links)
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Previous issue date: 2014-09-03 / Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG / A variation of the Beasley (1992) algorithm for the Euclidean Steiner tree problem
is presented. This variation uses the Node-Depth-Degree Encoding, which requires an
average time of O(n) in operations to generate and manipulate spanning forests. For
spanning tree problems, this representation has linear time complexity when applied to
network design problems with evolutionary algorithms. Computational results are given
for test cases involving instances up to 500 vertices. These results demonstrate the use of
the Node-Depth-Degree in an exact heuristic, and this suggests the possibility of using
this representation in other techniques besides evolutionary algorithms. An empirical
comparative and complexity analysis between the proposed algorithm and a conventional
representation indicates the efficiency advantages of the solution found. / É apresentada uma variação do algoritmo de Beasley (1992) para o Problema árvore de Steiner Euclidiano. Essa variação utiliza a Representação Nó-Profundidade-Grau que requer, em média, tempo O(n) em operações para gerar e manipular florestas geradoras. Para problemas de árvore geradora essa representação possui complexidade de tempo linear sendo aplicada em problemas de projeto de redes com algoritmos evolutivos. Resultados computacionais são dados para casos de teste envolvendo instâncias de até 500 vértices. Esses resultados demonstram a utilização da representação Nó-Profundidade-Grau em uma heurística exata, e isso sugere a possibilidade de utilização dessa representação em outras técnicas além de algoritmos evolutivos. Um comparativo empírico e da análise de complexidade entre o algoritmo proposto e uma representação convencional indica vantagens na eficiência da solução encontrada.
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Worst-case robot navigation in deterministic environmentsMudgal, Apurva 02 December 2009 (has links)
We design and analyze algorithms for the following two robot navigation problems:
1. TARGET SEARCH. Given a robot located at a point s in the plane, how will a robot navigate to a goal t in the presence of unknown
obstacles ?
2. LOCALIZATION. A robot is "lost" in an environment with a map of its surroundings. How will it find its true location by traveling the minimum distance ?
Since efficient algorithms for these two problems will make a robot completely autonomous, they have held the interest of both robotics and computer science communities.
Previous work has focussed mainly on designing competitive algorithms where the robot's performance is compared to that of an omniscient adversary. For example, a competitive algorithm for target search will compare the distance traveled by the robot with the shortest path from
s to t.
We analyze these problems from the worst-case perspective, which, in our view, is a more appropriate measure. Our results are :
1. For target search, we analyze an algorithm called Dynamic A*. The robot continuously moves to the goal on the shortest path which it recomputes on the discovery of obstacles. A variant of this algorithm has been employed in Mars Rover prototypes.
We show that D* takes O(n log n) time on planar graphs and also show a comparable bound on arbitrary graphs. Thus, our results show that D* combines the optimistic possibility of reaching the goal very soon while competing with depth-first search within a logarithmic factor.
2. For the localization problem, worst-case analysis compares the performance of the robot with the optimal decision tree over the set of possible locations.
No approximation algorithm has been known. We give a polylogarithmic approximation algorithm and also show a near-tight lower bound for the grid graphs commonly used in practice. The key idea is to plan travel on a "majority-rule map" which eliminates uncertainty and permits a link to the half-Group Steiner problem. We also extend the problem to polygonal maps by discretizing the domain using novel geometric techniques.
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