8935191
Maximum genus and connectivity
Abstract It is shown that ⌈β(G)/3⌉ is the tight lower bound on the maximum genus γM(G) of 2-edge-connected simplicial graphs, where β(G) is the cycle rank of the graph G. Also, a systematic method is developed to construct 3-vertex-connected simplicial graphs G satisfying the equality γM(G) = ⌈β(G)/3⌉. These two results combine with previously known results to yield a complete picture of the tight lower bounds on the maximum genus of simplicial graphs.
2261180
Graph Ear Decompositions and Graph Embeddings
Ear decomposition of a graph has been extensively studied in relation to graph connectivity. In this paper, a connection of ear decomposition to graph embeddings is exhibited. It is shown that constructing a maximum-paired ear decomposition of a graph and constructing a maximum-genus embedding of the graph are polynomial-time equivalent. Applications of this connection are discussed.
1021255
A minimal and complete set of operators for the development of robust manifold mesh modelers
In this paper, we identify a minimal and complete set of fundamental operators, which is necessary and sufficient for performing all homeomorphic and topological operations on 2- manifold mesh structures. Efficient algorithms are developed for the implementation of these operators. We also developed a set of powerful, user-friendly, and effective operators at the level of user-interface. Using these operators, we have developed a prototype system for robust, interactive, and user-friendly modeling of orientable 2-manifold meshes. Users of our system can perform a large set of homeomorphic and topological changes with these user-interface level operators. Our system is topologically robust in the sense that users will never create invalid 2-manifold mesh structure with these operators. In our system, the homeomorphic and topological surgery operations can be applied alternatively on 2-manifold meshes. With our system, users can blend surfaces, construct rinds, and open holes on these rind shapes. With our system, the shapes that look like solid, non-manifold, or 2-manifold with boundary can be manipulated. The system also provides automatic texture mapping during topology changes.
5242879
Interactive rind modeling
In this paper, we describe a technique, with roots in topological graph theory, that we call rind modeling. It provides for the easy creation of surfaces resembling peeled and punctured rinds. We show how the method's two main steps of: 1) creation of a shell or crust like the rind of an orange, and 2) opening holes in the crust by punching or peeling can be encapsulated into a real time semi-automatic interactive algorithm. We include a number of worked examples, some by students in a first modeling course, that demonstrate the ease with which a large variety of intricate rind shapes can be created.
16331940
Optimal Parallel Routing in Star Networks
Star networks have recently been proposed as attractive alternatives to the popular hypercube for interconnecting processors on a parallel computer. In this paper, we present an efficient algorithm that constructs an optimal parallel routing in star networks. Our result improves previous results for the problem.
31382426
Strong Fault-Tolerance: Parallel Routing in Networks with Faults
A d-regular network G is strongly fault-tolerant if for any copy Gf of G with at most d - 2 faulty nodes, every pair of nonfaulty nodes u and v in Gf admits min{df(u), df (v)} node-disjoint paths in Gf from u to v, where df(u) and df(v) are the degrees of the nodes u and v in Gf. We show that popular network structures, such as hypercube and star networks, are strongly fault-tolerant. We develop efficient algorithms that construct the maximum number of node-disjoint paths of optimal or nearly optimal length in these networks with faulty nodes. Our algorithms are optimal in terms of their running time.
36905463
Quasi-threshold Graphs
Abstract Quasi-threshold graphs are defined recursively by the following rules: 1. (1) K1 is a quasi-threshold graph, 2. (2) adding a new vertex adjacent to all vertices of a quasi-threshold graph results in a quasi-threshold graph, 3. (3) the disjoint union of two quasi-threshold graphs is a quasi-threshold graph. This paper gives some new equivalent definitions of a quasi-threshold graph. From them, linear time recognition algorithms follow. We also give linear time algorithms for the edge domination problem and the bandwidth problem in this class of graphs.
18417913
IT induction in the food service industry
As part of the business strategy in a competitive environment, for an organization to induct information technology (IT) appropriately, business process reengineering (BPR) must be conducted. We propose a process that incorporates both management information systems and strategic management concepts for the IT induction. First, we develop a business competition strategy based on Porter’s five competitive forces; second, using concepts developed in the field of information systems the business processes are reengineered to improve effectiveness and efficiency; and finally, IT strategy is developed to achieve these goals. A real‐life case in the food service industry is used to illustrate this process.
15338297
Fast construction of overlay networks
An asynchronous algorithm is described for rapidly constructing an overlay network in a peer-to-peer system where all nodes can in principle communicate with each other directly through an underlying network, but each participating node initially has pointers to only a handful of other participants. The output of the mechanism is a linked list of all participants sorted by their identifiers, which can be used as a foundation for building various linear overlay networks such as Chord or skip graphs. Assuming the initial pointer graph is weakly-connected with maximum degree <i>d</i> and the length of a node identifier is <i>W</i>, the mechanism constructs a binary search tree of nodes of depth <i>O</i>(<i>W</i>) in expected <i>O</i>(<i>W</i> log <i>n</i>) time using expected <i>O</i>((<i>d</i>+<i>W</i>)<i>n</i> log <i>n</i>) messages of size <i>O</i>(<i>W</i>) each. Furthermore, the algorithm has low <i>contention</i>: at any time there are only <i>O</i>(<i>d</i>) undelivered messages for any given recipient. A lower bound of Ω(<i>d</i> + log <i>n</i>) is given for the running time of any procedure in a related synchronous model that yields a sorted list from a degree-<i>d</i> weakly-connected graph of <i>n</i> nodes. We conjecture that this lower bound is tight and could be attained by further improvements to our algorithms.
16222163
Learning a Hidden Hypergraph
We consider the problem of learning a hypergraph using edge-detecting queries. In this model, the learner may query whether a set of vertices induces an edge of the hidden hypergraph or not. We show that an r-uniform hypergraph with m edges and n vertices is learnable with O(2 4r m.poly(r,logn)) queries with high probability. The queries can be made in O(min(2 r r 2 log 2 n, r 3 log 3 n)) rounds. We also give an algorithm that learns a non-uniform hypergraph whose minimum edge size is r 1 and maximum edge size is r 2 using O(f 1 (r 1 ,r 2 ).m (r 2 -r 1 +2)/2 . poly(log n)) queries with high probability, and give a lower bound of Ω(f 2 (r 1 ,r 2 ).m (r 2 -r 1 +2)/2 for this class of hypergraphs, where fi and f 2 are functions depending only on r 1 and r 2 . The queries can also be made in O(min(2 r 2r 2 2 log 2 n, r 3 2 log 3 n)) rounds.
5765721
Architecture of TsinghuAeolus
RoboCup Simulation Server provides a wonderful challenge for all the participants. This paper explains key technology implemented by Tsinghuaeolus RoboCup team played in RoboCup environment, including basic adversarial skills, which is developed by using Dynamic Programming in combination with heuristic search algorithm, and reactive strategy architecture. Tsinghuaeolus was the winner of RoboCup2001.