Thuật toán Algorithms (Phần 38)
lượt xem 3
download
Thuật toán Algorithms (Phần 38)
Tham khảo tài liệu 'thuật toán algorithms (phần 38)', khoa học tự nhiên, toán học phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả
Bình luận(0) Đăng nhập để gửi bình luận!
Nội dung Text: Thuật toán Algorithms (Phần 38)
 CLOSEST POINT PROBLEMS 363 I I I /& I ‘1. l L J \ M A vertical dividing line just to the right of F has eight points to the left, eight points to the right. The closest pair on the left half is AC (or AO), the closest pair on the right is JM. If we have the points sorted on y, then the closest pair which is split by the line is found by checking the pairs HI, CI, FK, which is the closest pair in the whole point set, and finally EK. Though this algorithm is simply stated, some care is required to imple ment it efficiently: for example, it would be too expensive to sort the points on y within our recursive subroutine. We’ve seen several algorithms with a running time described by the recurrence T(N) = 2T(N/2)+N, which implies that T(N) is proportional to N log N; if we were to do the full sort on y, then the recurrence would become T(N) = 2T(N/2) + Nlog N, and it turns out that this implies that T(N) is proportional to N log2 N. To avoid this, we need to avoid the sort of y. The solution to this problem is simple, but subtle. The mergesort method from Chapter 12 is based on dividing the elements to be sorted exactly as the points are divided above. We have two problems to solve and the same general method to solve them, so we may as well solve them simultaneously! Specifically, we’ll write one recursive routine that both sorts on y and finds the closest pair. It will do so by splitting the point set in half, then calling itself recursively to sort the two halves on y and find the closest pair in each half,
 364 CHAPTER 28 then merging to complete the sort on y and applying the procedure above to complete the closest pair computation. In this way, we avoid the cost of doing an extra y sort by intermixing the data movement required for the sort with the data movement required for the closest pair computation. For the y sort, the split in half could be done in any way, but for the closest pair computation, it’s required that the points in one half all have smaller z coordinates than the points in the other half. This is easily accomplished by sorting on x before doing the division. In fact, we may as well use the same routine to sort on z! Once this general plan is accepted, the implementation is not difficult to understand. As mentioned above, the implementation will use the recursive sort and merge procedures of Chapter 12. The first step is to modify the list structures to hold points instead of keys, and to modify merge to check a global variable pass to decide how to do its comparison. If pass=l, the comparison should be done using the x coordinates of the two points; if pass=2 we do the y coordinates of the two points. The dummy node z which appears at the end of all lists will contain a “sentinel” point with artificially high z and y coordinates. The next step is to modify the recursive sort of Chapter 12 also to do the closestpoint computation when pass=2. This is done by replacing the line containing the call to merge and the recursive calls to sort in that program by the following code: if pass=2 then middle:=bt.p.x; c:=merge(sort(a, N div 2), sort(b, N(N div 2))); sort:=c; if pass=2 then begin a:=c; pl :=zt.p; p2:=zt.p; p3:=zt.p; p4:=zf.p; repeat if abs(at.p.xmiddle)
 CLOSEST POINT PROBLEMS 365 If pass=1, this is straight mergesort: it returns a linked list containing the points sorted on their z coordinates (because of the change to merge). The magic of this implementation comes when pass=2. The program not only sorts on y but also completes the closestpoint computation, as described in detail below. The procedure check simply checks whether the distance between the two points given as arguments is less than the global variable min. If so, it resets min to that distance and saves the points in the global variables cpl and cp2. Thus, the global min always contains the distance between cpl and cp2, the closest pair found so far. First, we sort on x, then we sort on y and find the closest pair by invoking sort as follows: new(z); zf.next:=z; zf.p.x:=maxint; zt.p.y:=maxint; new(h); ht.next:=readlist; min:=maxint; pass:=l; hf.next:=sort(hf.next, N); pass:=2; hf.next:=sort(hf.next, N); After these calls, the closest pair of points is found in the global variables cpl and cp2 which are managed by the check “find the minimum” procedure. The crux of the implementation is the operation of sort when pass=2. Before the recursive calls the points are sorted on x: this ordering is used to divide the points in half and to find the x coordinate of the dividing line. Ajter the recursive calls the points are sorted on y and the distance between every pair of points in each half is known to be greater than min. The ordering on y is used to scan the points near the dividing line; the value of min is used to limit the number of points to be tested. Each point within a distance of min of the dividing line is checked against each of the previous four points found within a distance of min of the dividing line. This is guaranteed to find any pair of points closer together than min with one member of the pair on either side of the dividing line. This is an amusing geometric fact which the reader may wish to check. (We know that points which fall on the same side of the dividing line are spaced by at least min, so the number of points falling in any circle of radius min is limited.) It is interesting to examine the order in which the various vertical dividing lines are tried in this algorithm. This can be described with the aid of the following binary tree:
 CHAPTER 28 G OA DE CH FI KB PN JM L Each node in this tree represents a vertical line dividing the points in the left and right subtree. The nodes are numbered in the order in which the vertical lines are tried in the algorithm. Thus, first the line between G and 0 is tried and the pair GO is retained as the closest so far. Then the line between A and D is tried, but A and D are too far apart to change min. Then the line between 0 and A is tried and the pairs GD G4 and OA all are successively closer pairs. It happens for this example that no closer pairs are found until FK, which is the last pair checked for the last dividing line tried. This diagram reflects the difference between topdown and bottomup mergesort. A bottomup version of the closestpair problem can be developed in the same way as for mergesort, which would be described by a tree like the one above, numbered left to right and bottom to top. The general approach that we’ve used for the closestpair problem can be used to solve other geometric problems. For example, another problem of interest is the allnearestneighbors problem: for each point we want to find the point nearest to it. This problem can be solved using a program like the one above with extra processing along the dividing line to find, for each point, whether there is a point on the other side closer than its closest point on its own side. Again, the “free” y sort is helpful for this computation. Voronoi Diagrams The set of all points closer to a given point in a point set than to all other points in the set is an interesting geometric structure called the Voronoi polygon for the point. The union of all the Voronoi polygons for a point set is called its Voronoi diagram. This is the ultimate in closestpoint computations: we’ll see that most of the problems involving distances between points that we face have natural and interesting solutions based on the Voronoi diagram. The diagram for our sample point set is comprised of the thick lines in the diagram below:
 CLOSEST POINT PROBLEMS 367 Basically, the Voronoi polygon for a point is made up of the perpendicular bisectors separating the point from those points closest to it. The actual definition is the other way around: the Voronoi polygon is defined to be the set of all points in the plane closer to the given point than to any other point in the point set, and the points “closest to” a point are defined to be those that lead to edges on the Voronoi polygon. The dual of the Voronoi diagram makes this correspondence explicit: in the dual, a line is drawn between each point and all the points “closest to” it. Put another way, x and y are connected in the Voronoi dual if their Voronoi polygons have an edge in common. The dual for our example is comprised of the thin dotted lines in the above diagram. The Voronoi diagram and its dual have many properties that lead to efficient algorithms for closestpoint problems. The property that makes these algorithms efficient is t,hat the number of lines in both the diagram and the dual is proportional to a small constant times N. For example, the line connecting the closest pair of points must be in the dual, so the problem of the previous section can be solved by computing the dual and then simply finding the minimum length line among the lines in the dual. Similarly, the line connecting each point to its nearest neighbor must be in the dual, so the allnearestneighbors problem reduces directly to finding the dual. The convex hull of the point set is part of the dual, so computing the Voronoi dual is yet
 CHAPTER 28 another convex hull algorithm. We’ll see yet another example in Chapter 31 of a problem which can be efficiently solved by first finding the Voronoi dual. The defining property of the Voronoi diagram means that it can be used to solve the nearestneighbor problem: to identify the nearest neighbor in a point set to a given point, we need only find out which Voronoi polygon the point falls in. It is possible to organize the Voronoi polygons in a structure like a 2D tree to allow this search to be done efficiently. The Voronoi diagram can be computed using an algorithm with the same general structure as the closestpoint algorithm above. The points are first sorted on their x coordinate. Then that ordering is used to split the points in half, leading to two recursive calls to find the Voronoi diagram of the point set for each half. At the same time, the points are sorted on y; finally, the two Voronoi diagrams for the two halves are merged together. As before, the merging together (done with pass=2) can make use of the fact that the points are sorted on x before the recursive calls and that they are sorted on y and the Voronoi diagrams for the two halves have been built after the recursive calls. However, even with these aids, it is quite a complicated task, and presentation of a full implementation would be beyond the scope of this book. The Voronoi diagram is certainly the natural structure for closestpoint problems, and understanding the characteristics of a problem in terms of the Voronoi diagram or its dual is certainly a worthwhile exercise. However, for many particular problems, a direct implementation based on the general schema given in this chapter may be suitable. This is powerful enough to compute the Voronoi diagram, so it is powerful enough for algorithms based on the Voronoi diagram, and it may admit to simpler, more efficient code, just as we saw for the closestnair nroblem.
 369 Exercises 1. Write programs to solve the nearestneighbor problem, first using the grid method, then using 2D trees. 2. Describe what happens when the closestpair procedure is used on a set of points that fall on the same horizontal line, equally spaced. 3. Describe what happens when the closestpair procedure is used on a set of points that fall on the same vertical line, equally spaced. 4. Give an algorithm that, given a set of 2N points, half with positive z coordinates, half with negative x coordinates, finds the closest pair with one member of the pair in each half. 5. Give the successive pairs of points assigned to cpl and cp2 when the program in the text is run on the example points, but with A removed. 6. Test the effectiveness of making min global by comparing the performance of the implementation given to a purely recursive implementation for some large random point set. 7. Give an algorithm for finding the closest pair from a set of lines. 8. Draw the Voronoi diagram and its dual for the points A B C D E F from the sample point set. 9. Give a “bruteforce” method (which might require time proportional to N2) for computing the Voronoi diagram. 10. Write a program that uses the same recursive structure as the closestpair implementation given in the text to find the convex hull of a set of points.
 370 SOURCES for Geometric Algorithms Much of the material described in this section has actually been developed quite recently, so there are many fewer available references than for older, more central areas such as sorting or mathematical algorithms. Many of the problems and solutions that we’ve discussed were presented by M. Shamos in 1975. Shamos’ manuscript treats a large number of geometric algorithms, and has stimulated much of the recent research. For the most part, each of the geometric algorithms that we’ve discussed is described in its own original reference. The convex hull algorithms treated in Chapter 25 may be found in the papers by Jarvis, Graham, and Eddy. The range searching methods of Chapter 26 come from Bentley and Freidman’s survey article, which contains many references to original sources (of particular interest is Bentley’s own original article on kD trees, written while he was an undergraduate). The treatment of the closest point problems in Chapter 28 is based on Shamos and Hoey’s 1976 paper, and the intersection algorithms of Chapter 27 are from their 1975 paper and the article by Bentley and Ottmann. But the best route for someone interested in learning more about geomet ric algorithms is to implement some, work with them and try to learn about their behavior on different types of point sets. This field is still in its infancy and the best algorithms are yet to be discovered. J. L. Bentley, “Multidimensional binary search trees used for associative searching,” Communications of the ACM, 18, 9 (September, 1975). J. L. Bentley and J.H. Friedman, “Data structures for range searching,” Computing Surveys, 11, 4 (December, 1979). J. L. Bentley and T. Ottmann, “Algorithms for reporting and counting geomet ric intersections,” IEEE Transactions on Computing, C28, 9 (September, 1979). W. F. Eddy, “A new convex hull algorithm for planar sets,” ACM Transactions on Mathematical Software, 3 (1977). R. L. Graham, “An efficient algorithm for determining the convex hull of a finite planar set,” Information Processing Letters, 1 (1972). R. A. Jarvis, “On the identification of the convex hull of a finite set of points in the plane,” Information Processing Letters, 2 (1973). M. I. Shamos, Problems in Computational Geometry, unpublished manuscript, 1975. M. I. Shamos and D. Hoey, “Closestpoint problems,” in 16th Annual Sympo sium on Foundations of Computer Science, IEEE, 1975. M. I. Shamos and D. Hoey, “Geometric intersection problems,” in 17th Annual Symposium on Foundations of Computer Science, IEEE, 1976.
 GRAPH ALGORITHMS
CÓ THỂ BẠN MUỐN DOWNLOAD

Thuật toán Algorithms (Phần 1)
10 p  75  18

Thuật toán Algorithms (Phần 16)
10 p  73  15

Thuật toán Algorithms (Phần 2)
10 p  61  10

Thuật toán Algorithms (Phần 8)
10 p  62  9

Thuật toán Algorithms (Phần 11)
10 p  62  9

Thuật toán Algorithms (Phần 3)
10 p  63  8

Thuật toán Algorithms (Phần 12)
10 p  55  8

Thuật toán Algorithms (Phần 4)
10 p  54  7

Thuật toán Algorithms (Phần 13)
10 p  56  7

Thuật toán Algorithms (Phần 6)
10 p  62  7

Thuật toán Algorithms (Phần 10)
10 p  54  6

Thuật toán Algorithms (Phần 9)
10 p  57  6

Thuật toán Algorithms (Phần 7)
10 p  50  6

Thuật toán Algorithms (Phần 5)
10 p  62  6

Thuật toán Algorithms (Phần 14)
10 p  36  5

Thuật toán Algorithms (Phần 15)
10 p  38  4

Thuật toán Algorithms (Phần 17)
10 p  40  4