14:15 – 15:45 |
Session 3A: Art Gallery Problems (lower floor of Building No. 2) Chair: Maria Saumell |
Session 3B: Games, Complexity and Computational Models (upper floor of Building No. 2) Chair: Maarten Löffler |
Solving the Contiguous Art Gallery Problem using Few
Starting Points
Sarita de Berg, Jacobus Conradi, Ivor van der Hoog and Eva
Rotenberg
Recently, a natural variant of the Art Gallery problem,
known as the \emph{Contiguous Art Gallery problem} was
proposed. Given a simple polygon $P$ with $n$ vertices, the
goal is to partition its boundary $\partial P$ into the
smallest number of contiguous segments such that each
segment is completely visible from some point in $P$.
Unlike the classical Art Gallery problem, which is NP-hard,
this variant is polynomial-time solvable as show by three
independent works at SoCG '25. Interestingly, these results
were obtained using entirely different approaches, yet all
led to roughly the same high asymptotic complexity.
In this paper, we show a simple but strong structural
theorem that defines a linear-size set starting locations
$X$, such that for at least one $u \in X$, a greedy
algorithm that starts at $u$ finds an optimal solution.
Together with an $O(n\log n)$ time algorithm to compute
$X$, this directly improves the running time of previous
algorithms by a quadratic factor, resulting in an $O(n^3
\log n)$ algorithm for the Contiguous Art Gallery problem.
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Geometric Give and Take
Oswin Aichholzer, Katharina Klost, Kristin Knorr, Viola
Mészáros and Josef Tkadlec
We consider a special, geometric case of a balancing game
introduced by Spencer in 1977. Consider any arrangement
$\mathcal{L}$ of $n$ lines in the plane, and assume that
each cell of the arrangement contains a box. Alice
initially places pebbles in each box. In each subsequent
step, Bob picks a line, and Alice must choose a side of
that line, remove one pebble from each box on that side,
and add one pebble to each box on the other side. Bob wins
if any box ever becomes empty. We determine the minimum
number $f(\mathcal L)$ of pebbles, computable in polynomial
time, for which Alice can prevent Bob from ever winning,
and we show that $f(\mathcal L)=\Theta(n^3)$ for any
arrangement $\mathcal{L}$ of $n$ lines in general position.
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Guarding Offices with Maximum Dispersion
Sándor Fekete, Kai Kobbe, Dominik Krupke, Joseph Mitchell,
Christian Rieck and Christian Scheffer
We investigate the Dispersive Art Gallery Problem with
vertex guards for a class of orthogonal polygons that
reflect the properties of real-world floor plans:
These office-like polygons consist of rectangular rooms and
corridors.
In the dispersive variant of the Art Gallery Problem, the
objective is not to minimize the number of guards but to
maximize the minimum distance between any pair of guards,
called the dispersion distance.
We prove that determining whether a guard set can achieve a
dispersion distance of 4 in office-like polygons, where
vertices are restricted to integer coordinates, is
NP-complete.
Complementarily, we present a simple worst-case optimal
algorithm that guarantees a dispersion distance of 3.
For the more restricted class of hole-free independent
office-like polygons, we propose a dynamic programming
approach that computes optimal solutions in polynomial time.
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Wataridori is NP-Complete
Suthee Ruangwises
Wataridori is a pencil puzzle involving drawing paths to
connect all circles in a rectangular grid into pairs, in
order to satisfy several constraints. In this paper, we
prove that deciding solvability of a given Wataridori
puzzle is NP-complete via reduction from Numberlink,
another pencil puzzle that has already been proved to be
NP-complete.
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The Chromatic Dispersive Art Gallery Problem in Polyominoes
Anna Brötzner, Kien C. Huynh, Christiane Schmidt and
Frederick Stock
The chromatic dispersive art gallery problem (CDAGP) asks
for a guard cover in which guards of the same color have a
distance of at least d. We consider the CDAGP for two
colors in polyominoes. We provide an algorithm to compute a
cover when d = 3, and show that the problem is NP-complete
in polyominoes with holes for d = 5.
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NP-Completeness Proofs of All or Nothing, Water Walk, and
Remembered Length Using the T-Metacell Framework
Pakapim Eua-Anant, Papangkorn Apinyanon, Thunyatorn
Jirachaisri, Nantapong Ruangsuksriwong and Suthee Ruangwises
All or Nothing, Water Walk, and Remembered Length are
pencil puzzles that involve constructing a continuous loop
on a rectangular grid under specific constraints. In this
paper, we analyze their computational complexity using the
T-metacell framework developed by Tang and MIT Hardness
Group. We establish that the puzzles are NP-complete by
providing reductions; the first two puzzles, from the
problem of finding a Hamiltonian cycle in a
maximum-degree-3 spanning subgraph of a rectangular grid
graph, and the last, from the problem of finding a
Hamiltonian cycle in a required-edge directed rectangular
grid graph.
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Improved Approximation of Two Watchmen’s Routes in Simple
Polygons
Anna Brötzner, Bengt J. Nilsson and Christiane Schmidt
We study the minmax watchman route problem for two
watchmen. We present an approximation algorithm to see a
discrete set of m points in the interior of P with
approximation ratio 2 + ε taking O(m^5n) time. We
generalize the algorithm to see all of the interior of P in
O(n^6) time with approximation ratio 2 + π/2 = 3.570...,
improving on the previously known best algorithm that has
an approximation ratio of 6.922... and runtime O(n^2) [5].
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Devil’s Games and QR: Continuous Games complete for the
First-Order Theory of the Reals.
Lucas Meijer, Arnaud de Mesmay, Till Miltzow, Marcus
Schaefer and Jack Stade
We introduce the complexity class Quantified Reals
abbreviated as QR.
Let FOTR be the set of true sentences in the
first-order theory of the reals.
A language $L$ is in QR, if there is a polynomial time
reduction
from $L$ to FOTR.
To the best of our knowledge, this is the first time
this complexity class is studied.
We show that QR can also be defined using real Turing
machines or the real RAM.
Interestingly, it is known that deciding FOTR requires
at least exponential time unconditionally[Berman,
Theoretical Computer Science, 1980].
We focus on so-called Devil's games that have two
defining properties:
(1) Players alternate in taking turns and (2) each turn
gives an infinite continuum of possible options.
The two players are referred to as human and devil.
Our paper presents four QR-complete problems.
First, we show that FOTR-INV is QR-complete.
FOTR-INV has only inversion and addition constraints
and all variables are contained in a bounded range.
FOTR-INV is a stepping stone for further reductions.
Second, we show that the Packing Game is QR-complete.
In the Packing Game we are given a container, as a
polygonal domain and two sets of polygons, called
pieces.
One set of pieces for the human and one set for the
devil.
The human and the devil alternate by removing one of
their pieces and placing it into the container.
Both rotations and translations are allowed.
The first player who cannot place a piece into the
container loses.
If all pieces can be placed the human wins.
Third, we show that the Planar Extension Game is
QR-complete.
In this game, we are given a partially drawn plane
graph and the human and the devil alternate by placing
vertices and the corresponding edges in a straight-line
manner.
The vertices and edges to be placed are prescribed
beforehand and known to both players.
The first player who cannot place a vertex while
respecting planarity of the drawing loses.
If all the vertices can be placed the human wins.
Finally, we show that the Order Type Game is
QR-complete.
In this game, we are given an order type together with
a linear order of the abstract points.
The human and the devil alternate in placing a point in
the Euclidean plane $R^2$ following the linear order.
The first player who cannot place a point respecting
the order type loses.
If all the points can be placed the human wins.
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Approximating the Minmax Three-Visiting Routes for m
Treasures in a Simple Polygon
Anna Brötzner, Bengt J. Nilsson and Christiane Schmidt
We develop an O(m^7n) time 6 + ϵ approximation algorithm
for the minmax three-visiting routes problem in a simple n
vertex polygon, i.e., given three starting points and a
collection of m point sized treasures in the polygon,
compute three closed routes, each passing its respective
starting point, that together see all the treasures while
minimizing the length of the longest of the routes.
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Oracle Separations for RPH
Lucas Meijer, Till Miltzow, Subhasree Patro and Thekla Hamm
While theoretical computer science primarily works with
discrete models of computation, like the Turing machine and
the wordRAM, there are many scenarios in which introducing
real computation models is more adequate.
For example, when working with continuous probability
distributions for say smoothed analysis, in continuous
optimization, computational geometry or machine learning.
Furthermore, there are various problems earlier known to be
NP-hard that have been found to be ER-complete.
We want to investigate the relation between real models of
computation with discrete models of computation.
We do this by means of oracle separation results.
In this paper, we define the notion of a real Turing
machine as an extension of the (binary) Turing machine by
adding a real tape.
On this real tape, each memory cell can hold a real number.
(This is equivalent to BSS-machines.)
Using those machines, we define and study the real
polynomial hierarchy RPH.
We say that a language L subseteq {0,1}^* is in RPH if
there is a constant k <= 1, a polynomial q, polynomial-time
real Turing machine M, and (alternating) quantifiers Q_i in
{exists, forall} such that
x in L iff Q_1 u_1 in R^{q(|x|)} Q_2 u_2 in R^{q(|x|)}
cdots Q_k u_k in R^{q(|x|)} M(x, u_1,ldots,u_k)=1.
We refer to this as the real polynomial hierarchy, as the
language L is binary, but we quantify over real numbers.
The kth level of the hierarchy is denoted by SRPHlevel{k},
and PRPHlevel{k} respectively, depending on whether the
first quantifier is existential or universal.
We are interested in RPH as the first level of the
hierarchy corresponds to the well-known complexity class ER.
It is known that NP subseteq ER subseteq PSPACE and
furthermore PH subseteq RPH subseteq PSPACE.
We are interested to know if any of those inclusions are
tight.
In the absence of unconditional separations of complexity
classes, we turn our attention to oracle separation.
Oracle machines can ask questions of the form x in O for
some oracle O.
We develop a technique that allows us to transform oracle
separation results from the classical binary world to the
real world.
As an application of our technique, we show that there are
oracles such that:
- RPH^O proper subset of PSPACE^O,
- SPHlevel{k+1}^O not contained in SRPHlevel{k}^O,
for all kgeq 0,
- SRPHlevel{k}^O proper subset of SRPHlevel{k+1}^O,
for all kgeq 0,
- BQP^O not contained in RPH^O.
Our results indicate that ER is strictly less powerful than
PSPACE and that there is a separation between the different
levels of the real polynomial hierarchy.
Additionally, we bound the power of real computations by
showing that NP-hard problems are not likely to be solvable
using polynomial time on a realRAM.
Furthermore, our oracle separations indicate that
polynomial-time quantum computing cannot be simulated on a
real Turing machine.
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Partitioning the boundary of an art gallery with visibility
polygons
Robert Barish and Tetsuo Shibuya
We consider what we denote the Boundary Visibility
Partition Problem (Boundary-VPP) of finding generating
points in an $n$ vertex simple polygon $\mathcal{P}$ that
induce a set of visibility polygons partitioning the
boundary of $\mathcal{P}$ into pairwise interior-disjoint
segments. In particular, we require that every point on the
boundary of $\mathcal{P}$ either belongs to exactly one
visibility polygon, or alternatively, is a common vertex
point for all visibility polygons that contain it. Assuming
the Exponential Time Hypothesis (ETH), and assuming the
real RAM model of computation for operations involving
geometric primitives (e.g., coordinates for vertices or
generating points), we rule out a $2^{o\left( n \cdot
\left(\ln (\ln (n)) \cdot \ln \left(\frac{n}{\ln (\ln
(n))}\right)\right)^{-1} \right)}$ time algorithm for the
Boundary-VPP with rational inputs.
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On the solvability of Shortest Descending Paths
Víctor Franco-Sánchez, Alex Herrero and Rodrigo I. Silveira
We consider the Shortest Descending Path (SDP) problem:
computing a shortest path between two points on a
polyhedral terrain that never increases in the z coordinate.
No exact polynomial time algorithm is known for this
problem. We show that SDPs are not computable within the
ACMQ model, even for terrains with only three triangles.
This confirms that the difficulty of the problem is mainly
algebraic.
We also identify a family of SDPs that can be computed
exactly, unifying all previously known solvable terrain
classes.
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