Find a bisecting Diameter - computational-geometry

Given n points on a circle, we have to find a diameter such that the number of points on each side of the diameter is equal. Now, this can be solved in linear time if the points are sorted. How about when they are not sorted. Can we still achieve linear time?

Related

Fastest algorithm to compute the shortest distance between 2 regions of set of points [duplicate]

I want to find the minimum distance between two polygons with million number of vertices(not the minimum distance between their vertices). I have to find the minimum of shortest distance between each vertex of first shape with all of the vertices of the other one. Something like the Hausdorff Distance, but I need the minimum instead of the maximum.
Perhaps you should check out (PDF warning! Also note that, for some reason, the order of the pages is reversed) "Optimal Algorithms for Computing the Minimum Distance Between Two Finite Planar Sets" by Toussaint and Bhattacharya:
It is shown in this paper that the
minimum distance between two finite
planar sets if [sic] n points can be
computed in O(n log n) worst-case
running time and that this is optimal
to within a constant factor.
Furthermore, when the sets form a
convex polygon this complexity can be
reduced to O(n).
If the two polygons are crossing convex ones, perhaps you should also check out (PDF warning! Again, the order of the pages is reversed) "An Optimal Algorithm for Computing the Minimum Vertex Distance Between Two Crossing Convex Polygons" by Toussaint:
Let P = {p1,
p2,..., pm} and Q = {q1, q2,...,
qn} be two intersecting polygons whose vertices are specified
by their cartesian coordinates in
order. An optimal O(m + n)
algorithm is presented for computing
the minimum euclidean distance between
a vertex pi in P and a
vertex qj in Q.
There is a simple algorithm that uses Minkowski Addition that allows calculating min-distance of two convex polygonal shapes and runs in O(n + m).
Links:
algoWiki, boost.org, neerc.ifmo.ru (in russian).
If Minkowski subtraction of two convex polygons covers (0, 0), then they intersect

Point location in 3D convex polyhydron

Let P be a 3D convex polyhedron with n vertices.
1. Given an algorithm that takes an arbitrary point q as input, how can I decide in O(n) time whether q is inside or outside the convex polyhedron?
2. Can I do some processing to make it O(logn)?
For (1), if you have a convex polyhedron with n vertices then you have also O(n) faces. One could triangulate each face and in total it would still be O(n) triangles. Now take the query point q and check on which side of a triangle q lies. This check takes O(1) for one triangle, thus O(n) for all triangles.
EDIT: The O(n) faces define O(n) planes. Just check if q lies on the same side for all planes.
For (2), (I did not find source for this but it seem reasonable) one could project the polyhedron P as P' onto a plane. P' can be seen as two separate planar graphs, one graph U' for the upper part of the polyhedron and the second graph L' for the lower part. In total there are O(n) faces in L' and U'. Now one can preprocess L' and U' via Kirkpatrick optimal planar subdivision algorithm. (Other sources for it: 1 and 2) This enables O(log n) point in PSLG (planar straight line graph) checks.
Now using the query point q and projecting it to the same plane with the same projection one can look up the face of L' and U' it lies in in O(log n) time. In 3D each face lies in exactly one plane. Now we check on which side q lies in 3D an know if q is inside the polyhedron.
Another approach for (2) will be spacial subdivision of the polyhedron into slubs - pyramids with their vertex in the polyhedron centroid and polyhedron faces as their bases. Number of such slabs is O(n). You can build a binary space partitioning tree (BSP), consisting of these slubs (probably divided into sub-slubs) - if it's balanced, then the point location will work in O(logn) time.
Of course, it will make sense, if you need to call the point location function many times - because the pre-processing step here will take O(n) time (or more).

Most isolated point on 2d map - algorithm

I have a set of points, and need to know which one has the farthest euclidean distance from any other points.
I want to improve this from O(n^2)
Now guys i've heard about Kd trees for solution, BUT
KD Trees doesn't provide nearest distance if the point 'x' is already present in Kd tree. And there is no implementation for it to remove.
Edit:
You can do this by ignoring self in "nearest search algo" and "where we set root/parent" initially to begin search
given n points Pi, 1 <= i <= n:
build kd-tree (with an O(n) median of median algorithm this is O(n log n))
for all points Pi: find second closest point (closest point will be point itself), compute distance and remember Pi if the distance is a new minimum; this is O(n log n) again.
Alltogether this is an O(n log n) algorithm.
I assume that you want to find the point that maximises the distance to the nearest neighbour. Like a small island in the south pacific being 1100 miles away from the nearest land.
Well, you should be nowhere near O (n^2). Say you have a million points. Divide the points into a 1000 x 1000 grid. To find the nearest point, you would only have to examine the nine neigbouring grids, so you are far below O (n^2). If a grid contains lots of points, they will be close together so you can remove them from the search quickly.

Using Single Source Shortest Path to traverse a chess board

Say we have a n x n chess board (or a matrix in other words) and each square has a weight to it. A piece can move horizontally or vertically, but it can't move diagonally. The cost of each movement will be equal to the difference of the two squares on the chess board. Using an algorithm, I want to find the minimum cost for a single chess piece to move from the square (1,1) to square (n,n) which has a worst-case time complexity in polynomial time.
Could dikstras algorithm be used to solve this? Would my algorithm below be able to solve this problem? Diijkstras can already be ran in polynomial time, but what makes it this time complexity?
Pseudocode:
We have some empty set S, some integer V, and input a unweighted graph. After that we complete a adjacency matrix showing the cost of an edge without the infinity weighted vertices and while the matrix hasn't picked all the vertices we find a vertex and if the square value is less then the square we're currently on, move to that square and update V with the difference between the two squares and update S marking each vertices thats been visited. We do this process until there are no more vertices.
Thanks.
Since you are trying to find a minimum cost path, you can use Dijkstra's for this. Since Dijkstra is O(|E| + |V|log|V|) in the worst case, where E is the number of edges and V is the number of verticies in the graph, this satisfies your polynomial time complexity requirement.
However, if your algorithm considers only costs associated with the beginning and end square of a move, and not the intermediate nodes, then you must connect all possible beginning and end squares together so that you can take "short-cuts" around the intermediate nodes.

Minimum manhattan distance with certain blocked points

The minimum Manhattan distance between any two points in the cartesian plane is the sum of the absolute differences of the respective X and Y axis. Like, if we have two points (X,Y) and (U,V) then the distance would be: ABS(X-U) + ABS(Y-V). Now, how should I determine the minimum distance between several pairs of points moving only parallel to the coordinate axis such that certain given points need not be visited in the selected path. I need a very efficient algorithm, because the number of avoided points can range up to 10000 with same range for the number of queries. The coordinates of the points would be less than ABS(50000). I would be given the set of points to be avoided in the beginning, so I might use some offline algorithm and/or precomputation.
As an example, the Manhattan distance between (0,0) and (1,1) is 2 from either path (0,0)->(1,0)->(1,1) or (0,0)->(0,1)->(1,1). But, if we are given the condition that (1,0) and (0,1) cannot be visited, the minimum distance increases to 6. One such path would then be: (0,0)->(0,-1)->(1,-1)->(2,-1)->(2,0)->(2,1)->(1,1).
This problem can be solved by breadth-first search or depth-first search, with breadth-first search being the standard approach. You can also use the A* algorithm which may give better results in practice, but in theory (worst case) is no better than BFS.
This is provable because your problem reduces to solving a maze. Obviously you can have so many obstacles that the grid essentially becomes a maze. It is well known that BFS or DFS are the only way to solve mazes. See Maze Solving Algorithms (wikipedia) for more information.
My final recommendation: use the A* algorithm and hope for the best.
You are not understanding the solutions here or we are not understanding the problem:
1) You have a cartesian plane. Therefore, every node has exactly 4 adjacent nodes, given by x+/-1, y+/-1 (ignoring the edges)
2) Do a BFS (or DFS,A*). All you can traverse is x/y +/- 1. Prestore your 10000 obstacles and just check if the node x/y +/-1 is visitable on demand. you don't need a real graph object
If it's too slow, you said you can do an offline calculation - 10^10 only requires 1.25GB to store an indexed obstacle lookup table. leave the algorithm running?
Where am I going wrong?

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