in a Euclidean Space Jiaoyang Li, Ariel Felner, Sven Koenig, T. K. - - PowerPoint PPT Presentation

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in a euclidean space
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in a Euclidean Space Jiaoyang Li, Ariel Felner, Sven Koenig, T. K. - - PowerPoint PPT Presentation

Using FastMap to Solve Graph Problems in a Euclidean Space Jiaoyang Li, Ariel Felner, Sven Koenig, T. K. Satish Kumar Berkeley, CA 07/13/2019 Motivation Many graph problems have variants that are also studied in a Euclidean space.


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Using FastMap to Solve Graph Problems in a Euclidean Space

Jiaoyang Li, Ariel Felner, Sven Koenig, T. K. Satish Kumar Berkeley, CA

07/13/2019

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Motivation

  • Many graph problems have variants that are also studied in a Euclidean

space.

  • Traveling Salesman Problem.
  • Minimum Spanning Tree.
  • โ€ฆ
  • In many cases, the Euclidean variants are easier to solve than the graph

variants.

A B C D E 10 20 15 20 12 30 6 x y

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Our idea

Graph problem Euclidean problem Euclidean solution Graph solution

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  • FastMap [Faloutsos et al., 1995; Cohen et al., 2018]
  • Every vertex ๐‘ค โˆˆ ๐ป is mapped to a point ๐‘ž โˆˆ ๐‘†๐ฟ.
  • shortest_path_distance ๐‘ค๐‘—, ๐‘ค๐‘˜ โ‰ˆ Euclidean_distance ๐‘ž๐‘—, ๐‘ž๐‘˜ .
  • Complexity of the embedding: ๐‘ƒ ๐น + ๐‘Š log ๐‘Š .

Our idea

Euclidean embedding An undirected graph

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Our idea

Graph problem Euclidean problem Euclidean solution Graph solution Euclidean embedding

Pre-processing

An undirected graph

FastMap

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Applications

1. Multi-Agent Meeting Problem 2. Path-Finding Problem

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Applications

1. Multi-Agent Meeting Problem 2. Path-Finding Problem

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Multi-Agent Meeting Problem

Meeting location Start locations min

๐‘คโˆˆ๐‘Š เท ๐‘—=1 ๐‘™

distance ๐‘ก๐‘—, ๐‘ค

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Multi-Agent Meeting Problem

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Multi-Agent Meeting Problem

Start locations Fermat-Weber problem (1-median problem)

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Multi-Agent Meeting Problem

Start locations Median point in the Euclidean space

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Multi-Agent Meeting Problem

Start locations Meeting location Median point in the Euclidean space

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Experiments

Graph Suboptimality (%) Runtime (ms) Dijkstra runtime (ms) Game grids 0.22 7 8 3.00 22 22 Maze grids 6.54 148 177 6.76 268 362 Random grids 5.96 117 181 20.53 275 409 General graphs 33.81 1 2 34.80 4 10

10 start locations All grids are from [Sturtevant 2012]. General graphs are from [Beasley 1990].

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Experiments

Graph Suboptimality (%) Runtime (ms) Dijkstra runtime (ms) Game grids 0.22 7 58 1.32 22 187 Maze grids 4.83 149 1,730 3.95 268 3,535 Random grids 2.99 118 1,744 17.81 275 4,051 General graphs 12.53 2 16 16.79 4 90

100 start locations All grids are from [Sturtevant 2012]. General graphs are from [Beasley 1990].

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Experiments

Graph Suboptimality (%) Runtime (ms) Dijkstra runtime (ms) Game grids 0.07 11 510 0.98 27 1,841 Maze grids 2.64 155 17,221 1.17 274 35,450 Random grids 2.69 124 17,633 17.40 280 40,582 General graphs 9.12 4 144 15.57 7 810

1000 start locations All grids are from [Sturtevant 2012]. General graphs are from [Beasley 1990].

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Applications

1. Multi-Agent Meeting Problem 2. Path-Finding Problem

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Path-Finding Problem

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Path-Finding Problem

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Path-Finding Problem

Start and goal locations

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Path-Finding Problem

Middle point in the Euclidean space Start and goal locations Recursion depth r = 1

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Path-Finding Problem

Start and goal locations Recursion depth r = 1

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Path-Finding Problem

Start and goal locations Middle point in the Euclidean space Recursion depth r = 2

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Path-Finding Problem

Start and goal locations Recursion depth r = 2

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Path-Finding Problem

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Experiments

1500 3000 4500 6000 7500 260 280 300 320 340 A* nodes Solution cost

r=0 r=1 r=2 r=3 r=4 r=5 r=6 r is the recursion depth. r = 0 reduces to A* search.

  • The runtime is worse than A* search.
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Summary

  • Many graph problems have Euclidean variants that are easier to solve.
  • Our framework:
  • Two applications:
  • The multi-agent meeting problem.
  • The path-finding problem.

Graph problem Euclidean problem Euclidean solution Graph solution