A n ew internal structure for simple polygons, the straight s k eleton, is introduced and discussed. It is composed of pieces of angular bisectores which partition the i n terior of a given n-gon P in a tree-like fashion into n monotone polygons. Its straight-line structure and its lower combinatorial complexity m ay make t he straight skeleton preferable to t he widely used medial axis of a polygon. As a seemingly unrelated application, the straight s k eleton provides a canonical way of constructing a polygonal roof above a general layout of ground w alls.
Abstract. We develop a simple combinatorial algorithm for computing the smallest enclosing ball of a set of points in high dimensional Euclidean space. The resulting code is in most cases faster (sometimes significantly) than recent dedicated methods that only deliver approximate results, and it beats off-the-shelf solutions, based e.g. on quadratic programming solvers. The algorithm resembles the simplex algorithm for linear programming; it comes with a Bland-type rule to avoid cycling in presence of degeneracies and it typically requires very few iterations. We provide a fast and robust floating-point implementation whose efficiency is based on a new dynamic data structure for maintaining intermediate solutions.The code can efficiently handle point sets in dimensions up to 2,000, and it solves instances of dimension 10,000 within hours. In low dimensions, the algorithm can keep up with the fastest computational geometry codes that are available.
Following recent work of Clarkson, we translate the coreset framework to the problems of finding the point closest to the origin inside a polytope, finding the shortest distance between two polytopes, Perceptrons, and soft-as well as hard-margin Support Vector Machines (SVM). We prove asymptotically matching upper and lower bounds on the size of coresets, stating that -coresets of size (1 + o(1))E * / do always exist as → 0, and that this is best possible. The crucial quantity E * is what we call the excentricity of a polytope, or a pair of polytopes.Additionally, we prove linear convergence speed of Gilbert's algorithm, one of the earliest known approximation algorithms for polytope distance, and generalize both the algorithm and the proof to the two polytope case.Interestingly, our coreset bounds also imply that we can for the first time prove matching upper and lower bounds for the sparsity of Perceptron and SVM solutions.
We consider unconstrained randomized optimization of convex objective functions. We analyze the Random Pursuit algorithm, which iteratively computes an approximate solution to the optimization problem by repeated optimization over a randomly chosen one-dimensional subspace. This randomized method only uses zeroth-order information about the objective function and does not need any problem-specific parametrization. We prove convergence and give convergence rates for smooth objectives assuming that the one-dimensional optimization can be solved exactly or approximately by an oracle. A convenient property of Random Pursuit is its invariance under strictly monotone transformations of the objective function. It thus enjoys identical convergence behavior on a wider function class. To support the theoretical results we present extensive numerical performance results of Random Pursuit, two gradient-free algorithms recently proposed by Nesterov, and a classical adaptive step-size random search scheme. We also present an accelerated heuristic version of the Random Pursuit algorithm which significantly improves standard Random Pursuit on all numerical benchmark problems. A general comparison of the experimental results reveals that (i) standard Random Pursuit is effective on strongly convex functions with moderate condition number, and (ii) the accelerated scheme is comparable to Nesterov's fast gradient method and outperforms adaptive step-size strategies.
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