18 resultados para Vertex Folkman Graph

em Greenwich Academic Literature Archive - UK


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We describe a heuristic method for drawing graphs which uses a multilevel technique combined with a force-directed placement algorithm. The multilevel process groups vertices to form clusters, uses the clusters to define a new graph and is repeated until the graph size falls below some threshold. The coarsest graph is then given an initial layout and the layout is successively refined on all the graphs starting with the coarsest and ending with the original. In this way the multilevel algorithm both accelerates and gives a more global quality to the force- directed placement. The algorithm can compute both 2 & 3 dimensional layouts and we demonstrate it on a number of examples ranging from 500 to 225,000 vertices. It is also very fast and can compute a 2D layout of a sparse graph in around 30 seconds for a 10,000 vertex graph to around 10 minutes for the largest graph. This is an order of magnitude faster than recent implementations of force-directed placement algorithms.

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We describe a heuristic method for drawing graphs which uses a multilevel framework combined with a force-directed placement algorithm. The multilevel technique matches and coalesces pairs of adjacent vertices to define a new graph and is repeated recursively to create a hierarchy of increasingly coarse graphs, G0, G1, …, GL. The coarsest graph, GL, is then given an initial layout and the layout is refined and extended to all the graphs starting with the coarsest and ending with the original. At each successive change of level, l, the initial layout for Gl is taken from its coarser and smaller child graph, Gl+1, and refined using force-directed placement. In this way the multilevel framework both accelerates and appears to give a more global quality to the drawing. The algorithm can compute both 2 & 3 dimensional layouts and we demonstrate it on examples ranging in size from 10 to 225,000 vertices. It is also very fast and can compute a 2D layout of a sparse graph in around 12 seconds for a 10,000 vertex graph to around 5-7 minutes for the largest graphs. This is an order of magnitude faster than recent implementations of force-directed placement algorithms.

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It is shown that every connected, locally connected graph with the maximum vertex degree Δ(G)=5 and the minimum vertex degree δ(G)3 is fully cycle extendable. For Δ(G)4, all connected, locally connected graphs, including infinite ones, are explicitly described. The Hamilton Cycle problem for locally connected graphs with Δ(G)7 is shown to be NP-complete

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A parallel method for the dynamic partitioning of unstructured meshes is described. The method introduces a new iterative optimization technique known as relative gain optimization which both balances the workload and attempts to minimize the interprocessor communications overhead. Experiments on a series of adaptively refined meshes indicate that the algorithm provides partitions of an equivalent or higher quality to static partitioners (which do not reuse the existing partition) and much more rapidly. Perhaps more importantly, the algorithm results in only a small fraction of the amount of data migration compared to the static partitioners.

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A coloration is an exact regular coloration if whenever two vertices are colored the same they have identically colored neighborhoods. For example, if one of the two vertices that are colored the same is connected to three yellow vertices, two white and red, then the other vertex is as well. Exact regular colorations have been discussed informally in the social network literature. However they have been part of the mathematical literature for some time, though in a different format. We explore this concept in terms of social networks and illustrate some important results taken from the mathematical literature. In addition we show how the concept can be extended to ecological and perfect colorations, and discuss how the CATREGE algorithm can be extended to find the maximal exact regular coloration of a graph.

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A vertex-based finite volume (FV) method is presented for the computational solution of quasi-static solid mechanics problems involving material non-linearity and infinitesimal strains. The problems are analysed numerically with fully unstructured meshes that consist of a variety of two- and threedimensional element types. A detailed comparison between the vertex-based FV and the standard Galerkin FE methods is provided with regard to discretization, solution accuracy and computational efficiency. For some problem classes a direct equivalence of the two methods is demonstrated, both theoretically and numerically. However, for other problems some interesting advantages and disadvantages of the FV formulation over the Galerkin FE method are highlighted.

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CFD modelling of 'real-life' processes often requires solutions in complex three dimensional geometries, which can often result in meshes where aspects of it are badly distorted. Cell-centred finite volume methods, typical of most commercial CFD tools, are computationally efficient, but can lead to convergence problems on meshes which feature cells with high non-orthogonal shapes. The vertex-based finite volume method handles distorted meshes with relative ease, but is computationally expensive. A combined vertex-based - cell-centred (VB-CC) technique, detailed in this paper, allows solutions on distorted meshes that defeat purely cell-centred physical models to be employed in the solution of other transported quantities. The VB-CC method is validated with benchmark solutions for thermally driven flow and turbulent flow. An early application of this hybrid technique is to three-dimensional flow over an aircraft wing, although it is planned to use it in a wide variety of processing applications in the future.

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The graph-partitioning problem is to divide a graph into several pieces so that the number of vertices in each piece is the same within some defined tolerance and the number of cut edges is minimised. Important applications of the problem arise, for example, in parallel processing where data sets need to be distributed across the memory of a parallel machine. Very effective heuristic algorithms have been developed for this problem which run in real-time, but it is not known how good the partitions are since the problem is, in general, NP-complete. This paper reports an evolutionary search algorithm for finding benchmark partitions. A distinctive feature is the use of a multilevel heuristic algorithm to provide an effective crossover. The technique is tested on several example graphs and it is demonstrated that our method can achieve extremely high quality partitions significantly better than those found by the state-of-the-art graph-partitioning packages.

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In this chapter we look at JOSTLE, the multilevel graph-partitioning software package, and highlight some of the key research issues that it addresses. We first outline the core algorithms and place it in the context of the multilevel refinement paradigm. We then look at issues relating to its use as a tool for parallel processing and, in particular, partitioning in parallel. Since its first release in 1995, JOSTLE has been used for many mesh-based parallel scientific computing applications and so we also outline some enhancements such as multiphase mesh-partitioning, heterogeneous mapping and partitioning to optimise subdomain shape

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In this paper, we shall critically examine a special class of graph matching algorithms that follow the approach of node-similarity measurement. A high-level algorithm framework, namely node-similarity graph matching framework (NSGM framework), is proposed, from which, many existing graph matching algorithms can be subsumed, including the eigen-decomposition method of Umeyama, the polynomial-transformation method of Almohamad, the hubs and authorities method of Kleinberg, and the kronecker product successive projection methods of Wyk, etc. In addition, improved algorithms can be developed from the NSGM framework with respects to the corresponding results in graph theory. As the observation, it is pointed out that, in general, any algorithm which can be subsumed from NSGM framework fails to work well for graphs with non-trivial auto-isomorphism structure.

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This paper examines different ways of measuring similarity between software design models for Case Based Reasoning (CBR) to facilitate reuse of software design and code. The paper considers structural and behavioural aspects of similarity between software design models. Similarity metrics for comparing static class structures are defined and discussed. A Graph representation of UML class diagrams and corresponding similarity measures for UML class diagrams are defined. A full search graph matching algorithm for measuring structural similarity diagrams based on the identification of the Maximum Common Sub-graph (MCS) is presented. Finally, a simple evaluation of the approach is presented and discussed.

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This paper describes ways in which emergence engineering principles can be applied to the development of distributed applications. A distributed solution to the graph-colouring problem is used as a vehicle to illustrate some novel techniques. Each node acts autonomously to colour itself based only on its local view of its neighbourhood, and following a simple set of carefully tuned rules. Randomness breaks symmetry and thus enhances stability. The algorithm has been developed to enable self-configuration in wireless sensor networks, and to reflect real-world configurations the algorithm operates with 3 dimensional topologies (reflecting the propagation of radio waves and the placement of sensors in buildings, bridge structures etc.). The algorithm’s performance is evaluated and results presented. It is shown to be simultaneously highly stable and scalable whilst achieving low convergence times. The use of eavesdropping gives rise to low interaction complexity and high efficiency in terms of the communication overheads.