Vertex Enumeration Problem
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Vertex Enumeration Problem
In mathematics, the vertex enumeration problem for a polytope, a polyhedral cell complex, a hyperplane arrangement, or some other object of discrete geometry, is the problem of determination of the object's vertices given some formal representation of the object. A classical example is the problem of enumeration of the vertices of a convex polytope specified by a set of linear inequalities: :Ax \leq b where ''A'' is an ''m''×''n'' matrix, ''x'' is an ''n''×1 column vector of variables, and ''b'' is an ''m''×1 column vector of constants. The inverse ( dual) problem of finding the bounding inequalities given the vertices is called '' facet enumeration'' (see convex hull algorithms). Computational complexity The computational complexity of the problem is a subject of research in computer science. For unbounded polyhedra, the problem is known to be NP-hard, more precisely, there is no algorithm that runs in polynomial time in the combined input-output size, unless P=NP. A 1992 a ...
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Polytope
In elementary geometry, a polytope is a geometric object with flat sides (''faces''). Polytopes are the generalization of three-dimensional polyhedra to any number of dimensions. Polytopes may exist in any general number of dimensions as an -dimensional polytope or -polytope. For example, a two-dimensional polygon is a 2-polytope and a three-dimensional polyhedron is a 3-polytope. In this context, "flat sides" means that the sides of a -polytope consist of -polytopes that may have -polytopes in common. Some theories further generalize the idea to include such objects as unbounded apeirotopes and tessellations, decompositions or tilings of curved manifolds including spherical polyhedra, and set-theoretic abstract polytopes. Polytopes of more than three dimensions were first discovered by Ludwig Schläfli before 1853, who called such a figure a polyschem. The German term ''polytop'' was coined by the mathematician Reinhold Hoppe, and was introduced to English mathematicians as ' ...
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Reverse-search Algorithm
Reverse-search algorithms are a class of algorithms for generating all objects of a given size, from certain classes of combinatorial objects. In many cases, these methods allow the objects to be generated in polynomial time per object, using only enough memory to store a constant number of objects (polynomial space). (Generally, however, they are not classed as polynomial-time algorithms, because the number of objects they generate is exponential.) They work by organizing the objects to be generated into a spanning tree of their state space, and then performing a depth-first search of this tree. Reverse-search algorithms were introduced by David Avis and Komei Fukuda in 1991, for problems of generating the vertices of convex polytopes and the cells of arrangements of hyperplanes. They were formalized more broadly by Avis and Fukuda in 1996. Principles A reverse-search algorithm generates the combinatorial objects in a state space, an implicit graph whose vertices are the objects ...
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Enumerative Combinatorics
Enumerative combinatorics is an area of combinatorics that deals with the number of ways that certain patterns can be formed. Two examples of this type of problem are counting combinations and counting permutations. More generally, given an infinite collection of finite sets ''S''''i'' indexed by the natural numbers, enumerative combinatorics seeks to describe a ''counting function'' which counts the number of objects in ''S''''n'' for each ''n''. Although counting the number of elements in a set is a rather broad mathematical problem, many of the problems that arise in applications have a relatively simple combinatorial description. The twelvefold way provides a unified framework for counting permutations, combinations and partitions. The simplest such functions are ''closed formulas'', which can be expressed as a composition of elementary functions such as factorials, powers, and so on. For instance, as shown below, the number of different possible orderings of a deck of '' ...
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Discrete Geometry
Discrete geometry and combinatorial geometry are branches of geometry that study combinatorial properties and constructive methods of discrete geometric objects. Most questions in discrete geometry involve finite or discrete sets of basic geometric objects, such as points, lines, planes, circles, spheres, polygons, and so forth. The subject focuses on the combinatorial properties of these objects, such as how they intersect one another, or how they may be arranged to cover a larger object. Discrete geometry has a large overlap with convex geometry and computational geometry, and is closely related to subjects such as finite geometry, combinatorial optimization, digital geometry, discrete differential geometry, geometric graph theory, toric geometry, and combinatorial topology. History Although polyhedra and tessellations had been studied for many years by people such as Kepler and Cauchy, modern discrete geometry has its origins in the late 19th century. Early topics studie ...
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Polyhedra
In geometry, a polyhedron (plural polyhedra or polyhedrons; ) is a three-dimensional shape with flat polygonal faces, straight edges and sharp corners or vertices. A convex polyhedron is the convex hull of finitely many points, not all on the same plane. Cubes and pyramids are examples of convex polyhedra. A polyhedron is a 3-dimensional example of a polytope, a more general concept in any number of dimensions. Definition Convex polyhedra are well-defined, with several equivalent standard definitions. However, the formal mathematical definition of polyhedra that are not required to be convex has been problematic. Many definitions of "polyhedron" have been given within particular contexts,. some more rigorous than others, and there is not universal agreement over which of these to choose. Some of these definitions exclude shapes that have often been counted as polyhedra (such as the self-crossing polyhedra) or include shapes that are often not considered as valid polyhed ...
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Polyhedral Combinatorics
Polyhedral combinatorics is a branch of mathematics, within combinatorics and discrete geometry, that studies the problems of counting and describing the faces of convex polyhedra and higher-dimensional convex polytopes. Research in polyhedral combinatorics falls into two distinct areas. Mathematicians in this area study the combinatorics of polytopes; for instance, they seek inequalities that describe the relations between the numbers of vertices, edges, and faces of higher dimensions in arbitrary polytopes or in certain important subclasses of polytopes, and study other combinatorial properties of polytopes such as their connectivity and diameter (number of steps needed to reach any vertex from any other vertex). Additionally, many computer scientists use the phrase “polyhedral combinatorics” to describe research into precise descriptions of the faces of certain specific polytopes (especially 0-1 polytopes, whose vertices are subsets of a hypercube) arising from integer progr ...
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Linear Programming
Linear programming (LP), also called linear optimization, is a method to achieve the best outcome (such as maximum profit or lowest cost) in a mathematical model whose requirements are represented by linear function#As a polynomial function, linear relationships. Linear programming is a special case of mathematical programming (also known as mathematical optimization). More formally, linear programming is a technique for the mathematical optimization, optimization of a linear objective function, subject to linear equality and linear inequality Constraint (mathematics), constraints. Its feasible region is a convex polytope, which is a set defined as the intersection (mathematics), intersection of finitely many Half-space (geometry), half spaces, each of which is defined by a linear inequality. Its objective function is a real number, real-valued affine function, affine (linear) function defined on this polyhedron. A linear programming algorithm finds a point in the polytope where ...
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Geometric Algorithms
The following is a list of well-known algorithms along with one-line descriptions for each. Automated planning Combinatorial algorithms General combinatorial algorithms * Brent's algorithm: finds a cycle in function value iterations using only two iterators * Floyd's cycle-finding algorithm: finds a cycle in function value iterations * Gale–Shapley algorithm: solves the stable marriage problem * Pseudorandom number generators (uniformly distributed—see also List of pseudorandom number generators for other PRNGs with varying degrees of convergence and varying statistical quality): ** ACORN generator ** Blum Blum Shub ** Lagged Fibonacci generator ** Linear congruential generator ** Mersenne Twister Graph algorithms * Coloring algorithm: Graph coloring algorithm. * Hopcroft–Karp algorithm: convert a bipartite graph to a maximum cardinality matching * Hungarian algorithm: algorithm for finding a perfect matching * Prüfer coding: conversion between a labeled tree and ...
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Criss-cross Algorithm
In mathematical optimization, the criss-cross algorithm is any of a family of algorithms for linear programming. Variants of the criss-cross algorithm also solve more general problems with linear inequality constraints and nonlinear objective functions; there are criss-cross algorithms for linear-fractional programming problems, quadratic-programming problems, and linear complementarity problems. Like the simplex algorithm of George B. Dantzig, the criss-cross algorithm is not a polynomial-time algorithm for linear programming. Both algorithms visit all 2''D'' corners of a (perturbed) cube in dimension ''D'', the Klee–Minty cube (after Victor Klee and George J. Minty), in the worst case. However, when it is started at a random corner, the criss-cross algorithm on average visits only ''D'' additional corners.The simplex algorithm takes on average ''D'' steps for a cube. : Thus, for the three-dimensional cube, the algorithm visits all 8 c ...
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Hyperplane
In geometry, a hyperplane is a subspace whose dimension is one less than that of its ''ambient space''. For example, if a space is 3-dimensional then its hyperplanes are the 2-dimensional planes, while if the space is 2-dimensional, its hyperplanes are the 1-dimensional lines. This notion can be used in any general space in which the concept of the dimension of a subspace is defined. In different settings, hyperplanes may have different properties. For instance, a hyperplane of an -dimensional affine space is a flat subset with dimension and it separates the space into two half spaces. While a hyperplane of an -dimensional projective space does not have this property. The difference in dimension between a subspace and its ambient space is known as the codimension of with respect to . Therefore, a necessary and sufficient condition for to be a hyperplane in is for to have codimension one in . Technical description In geometry, a hyperplane of an ''n''-dimensi ...
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Space Complexity
The space complexity of an algorithm or a computer program is the amount of memory space required to solve an instance of the computational problem as a function of characteristics of the input. It is the memory required by an algorithm until it executes completely. Similar to time complexity, space complexity is often expressed asymptotically in big O notation, such as O(n), O(n\log n), O(n^\alpha), O(2^n), etc., where is a characteristic of the input influencing space complexity. Space complexity classes Analogously to time complexity classes DTIME(f(n)) and NTIME(f(n)), the complexity classes DSPACE(f(n)) and NSPACE(f(n)) are the sets of languages that are decidable by deterministic (respectively, non-deterministic) Turing machines that use O(f(n)) space. The complexity classes PSPACE and NPSPACE allow f to be any polynomial, analogously to P and NP. That is, :\mathsf = \bigcup_ \mathsf(n^c) and :\mathsf = \bigcup_ \mathsf(n^c) Relationships between classes The space ...
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Big Oh Notation
Big ''O'' notation is a mathematical notation that describes the limiting behavior of a function when the argument tends towards a particular value or infinity. Big O is a member of a family of notations invented by Paul Bachmann, Edmund Landau, and others, collectively called Bachmann–Landau notation or asymptotic notation. The letter O was chosen by Bachmann to stand for ''Ordnung'', meaning the order of approximation. In computer science, big O notation is used to classify algorithms according to how their run time or space requirements grow as the input size grows. In analytic number theory, big O notation is often used to express a bound on the difference between an arithmetical function and a better understood approximation; a famous example of such a difference is the remainder term in the prime number theorem. Big O notation is also used in many other fields to provide similar estimates. Big O notation characterizes functions according to their growth rates: diff ...
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