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PAC Learning with Bandit Feedback: Sharp Sample Complexity in the Realizable Setting Algorithms with Polynomially-Improved Approximation Factors for the $2 \rightarrow q$ Norm, and Applications A computational phase transition for learning-to-sample from Ising models Covering vertices by sequential stars Fermi-Dirac machines as quantizations of neurons A Comprehensive Evaluation of Vertex Elimination Algorithms for Algorithmic Differentiation A Tight Bound on Localization of Electrical Flows Optimal Dimension-Free Sampling for Regularized Classification Reducing the Randomness in Partition Oracles for Bounded Degree Minor-Free Graphs Beyond the Half-Approximation: Fair and Efficient Online Class Matching Efficient Uniform Sampling of Surjections via their Profiles Tractable Maximization of Budgeted Phylogenetic Diversity on Networks Utilizing Node Scanwidth Fairness in Aggregation: Optimal Top-$k$ and Improved Full Ranking Learning-Augmented Online Scheduling with Parsimonious Preemption Entropy Equivalence Testing Lumberjack: Better Differentially Private Random Forests through Heavy Hitter Detection in Trees The Secretary Problem with a Stochastic Precursor Polynomial-Time Robust Multiclass Linear Classification under Gaussian Marginals Efficient Banzhaf-Based Data Valuation for $k$-Nearest Neighbors Classification Block-Sphere Vector Quantization An Approximation Algorithm for Graph Label Selection Iterative Chow Filtering for Learning with Distribution Shift Complexity of Non-Log-Concave Sampling in Fisher Information Stochastic Matching via Local Sparsification Finite Sample Bounds for Learning with Score Matching What is Learnable in Valiant's Theory of the Learnable? Provable Quantization with Randomized Hadamard Transform Min-Max Optimization Requires Exponentially Many Queries Fast and Compact Graph Cuts for the Boykov-Kolmogorov Algorithm A proximal gradient algorithm for composite log-concave sampling
How to Simulate Billiards and Similar Systems
Boris D. Lubachevsky · 2005-03-27 · via cs.DS updates on arXiv.org

An N-component continuous-time dynamic system is considered whose components evolve autonomously all the time except for in discrete asynchronous instances of pairwise interactions. Examples include chaotically colliding billiard balls and combat models. A new efficient serial event-driven algorithm is described for simulating such systems. Rather than maintaining and updating the global state of the system, the algorithm tries to examine only essential events, i.e., component interactions. The events are processed in a non-decreasing order of time; new interactions are scheduled on the basis of the examined interactions using preintegrated equations of the evolutions of the components. If the components are distributed uniformly enough in the evolution space, so that this space can be subdivided into small sectors such that only O(1) sectors and O(1)$components are in the neighborhood of a sector, then the algorithm spends time O (log N) for processing an event which is the asymptotical minimum. The algorithm uses a simple strategy for handling data: only two states are maintained for each simulated component. Fast data access in this strategy assures the practical efficiency of the algorithm. It works noticeably faster than other algorithms proposed for this model. Key phrases: collision detection, dense packing, molecular dynamics, hard spheres, granular flow