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cs.DS updates on arXiv.org

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
Finding Neighbors in a Forest: A b-tree for Smoothed Part...
Aurélien Cavelan, Rubén M. Cabezón, Jonas H. M. Korndorfer, Flor · 2019-10-07 · via cs.DS updates on arXiv.org

Finding the exact close neighbors of each fluid element in mesh-free computational hydrodynamical methods, such as the Smoothed Particle Hydrodynamics (SPH), often becomes a main bottleneck for scaling their performance beyond a few million fluid elements per computing node. Tree structures are particularly suitable for SPH simulation codes, which rely on finding the exact close neighbors of each fluid element (or SPH particle). In this work we present a novel tree structure, named \textit{$b$-tree}, which features an adaptive branching factor to reduce the depth of the neighbor search. Depending on the particle spatial distribution, finding neighbors using \tree has an asymptotic best case complexity of $O(n)$, as opposed to $O(n \log n)$ for other classical tree structures such as octrees and quadtrees. We also present the proposed tree structure as well as the algorithms to build it and to find the exact close neighbors of all particles. We assess the scalability of the proposed tree-based algorithms through an extensive set of performance experiments in a shared-memory system. Results show that b-tree is up to $12\times$ faster for building the tree and up to $1.6\times$ faster for finding the exact neighbors of all particles when compared to its octree form. Moreover, we apply b-tree to a SPH code and show its usefulness over the existing octree implementation, where b-tree is up to $5\times$ faster for finding the exact close neighbors compared to the legacy code.