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Toshiki SAITO Takuya SARAYA Takashi INUKAI Hideaki MAJIMA Toshiharu NAGUMO Toshiro HIRAMOTO
We have proposed the high-density triangular parallel wire channel MOSFET on an SOI substrate and demonstrated the suppressed short channel effects by simulation and experiment. In this device structure, the fabrication process is fully compatible with the planar MOSFET process and is much less complicated than other non-planer device structures including gate-all-around (GAA) and double-gate SOI MOSFETs. In addition, our fabrication process makes it possible to double the wire density resulting in the higher current drive. The three-dimensional simulation results show that the proposed triangular wire channel MOSFET has better short channel characteristics than single-gate and double-gate SOI MOSFETs. The fabricated triangular parallel wire channel MOSFETs show better subthreshold characteristics and less drain induced barrier lowering (DIBL) than the single-gate SOI MOSFETs.
Toshiki SAITOH Katsuhisa YAMANAKA Masashi KIYOMI Ryuhei UEHARA
We investigate connected proper interval graphs without vertex labels. We first give the number of connected proper interval graphs of n vertices. Using this result, a simple algorithm that generates a connected proper interval graph uniformly at random up to isomorphism is presented. Finally an enumeration algorithm of connected proper interval graphs is proposed. The algorithm is based on reverse search, and it outputs each connected proper interval graph in (O)1 time.
Masashi KIYOMI Toshiki SAITOH Ryuhei UEHARA
PREIMAGE CONSTRUCTION problem by Kratsch and Hemaspaandra naturally arose from the famous graph reconstruction conjecture. It deals with the algorithmic aspects of the conjecture. We present an O(n8) time algorithm for PREIMAGE CONSTRUCTION on permutation graphs and an O(n4(n+m)) time algorithm for PREIMAGE CONSTRUCTION on distance-hereditary graphs, where n is the number of graphs in the input, and m is the number of edges in a preimage. Since each graph of the input has n-1 vertices and O(n2) edges, the input size is O(n3) (, or O(nm)). There are polynomial time isomorphism algorithms for permutation graphs and distance-hereditary graphs. However the number of permutation (distance-hereditary) graphs obtained by adding a vertex to a permutation (distance-hereditary) graph is generally exponentially large. Thus exhaustive checking of these graphs does not achieve any polynomial time algorithm. Therefore reducing the number of preimage candidates is the key point.
Takashi HORIYAMA Shin-ichi NAKANO Toshiki SAITOH Koki SUETSUGU Akira SUZUKI Ryuhei UEHARA Takeaki UNO Kunihiro WASA
Given a set P of n points on which facilities can be placed and an integer k, we want to place k facilities on some points so that the minimum distance between facilities is maximized. The problem is called the k-dispersion problem. In this paper, we consider the 3-dispersion problem when P is a set of points on a plane (2-dimensional space). Note that the 2-dispersion problem corresponds to the diameter problem. We give an O(n) time algorithm to solve the 3-dispersion problem in the L∞ metric, and an O(n) time algorithm to solve the 3-dispersion problem in the L1 metric. Also, we give an O(n2 log n) time algorithm to solve the 3-dispersion problem in the L2 metric.
Eiji MIYANO Toshiki SAITOH Ryuhei UEHARA Tsuyoshi YAGITA Tom C. van der ZANDEN
This paper introduces the maximization version of the k-path vertex cover problem, called the MAXIMUM K-PATH VERTEX COVER problem (MaxPkVC for short): A path consisting of k vertices, i.e., a path of length k-1 is called a k-path. If a k-path Pk includes a vertex v in a vertex set S, then we say that v or S covers Pk. Given a graph G=(V, E) and an integer s, the goal of MaxPkVC is to find a vertex subset S⊆V of at most s vertices such that the number of k-paths covered by S is maximized. The problem MaxPkVC is generally NP-hard. In this paper we consider the tractability/intractability of MaxPkVC on subclasses of graphs. We prove that MaxP3VC remains NP-hard even for split graphs. Furthermore, if the input graph is restricted to graphs with constant bounded treewidth, then MaxP3VC can be solved in polynomial time.
Masashi KIYOMI Toshiki SAITOH Ryuhei UEHARA
The Voronoi game is a two-person perfect information game modeling a competitive facility location. The original version of the game is played on a continuous domain. Only two special cases (1-dimensional case and 1-round case) have been extensively investigated. Recently, the discrete Voronoi game of which the game arena is given as a graph was introduced. In this note, we give a complete analysis of the discrete Voronoi game on a path. There are drawing strategies for both the first and the second players, except for some trivial cases.