An algorithm for two-dimensional rigidity percolation: The pebble game (Q1375495): Difference between revisions

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Revision as of 15:49, 20 March 2024

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An algorithm for two-dimensional rigidity percolation: The pebble game
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    An algorithm for two-dimensional rigidity percolation: The pebble game (English)
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    28 January 1998
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    In the context of generic rigidity percolation, we show how to calculate the number of internal degrees of freedom, identify all rigid clusters, and locate the overconstrained regions. For a network of \(n\) sites the pebble game has a worst case performance of \(O(n^2)\). In our applications its performance scaled as \(n^{1.15}\) at the rigidity transition, while away from the transition region it grew linearly.
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    graph rigidity
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    graph algorithm
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    vector percolation
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    floppy modes
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    network glass
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    number of internal degrees of freedom
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    rigid clusters
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    overconstrained regions
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