I/O complexity and pebble games with partial computations
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Cites work
- 8/7-approximation algorithm for (1,2)-TSP
- Code Generation for a One-Register Machine
- Complete Register Allocation Problems
- Extending the Hong-Kung model to memory hierarchies
- Fine-grained I/O complexity via reductions: new lower bounds, faster algorithms, and a time hierarchy
- scientific article; zbMATH DE number 1953444 (Why is no real title available?)
- scientific article; zbMATH DE number 2107836 (Why is no real title available?)
- scientific article; zbMATH DE number 5937963 (Why is no real title available?)
- Inapproximability of the standard pebble game and hard to pebble graphs
- New approximation algorithms for \((1,2)\)-TSP
- Numerical linear algebra and optimization
- Numerical methods for large eigenvalue problems
- Optimal Code Generation for Expression Trees
- Optimal sparse matrix dense vector multiplication in the I/O-model
- Optimization of Straight Line Programs
- Randomized Algorithms for Matrices and Data
- The I/O Complexity of Sparse Matrix Dense Matrix Multiplication
- The input/output complexity of sparse matrix multiplication
- The Pebbling Problem is Complete in Polynomial Space
- The Traveling Salesman Problem with Distances One and Two
- Time-space trade-offs in a pebble game
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