//**********************************************BBAlgorithm*********************************************************************************
        /// <summary>
        /// performs a Branch and Bound search of the state space of partial tours
        /// stops when time limit expires and uses BSSF as solution
        /// </summary>
        /// <returns>results array for GUI that contains three ints: cost of solution, time spent to find solution, number of solutions found during search (not counting initial BSSF estimate)</returns>
        public string[] bBSolveProblem()
        {
            string[] results = new string[3];

            // TODO: Add your implementation for a branch and bound solver here.
            //Initalize variables. Takes O(1) space and time
            int numOfCitiesLeft        = Cities.Length;
            int numOfSolutions         = 0;
            int numOfStatesCreated     = 0;
            int numOfStatesNotExpanded = 0;

            //Initalize time variable for stopping the algorithm after the default of 60 seconds. Takes O(1) space and time
            DateTime start = DateTime.Now;
            DateTime end   = start.AddSeconds(time_limit / 1000);

            //Create initial root state and set its priority to its lower bound. Takes O(n^2) space and time as discussed above
            TSPState initialState = createInitialState();

            numOfStatesCreated++;
            initialState.setPriority(calculateKey(numOfCitiesLeft - 1, initialState.getLowerBound()));

            //Create initial BSSF greedily
            double bssfBound = createGreedyBssf();

            PriorityQueue queue = new PriorityQueue(Cities.Length);

            queue.insert(initialState);

            // Branch and Bound until the queue is empty, we have exceeded the time limit, or we found the optimal solution

            /* This loop will have a iterate 2^n times approximately with expanding and pruning for each state, then for each state it
             * does O(n^2) work by reducing the matrix, so over all O((n^2)*(2^n)) time and space as well as it creates a nxn
             * matrix for each state*/
            while (!queue.isEmpty() && DateTime.Now < end && queue.getMinLB() != bssfBound)
            {
                // Grab the next state in the queue
                TSPState currState = queue.deleteMin();

                // check if lower bound is less than the BSSF, else prune it
                if (currState.getLowerBound() < bssfBound)
                {
                    // Branch and create the child states
                    for (int i = 0; i < Cities.Length; i++)
                    {
                        // First check that we haven't exceeded the time limit
                        if (DateTime.Now >= end)
                        {
                            break;
                        }

                        // Make sure we are only checking cities that we haven't checked already
                        if (currState.getPath().Contains(Cities[i]))
                        {
                            continue;
                        }

                        // Create the State
                        double[,] oldCostMatrix = currState.getCostMatrix();
                        double[,] newCostMatrix = new double[Cities.Length, Cities.Length];
                        // Copy the old array in the new one to modify the new without affecting the old
                        for (int k = 0; k < Cities.Length; k++)
                        {
                            for (int l = 0; l < Cities.Length; l++)
                            {
                                newCostMatrix[k, l] = oldCostMatrix[k, l];
                            }
                        }
                        City   lastCityinCurrState = (City)currState.getPath()[currState.getPath().Count - 1];
                        double oldLB = currState.getLowerBound();
                        setUpMatrix(ref newCostMatrix, Array.IndexOf(Cities, lastCityinCurrState), i, ref oldLB);
                        double    newLB   = oldLB + reduceMatrix(ref newCostMatrix);
                        ArrayList oldPath = currState.getPath();
                        ArrayList newPath = new ArrayList();
                        foreach (City c in oldPath)
                        {
                            newPath.Add(c);
                        }
                        newPath.Add(Cities[i]);
                        TSPState childState = new TSPState(ref newPath, ref newLB, ref newCostMatrix);
                        numOfStatesCreated++;

                        // Prune States larger than the BSSF
                        if (childState.getLowerBound() < bssfBound)
                        {
                            City   firstCity      = (City)childState.getPath()[0];
                            City   lastCity       = (City)childState.getPath()[childState.getPath().Count - 1];
                            double costToLoopBack = lastCity.costToGetTo(firstCity);

                            // If we found a solution and it goes back from last city to first city
                            if (childState.getPath().Count == Cities.Length && costToLoopBack != double.MaxValue)
                            {
                                childState.setLowerBound(childState.getLowerBound() + costToLoopBack);
                                bssf      = new TSPSolution(childState.getPath());
                                bssfBound = bssf.costOfRoute();
                                numOfSolutions++;
                                numOfStatesNotExpanded++; // this state is not expanded because it is not put on the queue
                            }
                            else
                            {
                                // Set the priority for the state and add the new state to the queue
                                numOfCitiesLeft = Cities.Length - childState.getPath().Count;
                                childState.setPriority(calculateKey(numOfCitiesLeft, childState.getLowerBound()));
                                queue.insert(childState);
                            }
                        }
                        else
                        {
                            numOfStatesNotExpanded++; // States that are pruned are not expanded
                        }
                    }
                }
                currState = null;
            }
            numOfStatesNotExpanded += queue.getSize(); // if the code terminated before queue is empty, then those states never got expanded
            Console.WriteLine("Number of states generated: " + numOfStatesCreated);
            Console.WriteLine("Number of states not Expanded: " + numOfStatesNotExpanded);
            Console.WriteLine("Max Number of states put in queue: " + queue.getMaxNumOfItems());
            end = DateTime.Now;
            TimeSpan diff    = end - start;
            double   seconds = diff.TotalSeconds;

            results[COST]  = System.Convert.ToString(bssf.costOfRoute());   // load results into array here, replacing these dummy values
            results[TIME]  = System.Convert.ToString(seconds);
            results[COUNT] = System.Convert.ToString(numOfSolutions);

            return(results);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// performs a Branch and Bound search of the state space of partial tours
        /// stops when time limit expires and uses BSSF as solution
        /// </summary>
        /// <returns>results array for GUI that contains three ints: cost of solution, time spent to find solution, number of solutions found during search (not counting initial BSSF estimate)</returns>
        public string[] bBSolveProblem()
        {
            Stopwatch timer = new Stopwatch();

            timer.Start();
            initialBSSF = true;
            greedySolveProblem();
            string[] results = new string[3];
            int      n       = Cities.Length;

            double[,] baseMatrix = new double[n, n];
            int           count;
            ReducedMatrix currentCity;

            queue = new PriorityQueue();
            ReducedMatrix reduced;

            for (int i = 0; i < n; i++)
            {
                for (int j = 0; j < n; j++)
                {
                    if (i == j)
                    {
                        baseMatrix[i, j] = Double.PositiveInfinity;
                    }
                    else
                    {
                        baseMatrix[i, j] = Cities[i].costToGetTo(Cities[j]);
                    }
                }
            }
            reduced = new ReducedMatrix(baseMatrix, Cities.Length, Cities[0]);
            reduced.reduce();
            queue.add(reduced);
            count       = 0;
            totalStates = 1;
            while (true)
            {
                if (queue.getSize() > maxStroedStates)
                {
                    maxStroedStates = queue.getSize();
                }
                if (timer.ElapsedMilliseconds > time_limit)
                {
                    break;
                }
                currentCity = queue.remove();
                if (currentCity == null)
                {
                    break;
                }
                if (currentBssf < currentCity.bound)
                {
                    break;
                }
                for (int i = 1; i < n; i++)
                {
                    if (currentCity.matrix[currentCity.cityNumber, i] != INFINITY)
                    {
                        ReducedMatrix newMatrix = new ReducedMatrix(currentCity, Cities[i], i);
                        newMatrix.cancel(currentCity.cityNumber, i);
                        newMatrix.reduce();
                        if (newMatrix.Route.Count == Cities.Length)
                        {
                            if (newMatrix.bound < currentBssf)
                            {
                                numBSSFUpdates++;
                                bssf        = new TSPSolution(newMatrix.Route);
                                currentBssf = newMatrix.bound;
                            }
                            count++;
                            break;
                        }
                        if (newMatrix.bound < currentBssf)
                        {
                            queue.add(newMatrix);
                            totalStates++;
                        }
                        else
                        {
                            numStatesPruned++;
                        }
                    }
                }
            }

            timer.Stop();
            numStatesPruned += queue.getSize();

            String track;

            track  = "MAX #of stored states " + maxStroedStates + "\n";
            track += "#of BSSF updates " + numBSSFUpdates + "\n";
            track += "Total states created " + totalStates + "\n";
            track += "Total states pruned " + numStatesPruned + "\n";

            MessageBox.Show(track);


            results[COST]  = bssf.costOfRoute().ToString();   // load results into array here, replacing these dummy values
            results[TIME]  = timer.Elapsed.ToString();
            results[COUNT] = count.ToString();

            return(results);
        }
        /// <summary>
        ///  solve the problem.  This is the entry point for the solver when the run button is clicked
        /// right now it just picks a simple solution. 
        /// </summary>
        public void solveProblemBandB()
        {
            //initialize BSSF with a greedy algorithm
            Algorithms algorithms = new Algorithms();
            bssf = new TSPSolution(algorithms.greedy(Cities));
            Node.bssf = bssf.costOfRoute();

            int maxQsize = 0;
            int totalStates = 0;

            int timeSeconds = Convert.ToInt32(Program.MainForm.textBoxTime.Text);

            //set up priority queue and stopwatch
            PriorityQueue PQ = new PriorityQueue();
            PQ.insert(new Node(Cities));
            Stopwatch stopwatch = new Stopwatch();
            stopwatch.Start();
            while(PQ.getSize() > 0 && stopwatch.Elapsed.TotalSeconds < timeSeconds)
            {
                //pop node off of queue and check lower bound against bssf
                Node node = PQ.deleteMin();
                if(node.lowerBound > Node.bssf)
                {
                    Node.prunes++;
                    break;
                }

                Node include = null;
                Node exclude = null;
                double maxDif = Double.NegativeInfinity;

                //search for include/exclude edge that gives max difference in lower bound
                double[,] matrix = node.rCmatrix;
                for (int i = 0; i < node.matrixLength; i++)
                {
                    if (node.exited[i] == -1)
                    {
                        for (int j = 0; j < node.matrixLength; j++)
                        {
                            if (matrix[i, j] == 0)
                            {
                                Node tempInclude = new Node(node, true, i, j);
                                Node tempExclude = new Node(node, false, i, j);
                                double potentialMaxDif = tempExclude.lowerBound - tempInclude.lowerBound;
                                if (potentialMaxDif > maxDif)
                                {
                                    maxDif = potentialMaxDif;
                                    include = tempInclude;
                                    exclude = tempExclude;
                                }
                            }
                        }
                    }

                }

                //check if found a bssf
                if(include.totalEdges == include.matrixLength && include.lowerBound < Node.bssf)
                {
                    Node.bssfUpdates++;
                    Node.bssf = include.lowerBound;
                    Node.bssfNode = include;
                }
                else if(include.lowerBound < Node.bssf)//add include node to queue
                {
                    PQ.insert(include);
                    int currentQSize = PQ.getSize();
                    if(currentQSize > maxQsize)
                    {
                        maxQsize = currentQSize;
                    }
                }
                else//prune include node
                {
                    Node.prunes++;
                }

                if(exclude.lowerBound < Node.bssf)//add exclude node to queue
                {
                    PQ.insert(exclude);
                    int currentQSize = PQ.getSize();
                    if (currentQSize > maxQsize)
                    {
                        maxQsize = currentQSize;
                    }
                }
                else//prune exclude node
                {
                    Node.prunes++;
                }

                totalStates += 2;//2 states are created per while-loop iteration

            }

            stopwatch.Stop();

            //if stopwatch is < 30, then we have found an optimal solution
            bool isOptimal = false;
            if(stopwatch.Elapsed.TotalSeconds < timeSeconds)
            {
                isOptimal = true;
            }

            //prune number of items left in the queue
            Node.prunes += PQ.getSize();

            //if a bssf has been found better than the greedy solution
            if(Node.bssfNode != null)
            {
                Node solution = Node.bssfNode;

                ArrayList route = solution.getRoute(Cities);

                // call this the best solution so far.  bssf is the route that will be drawn by the Draw method.
                bssf = new TSPSolution(route);
            }

            //display stats
            if (isOptimal)
            {
                Program.MainForm.tbCostOfTour.Text = " " + bssf.costOfRoute() + "*";
            }
            else
            {
                Program.MainForm.tbCostOfTour.Text = " " + bssf.costOfRoute();
            }

            Program.MainForm.tbElapsedTime.Text = " " + stopwatch.Elapsed.TotalSeconds;

            // do a refresh.
            Program.MainForm.Invalidate();

            //print more stats
            Console.WriteLine();
            Console.WriteLine("Max # of stored states: " + maxQsize);
            Console.WriteLine("# of BSSF updates: " + Node.bssfUpdates);
            Console.WriteLine("Total # of states created: " + totalStates);
            Console.WriteLine("Total # of states pruned: " + Node.prunes);

            Node.resetStaticVariables();
        }