///////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////// BB Algorithm //////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////// #region MainBBAlgorithm /// <summary> /// performs a Branch and Bound search of the state space of partial tours /// stops when time limit expires and uses BSSF as solution /// Time Complexity: O((n^2)*(2^n) as that is the most dominant factor in the code, and it is a result /// of the loop, for more details scroll to the comment above the loop in the function. /// Space Complexity: O((n^2)*(2^n) as that is the most dominant factor in the code, and it is a result /// of the loop, for more details scroll to the comment above the loop in the function. /// </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]; // Helper variables /* This part of the code takes O(1) space and time as we are just initializing some data */ int numOfCitiesLeft = Cities.Length; int numOfSolutions = 0; int numOfStatesCreated = 0; int numOfStatesNotExpanded = 0; // Initialize the time variable to stop after the time limit, which is defaulted to 60 seconds /* This part of the code takes O(1) space and time as we are just initializing some data */ DateTime start = DateTime.Now; DateTime end = start.AddSeconds(time_limit/1000); // Create the initial root State and set its priority to its lower bound as we don't have any extra info at this point /* This part of the code takes O(n^2) space and time as explained above */ State initialState = createInitialState(); numOfStatesCreated++; initialState.setPriority(calculateKey(numOfCitiesLeft - 1, initialState.getLowerBound())); // Create the initial BSSF Greedily /* This part of the code takes O(n^2) time and O(n) space as explained above */ double BSSFBOUND = createGreedyInitialBSSF(); // Create the queue and add the initial state to it, then subtract the number of cities left /* This part of the code takes O(1) time since we are just creating a data structure and O(1,000,000) space which is just a constant so O(1) space as well*/ PriorityQueueHeap queue = new PriorityQueueHeap(); queue.makeQueue(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 State 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]); State childState = new State(ref newPath, ref newLB, ref newCostMatrix, Cities.Length); 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; }