18 resultados para heuristic algorithm
Resumo:
Nonogram is a logical puzzle whose associated decision problem is NP-complete. It has applications in pattern recognition problems and data compression, among others. The puzzle consists in determining an assignment of colors to pixels distributed in a N M matrix that satisfies line and column constraints. A Nonogram is encoded by a vector whose elements specify the number of pixels in each row and column of a figure without specifying their coordinates. This work presents exact and heuristic approaches to solve Nonograms. The depth first search was one of the chosen exact approaches because it is a typical example of brute search algorithm that is easy to implement. Another implemented exact approach was based on the Las Vegas algorithm, so that we intend to investigate whether the randomness introduce by the Las Vegas-based algorithm would be an advantage over the depth first search. The Nonogram is also transformed into a Constraint Satisfaction Problem. Three heuristics approaches are proposed: a Tabu Search and two memetic algorithms. A new function to calculate the objective function is proposed. The approaches are applied on 234 instances, the size of the instances ranging from 5 x 5 to 100 x 100 size, and including logical and random Nonograms
Resumo:
The Hiker Dice was a game recently proposed in a software designed by Mara Kuzmich and Leonardo Goldbarg. In the game a dice is responsible for building a trail on an n x m board. As the dice waits upon a cell on the board, it prints the side that touches the surface. The game shows the Hamiltonian Path Problem Simple Maximum Hiker Dice (Hidi-CHS) in trays Compact Nth , this problem is then characterized by looking for a Hamiltonian Path that maximize the sum of marked sides on the board. The research now related, models the problem through Graphs, and proposes two classes of solution algorithms. The first class, belonging to the exact algorithms, is formed by a backtracking algorithm planed with a return through logical rules and limiting the best found solution. The second class of algorithms is composed by metaheuristics type Evolutionary Computing, Local Ramdomized search and GRASP (Greed Randomized Adaptative Search). Three specific operators for the algorithms were created as follows: restructuring, recombination with two solutions and random greedy constructive.The exact algorithm was teste on 4x4 to 8x8 boards exhausting the possibility of higher computational treatment of cases due to the explosion in processing time. The heuristics algorithms were tested on 5x5 to 14x14 boards. According to the applied methodology for evaluation, the results acheived by the heuristics algorithms suggests a better performance for the GRASP algorithm
Resumo:
This paper introduces a new variant of the Traveling Car Renter Problem, named Prizecollecting Traveling Car Renter Problem. In this problem, a set of vertices, each associated with a bonus, and a set of vehicles are given. The objective is to determine a cycle that visits some vertices collecting, at least, a pre-defined bonus, and minimizing the cost of the tour that can be traveled with different vehicles. A mathematical formulation is presented and implemented in a solver to produce results for sixty-two instances. The proposed problem is also subject of an experimental study based on the algorithmic application of four metaheuristics representing the best adaptations of the state of the art of the heuristic programming.We also provide new local search operators which exploit the neighborhoods of the problem, construction procedures and adjustments, created specifically for the addressed problem. Comparative computational experiments and performance tests are performed on a sample of 80 instances, aiming to offer a competitive algorithm to the problem. We conclude that memetic algorithms, computational transgenetic and a hybrid evolutive algorithm are competitive in tests performed