Dijkstra's Algorithm
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Networkx: Network Analysis with Python
NetworkX: Network Analysis with Python Salvatore Scellato Full tutorial presented at the XXX SunBelt Conference “NetworkX introduction: Hacking social networks using the Python programming language” by Aric Hagberg & Drew Conway Outline 1. Introduction to NetworkX 2. Getting started with Python and NetworkX 3. Basic network analysis 4. Writing your own code 5. You are ready for your project! 1. Introduction to NetworkX. Introduction to NetworkX - network analysis Vast amounts of network data are being generated and collected • Sociology: web pages, mobile phones, social networks • Technology: Internet routers, vehicular flows, power grids How can we analyze this networks? Introduction to NetworkX - Python awesomeness Introduction to NetworkX “Python package for the creation, manipulation and study of the structure, dynamics and functions of complex networks.” • Data structures for representing many types of networks, or graphs • Nodes can be any (hashable) Python object, edges can contain arbitrary data • Flexibility ideal for representing networks found in many different fields • Easy to install on multiple platforms • Online up-to-date documentation • First public release in April 2005 Introduction to NetworkX - design requirements • Tool to study the structure and dynamics of social, biological, and infrastructure networks • Ease-of-use and rapid development in a collaborative, multidisciplinary environment • Easy to learn, easy to teach • Open-source tool base that can easily grow in a multidisciplinary environment with non-expert users -
1 Hamiltonian Path
6.S078 Fine-Grained Algorithms and Complexity MIT Lecture 17: Algorithms for Finding Long Paths (Part 1) November 2, 2020 In this lecture and the next, we will introduce a number of algorithmic techniques used in exponential-time and FPT algorithms, through the lens of one parametric problem: Definition 0.1 (k-Path) Given a directed graph G = (V; E) and parameter k, is there a simple path1 in G of length ≥ k? Already for this simple-to-state problem, there are quite a few radically different approaches to solving it faster; we will show you some of them. We’ll see algorithms for the case of k = n (Hamiltonian Path) and then we’ll turn to “parameterizing” these algorithms so they work for all k. A number of papers in bioinformatics have used quick algorithms for k-Path and related problems to analyze various networks that arise in biology (some references are [SIKS05, ADH+08, YLRS+09]). In the following, we always denote the number of vertices jV j in our given graph G = (V; E) by n, and the number of edges jEj by m. We often associate the set of vertices V with the set [n] := f1; : : : ; ng. 1 Hamiltonian Path Before discussing k-Path, it will be useful to first discuss algorithms for the famous NP-complete Hamiltonian path problem, which is the special case where k = n. Essentially all algorithms we discuss here can be adapted to obtain algorithms for k-Path! The naive algorithm for Hamiltonian Path takes time about n! = 2Θ(n log n) to try all possible permutations of the nodes (which can also be adapted to get an O?(k!)-time algorithm for k-Path, as we’ll see). -
Adversarial Search
Adversarial Search In which we examine the problems that arise when we try to plan ahead in a world where other agents are planning against us. Outline 1. Games 2. Optimal Decisions in Games 3. Alpha-Beta Pruning 4. Imperfect, Real-Time Decisions 5. Games that include an Element of Chance 6. State-of-the-Art Game Programs 7. Summary 2 Search Strategies for Games • Difference to general search problems deterministic random – Imperfect Information: opponent not deterministic perfect Checkers, Backgammon, – Time: approximate algorithms information Chess, Go Monopoly incomplete Bridge, Poker, ? information Scrabble • Early fundamental results – Algorithm for perfect game von Neumann (1944) • Our terminology: – Approximation through – deterministic, fully accessible evaluation information Zuse (1945), Shannon (1950) Games 3 Games as Search Problems • Justification: Games are • Games as playground for search problems with an serious research opponent • How can we determine the • Imperfection through actions best next step/action? of opponent: possible results... – Cutting branches („pruning“) • Games hard to solve; – Evaluation functions for exhaustive: approximation of utility – Average branching factor function chess: 35 – ≈ 50 steps per player ➞ 10154 nodes in search tree – But “Only” 1040 allowed positions Games 4 Search Problem • 2-player games • Search problem – Player MAX – Initial state – Player MIN • Board, positions, first player – MAX moves first; players – Successor function then take turns • Lists of (move,state)-pairs – Goal test -
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search PROGRAMMING In this assignment, you will create an adversarial search agent to play the 2048-puzzle game. A demo of the game is available here: gabrielecirulli.github.io/2048. I. 2048 As A Two-Player Game II. Choosing a Search Algorithm: Expectiminimax III. Using The Skeleton Code IV. What You Need To Submit V. Important Information VI. Before You Submit I. 2048 As A Two-Player Game 2048 is played on a 4×4 grid with numbered tiles which can slide up, down, left, or right. This game can be modeled as a two player game, in which the computer AI generates a 2- or 4-tile placed randomly on the board, and the player then selects a direction to move the tiles. Note that the tiles move until they either (1) collide with another tile, or (2) collide with the edge of the grid. If two tiles of the same number collide in a move, they merge into a single tile valued at the sum of the two originals. The resulting tile cannot merge with another tile again in the same move. Usually, each role in a two-player games has a similar set of moves to choose from, and similar objectives (e.g. chess). In 2048 however, the player roles are inherently asymmetric, as the Computer AI places tiles and the Player moves them. Adversarial search can still be applied! Using your previous experience with objects, states, nodes, functions, and implicit or explicit search trees, along with our skeleton code, focus on optimizing your player algorithm to solve 2048 as efficiently and consistently as possible. -
K-Path Centrality: a New Centrality Measure in Social Networks
Centrality Metrics in Social Network Analysis K-path: A New Centrality Metric Experiments Summary K-Path Centrality: A New Centrality Measure in Social Networks Adriana Iamnitchi University of South Florida joint work with Tharaka Alahakoon, Rahul Tripathi, Nicolas Kourtellis and Ramanuja Simha Adriana Iamnitchi K-Path Centrality: A New Centrality Measure in Social Networks 1 of 23 Centrality Metrics in Social Network Analysis Centrality Metrics Overview K-path: A New Centrality Metric Betweenness Centrality Experiments Applications Summary Computing Betweenness Centrality Centrality Metrics in Social Network Analysis Betweenness Centrality - how much a node controls the flow between any other two nodes Closeness Centrality - the extent a node is near all other nodes Degree Centrality - the number of ties to other nodes Eigenvector Centrality - the relative importance of a node Adriana Iamnitchi K-Path Centrality: A New Centrality Measure in Social Networks 2 of 23 Centrality Metrics in Social Network Analysis Centrality Metrics Overview K-path: A New Centrality Metric Betweenness Centrality Experiments Applications Summary Computing Betweenness Centrality Betweenness Centrality measures the extent to which a node lies on the shortest path between two other nodes betweennes CB (v) of a vertex v is the summation over all pairs of nodes of the fractional shortest paths going through v. Definition (Betweenness Centrality) For every vertex v 2 V of a weighted graph G(V ; E), the betweenness centrality CB (v) of v is defined by X X σst (v) CB -
Best-First and Depth-First Minimax Search in Practice
Best-First and Depth-First Minimax Search in Practice Aske Plaat, Erasmus University, [email protected] Jonathan Schaeffer, University of Alberta, [email protected] Wim Pijls, Erasmus University, [email protected] Arie de Bruin, Erasmus University, [email protected] Erasmus University, University of Alberta, Department of Computer Science, Department of Computing Science, Room H4-31, P.O. Box 1738, 615 General Services Building, 3000 DR Rotterdam, Edmonton, Alberta, The Netherlands Canada T6G 2H1 Abstract Most practitioners use a variant of the Alpha-Beta algorithm, a simple depth-®rst pro- cedure, for searching minimax trees. SSS*, with its best-®rst search strategy, reportedly offers the potential for more ef®cient search. However, the complex formulation of the al- gorithm and its alleged excessive memory requirements preclude its use in practice. For two decades, the search ef®ciency of ªsmartº best-®rst SSS* has cast doubt on the effectiveness of ªdumbº depth-®rst Alpha-Beta. This paper presents a simple framework for calling Alpha-Beta that allows us to create a variety of algorithms, including SSS* and DUAL*. In effect, we formulate a best-®rst algorithm using depth-®rst search. Expressed in this framework SSS* is just a special case of Alpha-Beta, solving all of the perceived drawbacks of the algorithm. In practice, Alpha-Beta variants typically evaluate less nodes than SSS*. A new instance of this framework, MTD(ƒ), out-performs SSS* and NegaScout, the Alpha-Beta variant of choice by practitioners. 1 Introduction Game playing is one of the classic problems of arti®cial intelligence. -
General Branch and Bound, and Its Relation to A* and AO*
ARTIFICIAL INTELLIGENCE 29 General Branch and Bound, and Its Relation to A* and AO* Dana S. Nau, Vipin Kumar and Laveen Kanal* Laboratory for Pattern Analysis, Computer Science Department, University of Maryland College Park, MD 20742, U.S.A. Recommended by Erik Sandewall ABSTRACT Branch and Bound (B&B) is a problem-solving technique which is widely used for various problems encountered in operations research and combinatorial mathematics. Various heuristic search pro- cedures used in artificial intelligence (AI) are considered to be related to B&B procedures. However, in the absence of any generally accepted terminology for B&B procedures, there have been widely differing opinions regarding the relationships between these procedures and B &B. This paper presents a formulation of B&B general enough to include previous formulations as special cases, and shows how two well-known AI search procedures (A* and AO*) are special cases o,f this general formulation. 1. Introduction A wide class of problems arising in operations research, decision making and artificial intelligence can be (abstractly) stated in the following form: Given a (possibly infinite) discrete set X and a real-valued objective function F whose domain is X, find an optimal element x* E X such that F(x*) = min{F(x) I x ~ X}) Unless there is enough problem-specific knowledge available to obtain the optimum element of the set in some straightforward manner, the only course available may be to enumerate some or all of the elements of X until an optimal element is found. However, the sets X and {F(x) [ x E X} are usually tThis work was supported by NSF Grant ENG-7822159 to the Laboratory for Pattern Analysis at the University of Maryland. -
Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke
Trees Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke Department of Computer Science & Engineering University of Nebraska|Lincoln Lincoln, NE 68588, USA [email protected] http://cse.unl.edu/~cbourke 2015/01/31 21:05:31 Abstract These are lecture notes used in CSCE 156 (Computer Science II), CSCE 235 (Dis- crete Structures) and CSCE 310 (Data Structures & Algorithms) at the University of Nebraska|Lincoln. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License 1 Contents I Trees4 1 Introduction4 2 Definitions & Terminology5 3 Tree Traversal7 3.1 Preorder Traversal................................7 3.2 Inorder Traversal.................................7 3.3 Postorder Traversal................................7 3.4 Breadth-First Search Traversal..........................8 3.5 Implementations & Data Structures.......................8 3.5.1 Preorder Implementations........................8 3.5.2 Inorder Implementation.........................9 3.5.3 Postorder Implementation........................ 10 3.5.4 BFS Implementation........................... 12 3.5.5 Tree Walk Implementations....................... 12 3.6 Operations..................................... 12 4 Binary Search Trees 14 4.1 Basic Operations................................. 15 5 Balanced Binary Search Trees 17 5.1 2-3 Trees...................................... 17 5.2 AVL Trees..................................... 17 5.3 Red-Black Trees.................................. 19 6 Optimal Binary Search Trees 19 7 Heaps 19 -
Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space
applied sciences Article Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space Dawid Połap 1,* ID , Karolina K˛esik 1, Marcin Wo´zniak 1 ID and Robertas Damaševiˇcius 2 ID 1 Institute of Mathematics, Silesian University of Technology, Kaszubska 23, 44-100 Gliwice, Poland; [email protected] (K.K.); [email protected] (M.W.) 2 Department of Software Engineering, Kaunas University of Technology, Studentu 50, LT-51368, Kaunas, Lithuania; [email protected] * Correspondence: [email protected] Received: 16 December 2017; Accepted: 13 February 2018 ; Published: 16 February 2018 Abstract: The increasing exploration of alternative methods for solving optimization problems causes that parallelization and modification of the existing algorithms are necessary. Obtaining the right solution using the meta-heuristic algorithm may require long operating time or a large number of iterations or individuals in a population. The higher the number, the longer the operation time. In order to minimize not only the time, but also the value of the parameters we suggest three proposition to increase the efficiency of classical methods. The first one is to use the method of searching through the neighborhood in order to minimize the solution space exploration. Moreover, task distribution between threads and CPU cores can affect the speed of the algorithm and therefore make it work more efficiently. The second proposition involves manipulating the solutions space to minimize the number of calculations. In addition, the third proposition is the combination of the previous two. All propositions has been described, tested and analyzed due to the use of various test functions. -
Backtracking Search (Csps) ■Chapter 5 5.3 Is About Local Search Which Is a Very Useful Idea but We Won’T Cover It in Class
CSC384: Intro to Artificial Intelligence Backtracking Search (CSPs) ■Chapter 5 5.3 is about local search which is a very useful idea but we won’t cover it in class. 1 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ● The search algorithms we discussed so far had no knowledge of the states representation (black box). ■ For each problem we had to design a new state representation (and embed in it the sub-routines we pass to the search algorithms). ● Instead we can have a general state representation that works well for many different problems. ● We can build then specialized search algorithms that operate efficiently on this general state representation. ● We call the class of problems that can be represented with this specialized representation CSPs---Constraint Satisfaction Problems. ● Techniques for solving CSPs find more practical applications in industry than most other areas of AI. 2 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ●The idea: represent states as a vector of feature values. We have ■ k-features (or variables) ■ Each feature takes a value. Domain of possible values for the variables: height = {short, average, tall}, weight = {light, average, heavy}. ●In CSPs, the problem is to search for a set of values for the features (variables) so that the values satisfy some conditions (constraints). ■ i.e., a goal state specified as conditions on the vector of feature values. 3 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ●Sudoku: ■ 81 variables, each representing the value of a cell. ■ Values: a fixed value for those cells that are already filled in, the values {1-9} for those cells that are empty. -
Best-First Minimax Search Richard E
Artificial Intelligence ELSEVIER Artificial Intelligence 84 ( 1996) 299-337 Best-first minimax search Richard E. Korf *, David Maxwell Chickering Computer Science Department, University of California, Los Angeles, CA 90024, USA Received September 1994; revised May 1995 Abstract We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space complexity from exponential to linear in the search depth, but at significant time cost. Our actual implementation saves the subtree generated for one move that is still relevant after the player and opponent move, pruning subtrees below moves not chosen by either player. We also show how to efficiently generate a class of incremental random game trees. On uniform random game trees, best-first minimax outperforms alpha-beta, when both algorithms are given the same amount of computation. On random trees with random branching factors, best-first outperforms alpha-beta for shallow depths, but eventually loses at greater depths. We obtain similar results in the game of Othello. Finally, we present a hybrid best-first extension algorithm that combines alpha-beta with best-first minimax, and performs significantly better than alpha-beta in both domains, even at greater depths. In Othello, it beats alpha-beta in two out of three games. 1. Introduction and overview The best chess machines, such as Deep-Blue [lo], are competitive with the best humans, but generate billions of positions per move. -
The On-Line Shortest Path Problem Under Partial Monitoring
Journal of Machine Learning Research 8 (2007) 2369-2403 Submitted 4/07; Revised 8/07; Published 10/07 The On-Line Shortest Path Problem Under Partial Monitoring Andras´ Gyor¨ gy [email protected] Machine Learning Research Group Computer and Automation Research Institute Hungarian Academy of Sciences Kende u. 13-17, Budapest, Hungary, H-1111 Tamas´ Linder [email protected] Department of Mathematics and Statistics Queen’s University, Kingston, Ontario Canada K7L 3N6 Gabor´ Lugosi [email protected] ICREA and Department of Economics Universitat Pompeu Fabra Ramon Trias Fargas 25-27 08005 Barcelona, Spain Gyor¨ gy Ottucsak´ [email protected] Department of Computer Science and Information Theory Budapest University of Technology and Economics Magyar Tudosok´ Kor¨ utja´ 2. Budapest, Hungary, H-1117 Editor: Leslie Pack Kaelbling Abstract The on-line shortest path problem is considered under various models of partial monitoring. Given a weighted directed acyclic graph whose edge weights can change in an arbitrary (adversarial) way, a decision maker has to choose in each round of a game a path between two distinguished vertices such that the loss of the chosen path (defined as the sum of the weights of its composing edges) be as small as possible. In a setting generalizing the multi-armed bandit problem, after choosing a path, the decision maker learns only the weights of those edges that belong to the chosen path. For this problem, an algorithm is given whose average cumulative loss in n rounds exceeds that of the best path, matched off-line to the entire sequence of the edge weights, by a quantity that is proportional to 1=pn and depends only polynomially on the number of edges of the graph.