C++ generate random graphs suitable for TSP - c++

I'm testing various TSP models/algorithms. Right now I'm using a full adjacency matrix, filled with random values from 1 to 100, which represents a complete directed graph.
I'm searching for a more rigorous approach that would allow me to try different kinds of random graphs, like Erdos-Renyi, small world networks and scale free networks.
I know I may have to switch to adjacency lists for the new graphs.
My approach would be generating a random graph and then ensuring there is the Hamiltonian path necessary for the problem to be a valid TSP instance. Is it possible, or is it cheaper to just try and solve the unsolvable instance (assuming all methods will terminate on such instance)?
BTW I was thinking of using the Boost Graph Library, but I'm not familiar with it, and maybe there's something more appropriate. Suggestions for alternatives are welcome, but should not be considered the main scope of this question.
I don't need a TSP solver, I need something to aid in the generation of acceptable problems.
Thanks.

You can try a monotone gray code, a.k.a a hilbert curve. It can help find a hamiltonian path:http://en.m.wikipedia.org/wiki/Gray_code.

I'm searching for a more rigorous approach that would allow me to try
different kinds of random graphs,
Check Mathematica. It has a built-in predicate to test whether a given graph has hamiltonian path or not. It also, has a predicate to generate random Hamiltonian Graphs.
In addition, If you have not try it yet, TSBLIB contains (hard and easy) instances that you may find them useful.

Related

Point to point path in a Graph

I want an algorithm to be able to find an optimal path between two vertices on a graph (with positive int weights).The thing is my graph is relatively big (up to 100 vertices). I have considered the dijkstra algorithm but as I searched the net most implementions use the adjacency matrix which in my case will be 100x100.
If you could recommend me a certain source to read and learn from , or even better provide me with a c++ implementaion it will be great.
PS: The algorithm needs to output the required route and not just the shortest distance between two points.
Thank you for your time.
Have you looked into A*?
Here's a good article to start reading: http://www.redblobgames.com/pathfinding/a-star/introduction.html

Flavor of a Traveling Salesman(TSP) using Boost::Graph

I need to find an optimal solution for a Travelling Salesman Problem on graphs with the small number of vertices (< 10). Since this is an NP hard problem I am ready to do the brute force approach, for the small number of vertices it should be doable in a very small time.
I have a slightly modified conditions for 2 problems:
(A)
The graph is bidirectional, with different weights in each direction.
All vertices are connected to all.
(Nice to have condition) You can visit the same vertices more than once, and travel the same paths more than once (however for eventual completeness you should not loop infinitely)
(B)
In addition to conditions of (A), here you need to visit a subset of vertices, while you still allow to travel through all other vertices of a graph. (given that it is a better solution).
A while back I have implemented a brute force solution and some heuristics like Lin–Kernighan (using simple matrix of weights), however I never used Graph data structures like in boost. And I was wounding if there is an existing implementation that I could use or a set of algorithms that could help me out to get optimal solution. Also I would appreciate if you could advise on how to get the part (B) right.
Thanks!

Ford-Falkerson's algorithm for undirected graphs (What am I missing?)

I "found" an algorithm for finding maximum flow in undirected graph which I think isn't correct, but I can't find my mistake. Here is my algorithm:
We construct a new directed graph in the following way: for every edge ${u,v}$ we create edges $(u,v)$ and $(v,u)$ with $c((u,v))=c((v,u))=c({u,v})$. Then we apply Ford-Falkerson's algorithm on new graph. Now we make a flow in our first graph in the following way: Let's $f((u,v))\ge f((v,u))$, than we direct edge ${u,v}$ from $u$ to $v$ and take $f'((u,v))=f((u,v))-f((v,u))$. Now it will be maximum flow for our undirected graph, because otherwise we will construct a flow for corresponding directed graph, which is contradiction.
The reason that I think I have missed something is that there is an article on the Internet about this problem and I don't think anybody would wrote an article about such a trivial problem.
And this is the article: http://www.inf.ufpr.br/pos/techreport/RT_DINF003_2004.pdf
Thanks!
Ford-Fulkerson is not the best algorithm to find maximum flow in a directed graph, and in the undirected case it is possible to do much better (close to linear-time if I recall correctly).
You don't cite the article you are talking about, but it is most likely that it describe an algorithm which is much better than yours.
For many problems in optimization, it is not difficult to find an algorithm that gives an optimal solution; nevertheless there is a lot of work to find the most efficient ones.

Can I implement potential field/depth first method for obstacle avoidance using boost graph?

I implemented an obstacle avoidance algorithm in Matlab which assigns every node in a graph a potential and tries to descend this potential (the goal of the pathplanning is in the global minimum). Now there might appear local minima, so the (global) planning needs a way to get out of these. I used the strategy to have a list of open nodes which are reachable from the already visited nodes. I visit the open node which has the smallest potential next.
I want to implement this in C++ and I am wondering if Boost Graph has such algorithms already. If not - is there any benefit from using this library if I have to write the algorithm myself and I will also have to create my own graph class because the graph is too big to be stored as adjacency list/edge list in memory.
Any advice appreciated!
boost::graph provides a list of Shortest Paths / Cost Minimization Algorithms. You might be interested in the followings: Dijkstra Shortest path, A*.
The algorithms can be easily customized. If that doesn't exactly fit your needs, take a look at the visitor concepts. It allows you to customize your algorithm at some predefined event point.
Finally Distributed BGL handles huge graph (potentially millions of nodes). It will work for you if your graph does not fit in memory.
You can find good overview of the Boost Graph Library here.
And of course, do not hesitate to ask more specific question about BGL on stackoverflow.
To my mind, boost::graph is really awesome for implementing new algorithms, because it provides various data holders, adaptors and commonly used stuff (which can obviously be used as parts of the newly constructed algorithms).
Last ones are also customizable due to usage of visitors and other smart patterns.
Actually, boost::graph may take some time to get used to, but in my opinion it's really worth it.

Boost Graph Library: Is there a neat algorithm built into BGL for community detection?

Anybody out there using BGL for large production servers?
How many node does your network consist of?
How do you handle community detection
Does BGL have any cool ways to detect communities?
Sometimes two communities might be linked together by one or two edges, but these edges are not reliable and can fade away. Sometimes there are no edges at all.
Could someone speak briefly on how to solve this problem.
Please open my mind and inspire me.
So far I have managed to work out if two nodes are on an island (in a community)
in a lest expensive manner, but now I need to work out which two nodes on separate islands are closest to each other. We can only make minimal use of unreliable geographical data.
If we figuratively compare it to a mainland and an island and take it out of social distance context. I want to work out which two bits of land are the closest together across a body of water.
I've used the BGL for graphs with millions of nodes, but the size of the graph you can use depends on what algorithm you are trying to run. You can quickly compute distances between nodes. There are 4 shortest path algorithms which are most applicable depending on your data: (single pairs of points, for all pairs of points, sparse and dense graphs,...).
As for community detection, there aren't any algorithms built-into the BGL specifically for that (but maybe you can contribute one when you are finished with your project). There are a few algorithms that might be helpful in building a community detection algorithm. The max-flow/min-cut algorithms are typically used in community detection (if there is a lot of flow possible between two nodes, then they are likely to be in the same community, if there isn't much flow, then the min-cut is likely to represent roads between communities). There are also heuristics to order the nodes of the graph to reduce bandwidth. Nodes making up "communities" are likely to be close to each other in such an ordering.
As far as I know BGL doesn't have any algorithms specifically for community detection.
By "island" do you mean a disconnected subgraph?
Also, graphs do not have any notion of 'distance'.
This 'social distance' is something that you are going to have to define. Once you've done that a large part of the work is done.
There are numerous methods listed on the page you linked to, most of those only require you to define something like a 'distance' metric, and then plug your definitions into the algorithm.
# David Nehme
Graphs without edge-weights are only about connectedness, they have no notion of distance. If you want to talk about a network then you can talk about distance. But a graph with no edge-weights does not have any distance, unless you want to assume an implied edge-weight of 1 for all edges. But this is really just turning the graph into a network.
Also, he is talking about the distance between two disconnected graphs. To model this, you have to introduce an external concept for distance between nodes, separate from the edge-distance.