optimal tour
Freeze and Conquer: Reusable Ansatz for Solving the Traveling Salesman Problem
Fagiolo, Fabrizio, Vescera, Nicolò
In this paper we present a variational algorithm for the Traveling Salesman Problem (TSP) that combines (i) a compact encoding of permutations, which reduces the qubit requirement too, (ii) an optimize-freeze-reuse strategy: where the circuit topology (``Ansatz'') is first optimized on a training instance by Simulated Annealing (SA), then ``frozen'' and re-used on novel instances, limited to a rapid re-optimization of only the circuit parameters. This pipeline eliminates costly structural research in testing, making the procedure immediately implementable on NISQ hardware. On a set of $40$ randomly generated symmetric instances that span $4 - 7$ cities, the resulting Ansatz achieves an average optimal trip sampling probability of $100\%$ for 4 city cases, $90\%$ for 5 city cases and $80\%$ for 6 city cases. With 7 cities the success rate drops markedly to an average of $\sim 20\%$, revealing the onset of scalability limitations of the proposed method. The results show robust generalization ability for moderate problem sizes and indicate how freezing the Ansatz can dramatically reduce time-to-solution without degrading solution quality. The paper also discusses scalability limitations, the impact of ``warm-start'' initialization of parameters, and prospects for extension to more complex problems, such as Vehicle Routing and Job-Shop Scheduling.
- Europe > Italy > Umbria > Perugia Province > Perugia (0.04)
- North America > United States > Massachusetts > Middlesex County > Reading (0.04)
- Europe > Italy > Lazio > Rome (0.04)
Dancing to the State of the Art? How Candidate Lists Influence LKH for Solving the Traveling Salesperson Problem
Heins, Jonathan, Schäpermeier, Lennart, Kerschke, Pascal, Whitley, Darrell
Solving the Traveling Salesperson Problem (TSP) remains a persistent challenge, despite its fundamental role in numerous generalized applications in modern contexts. Heuristic solvers address the demand for finding high-quality solutions efficiently. Among these solvers, the Lin-Kernighan-Helsgaun (LKH) heuristic stands out, as it complements the performance of genetic algorithms across a diverse range of problem instances. However, frequent timeouts on challenging instances hinder the practical applicability of the solver. Within this work, we investigate a previously overlooked factor contributing to many timeouts: The use of a fixed candidate set based on a tree structure. Our investigations reveal that candidate sets based on Hamiltonian circuits contain more optimal edges. We thus propose to integrate this promising initialization strategy, in the form of POPMUSIC, within an efficient restart version of LKH. As confirmed by our experimental studies, this refined TSP heuristic is much more efficient - causing fewer timeouts and improving the performance (in terms of penalized average runtime) by an order of magnitude - and thereby challenges the state of the art in TSP solving.
Graph Convolutional Branch and Bound
Sciandra, Lorenzo, Esposito, Roberto, Grosso, Andrea Cesare, Sacerdote, Laura, Zucca, Cristina
This article demonstrates the effectiveness of employing a deep learning model in an optimization pipeline. Specifically, in a generic exact algorithm for a NP problem, multiple heuristic criteria are usually used to guide the search of the optimum within the set of all feasible solutions. In this context, neural networks can be leveraged to rapidly acquire valuable information, enabling the identification of a more expedient path in this vast space. So, after the explanation of the tackled traveling salesman problem, the implemented branch and bound for its classical resolution is described. This algorithm is then compared with its hybrid version termed "graph convolutional branch and bound" that integrates the previous branch and bound with a graph convolutional neural network. The empirical results obtained highlight the efficacy of this approach, leading to conclusive findings and suggesting potential directions for future research.
- Europe > Italy > Piedmont > Turin Province > Turin (0.05)
- North America > United States > New York (0.04)
- North America > United States > California > San Diego County > San Diego (0.04)
- Asia > India > West Bengal > Kolkata (0.04)
Equivariant quantum circuits for learning on weighted graphs
Skolik, Andrea, Cattelan, Michele, Yarkoni, Sheir, Bäck, Thomas, Dunjko, Vedran
Variational quantum algorithms are the leading candidate for advantage on near-term quantum hardware. When training a parametrized quantum circuit in this setting to solve a specific problem, the choice of ansatz is one of the most important factors that determines the trainability and performance of the algorithm. In quantum machine learning (QML), however, the literature on ansatzes that are motivated by the training data structure is scarce. In this work, we introduce an ansatz for learning tasks on weighted graphs that respects an important graph symmetry, namely equivariance under node permutations. We evaluate the performance of this ansatz on a complex learning task, namely neural combinatorial optimization, where a machine learning model is used to learn a heuristic for a combinatorial optimization problem. We analytically and numerically study the performance of our model, and our results strengthen the notion that symmetry-preserving ansatzes are a key to success in QML.
- Europe > Netherlands > South Holland > Leiden (0.04)
- Europe > Austria > Tyrol > Innsbruck (0.04)
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.04)
- Europe > Germany > Bavaria > Upper Bavaria > Munich (0.04)
- Research Report > New Finding (0.48)
- Research Report > Experimental Study (0.47)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Optimization (0.89)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Search (0.69)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.68)
A Universal Error Measure for Input Predictions Applied to Online Graph Problems
Bernardini, Giulia, Lindermayr, Alexander, Marchetti-Spaccamela, Alberto, Megow, Nicole, Stougie, Leen, Sweering, Michelle
We introduce a novel measure for quantifying the error in input predictions. The error is based on a minimum-cost hyperedge cover in a suitably defined hypergraph and provides a general template which we apply to online graph problems. The measure captures errors due to absent predicted requests as well as unpredicted actual requests; hence, predicted and actual inputs can be of arbitrary size. We achieve refined performance guarantees for previously studied network design problems in the online-list model, such as Steiner tree and facility location. Further, we initiate the study of learning-augmented algorithms for online routing problems, such as the online traveling salesperson problem and the online dial-a-ride problem, where (transportation) requests arrive over time (online-time model). We provide a general algorithmic framework and we give error-dependent performance bounds that improve upon known worst-case barriers, when given accurate predictions, at the cost of slightly increased worst-case bounds when given predictions of arbitrary quality.
- Europe > Germany > Bremen > Bremen (0.28)
- Europe > Netherlands > North Holland > Amsterdam (0.04)
- Europe > France (0.04)
- (2 more...)
A Generative Graph Method to Solve the Travelling Salesman Problem
Nammouchi, Amal, Ghazzai, Hakim, Massoud, Yehia
The Travelling Salesman Problem (TSP) is a challenging graph task in combinatorial optimization that requires reasoning about both local node neighborhoods and global graph structure. In this paper, we propose to use the novel Graph Learning Network (GLN), a generative approach, to approximately solve the TSP. GLN model learns directly the pattern of TSP instances as training dataset, encodes the graph properties, and merge the different node embeddings to output node-to-node an optimal tour directly or via graph search technique that validates the final tour. The preliminary results of the proposed novel approach proves its applicability to this challenging problem providing a low optimally gap with significant computation saving compared to the optimal solution.
- South America > Chile (0.04)
- North America > United States > New Jersey > Hudson County > Hoboken (0.04)
- North America > United States > Massachusetts > Hampden County > Springfield (0.04)
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A Study of Proxies for Shapley Allocations of Transport Costs
Aziz, Haris (NICTA and University of New South Wales) | Cahan, Casey (University of Auckland) | Gretton, Charles (NICTA and Australian National University) | Kilby, Phillip (NICTA and Australian National University) | Mattei, Nicholas Scott (NICTA and Unversity of New South Walkes) | Walsh, Toby (NICTA and University of New South Wales)
We propose and evaluate a number of solutions to the problem of calculating the cost to serve each location in a single-vehicle transport setting. Such cost to serve analysis has application both strategically and operationally in transportation. The problem is formally given by the traveling salesperson game (TSG), a cooperative total utility game in which agents correspond to locations in a travelling salesperson problem (TSP). The cost to serve a location is an allocated portion of the cost of an optimal tour. The Shapley value is one of the most important normative division schemes in cooperative games, giving a principled and fair allocation both for the TSG and more generally. We consider a number of direct and sampling-based procedures for calculating the Shapley value, and present the first proof that approximating the Shapley value of the TSG within a constant factor is NP-hard. Treating the Shapley value as an ideal baseline allocation, we then develop six proxies for that value which are relatively easy to compute. We perform an experimental evaluation using Synthetic Euclidean games as well as games derived from real-world tours calculated for fast-moving consumer goods scenarios. Our experiments show that several computationally tractable allocation techniques correspond to good proxies for the Shapley value.
- Oceania > New Zealand > North Island > Auckland Region > Auckland (0.05)
- Oceania > Australia > New South Wales > Sydney (0.05)
- Oceania > Australia > Australian Capital Territory > Canberra (0.05)
- (4 more...)
- Leisure & Entertainment > Games (0.47)
- Transportation (0.46)
New developments of the Graph Traverser
This paper describes some recent experiments with a computer program which is capable of useful, or at least interesting, application to a number of different problems. The program, the Graph Traverser, has been described in detail in a previous paper (Doran & Michie 1966). However, we shall here need to view the basic algorithm from a rather more general standpoint, corresponding to an actual extension in the flexibility of the program, so that a restatement of what the program can do is desirable. The Graph Traverser, which is written in Elliott 4100 Algol, is potentially applicable to problem situations which can be idealised in the following way (see for comparison Newell and Ernst 1965). There is given a set of'states', which are connected by a set of'transformations', or, as I shall call them, 'operators'. An operator will be applicable to some, but not necessarily all, of the states and two distinct operators applied to either the same or distinct states may each give the same state as end -product. Most of the concepts to be used here which are related to the use of operators were discussed in a paper by Michie (1967). This type of problem situation is represented in Figure 1 by a graph (in the mathematical sense) to which have been added various labels.