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Exploration through Generation: Applying GFlowNets to Structured Search

arXiv.org Artificial Intelligence

This work applies Generative Flow Networks (GFlowNets) to three graph optimization problems: the Traveling Salesperson Problem, Minimum Spanning Tree, and Shortest Path. GFlowNets are generative models that learn to sample solutions proportionally to a reward function. The models are trained using the Trajectory Balance loss to build solutions sequentially, selecting edges for spanning trees, nodes for paths, and cities for tours. Experiments on benchmark instances of varying sizes show that GFlowNets learn to find optimal solutions. For each problem type, multiple graph configurations with different numbers of nodes were tested. The generated solutions match those from classical algorithms (Dijkstra for shortest path, Kruskal for spanning trees, and exact solvers for TSP). Training convergence depends on problem complexity, with the number of episodes required for loss stabilization increasing as graph size grows. Once training converges, the generated solutions match known optima from classical algorithms across the tested instances. This work demonstrates that generative models can solve combinatorial optimization problems through learned policies. The main advantage of this learning-based approach is computational scalability: while classical algorithms have fixed complexity per instance, GFlowNets amortize computation through training. With sufficient computational resources, the framework could potentially scale to larger problem instances where classical exact methods become infeasible.


Code Evolution Graphs: Understanding Large Language Model Driven Design of Algorithms

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have demonstrated great promise in generating code, especially when used inside an evolutionary computation framework to iteratively optimize the generated algorithms. However, in some cases they fail to generate competitive algorithms or the code optimization stalls, and we are left with no recourse because of a lack of understanding of the generation process and generated codes. We present a novel approach to mitigate this problem by enabling users to analyze the generated codes inside the evolutionary process and how they evolve over repeated prompting of the LLM. We show results for three benchmark problem classes and demonstrate novel insights. In particular, LLMs tend to generate more complex code with repeated prompting, but additional complexity can hurt algorithmic performance in some cases. Different LLMs have different coding ``styles'' and generated code tends to be dissimilar to other LLMs. These two findings suggest that using different LLMs inside the code evolution frameworks might produce higher performing code than using only one LLM.


Making a Complete Mess and Getting Away with it: Traveling Salesperson Problems with Circle Placement Variants

arXiv.org Artificial Intelligence

This paper explores a variation of the Traveling Salesperson Problem, where the agent places a circular obstacle next to each node once it visits it. Referred to as the Traveling Salesperson Problem with Circle Placement (TSP-CP), the aim is to maximize the obstacle radius for which a valid closed tour exists and then minimize the tour cost. The TSP-CP finds relevance in various real-world applications, such as harvesting, quarrying, and open-pit mining. We propose several novel solvers to address the TSP-CP, its variant tailored for Dubins vehicles, and a crucial subproblem known as the Traveling Salesperson Problem on self-deleting graphs (TSP-SD). Our extensive experimental results show that the proposed solvers outperform the current state-of-the-art on related problems in solution quality.


Dancing to the State of the Art? How Candidate Lists Influence LKH for Solving the Traveling Salesperson Problem

arXiv.org Artificial Intelligence

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.


Test-Time Augmentation for Traveling Salesperson Problem

arXiv.org Artificial Intelligence

We propose Test-Time Augmentation (TTA) as an effective technique for addressing combinatorial optimization problems, including the Traveling Salesperson Problem. In general, deep learning models possessing the property of invariance, where the output is uniquely determined regardless of the node indices, have been proposed to learn graph structures efficiently. In contrast, we interpret the permutation of node indices, which exchanges the elements of the distance matrix, as a TTA scheme. The results demonstrate that our method is capable of obtaining shorter solutions than the latest models. Furthermore, we show that the probability of finding a solution closer to an exact solution increases depending on the augmentation size.


Planning Visual Inspection Tours for a 3D Dubins Airplane Model in an Urban Environment

arXiv.org Artificial Intelligence

This paper investigates the problem of planning a minimum-length tour for a three-dimensional Dubins airplane model to visually inspect a series of targets located on the ground or exterior surface of objects in an urban environment. Objects are 2.5D extruded polygons representing buildings or other structures. A visibility volume defines the set of admissible (occlusion-free) viewing locations for each target that satisfy feasible airspace and imaging constraints. The Dubins traveling salesperson problem with neighborhoods (DTSPN) is extended to three dimensions with visibility volumes that are approximated by triangular meshes. Four sampling algorithms are proposed for sampling vehicle configurations within each visibility volume to define vertices of the underlying DTSPN. Additionally, a heuristic approach is proposed to improve computation time by approximating edge costs of the 3D Dubins airplane with a lower bound that is used to solve for a sequence of viewing locations. The viewing locations are then assigned pitch and heading angles based on their relative geometry. The proposed sampling methods and heuristics are compared through a Monte-Carlo experiment that simulates view planning tours over a realistic urban environment.


Solving the Traveling Salesperson Problem with Precedence Constraints by Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This work presents solutions to the Traveling Salesperson Problem with precedence constraints (TSPPC) using Deep Reinforcement Learning (DRL) by adapting recent approaches that work well for regular TSPs. Common to these approaches is the use of graph models based on multi-head attention (MHA) layers. One idea for solving the pickup and delivery problem (PDP) is using heterogeneous attentions to embed the different possible roles each node can take. In this work, we generalize this concept of heterogeneous attentions to the TSPPC. Furthermore, we adapt recent ideas to sparsify attentions for better scalability. Overall, we contribute to the research community through the application and evaluation of recent DRL methods in solving the TSPPC.


Deep Learning as a Competitive Feature-Free Approach for Automated Algorithm Selection on the Traveling Salesperson Problem

arXiv.org Machine Learning

The Traveling Salesperson Problem (TSP) is a classical N P-hard optimization problem of utmost relevance, e.g., in transportation logistics, bioinformatics or circuit board fabrication. The goal is to route a salesperson through a set of cities such that each city is visited exactly once and the tour is of minimal length. In the past decades tremendous progress has been made in the development of high-performing heuristic TSP solvers. The local search-based Lin-Kernigham Heuristic (LKH) [14] and the genetic algorithm Edge-Assembly-Crossover (EAX) [35], along with their respective restart versions introduced in Kotthoff et al. [25], undeniably pose the state-of-the-art in inexact TSP solving. Automated Algorithm Selection (AS), originally proposed by Rice [39] back in 1976, is a powerful framework to predict the best-performing solver(s) from a portfolio of candidate solvers by means of machine learning. It has been successfully applied to a wide spectrum of challenging optimization problems in both the combinatorial [24, 29, 30, 40, 48] and continuous domain [21, 4] with partly astonishing performance gains - see the recent survey by Kerschke et al. [19] for a comprehensive overview. In particular, the TSP was subject to several successful ASstudies [25, 20, 33, 34, 37] which exploited the complementary performance profiles of simple heuristics on the one hand and the state-of-the-art solvers LKH and EAX on classical TSP benchmark sets on the other hand.


A Polynomial-Time Deterministic Approach to the Traveling Salesperson Problem

arXiv.org Artificial Intelligence

We propose a new polynomial-time deterministic algorithm that produces an approximated solution for the traveling salesperson problem. The proposed algorithm ranks cities based on their priorities calculated using a power function of means and standard deviations of their distances from other cities and then connects the cities to their neighbors in the order of their priorities. When connecting a city, a neighbor is selected based on their neighbors' priorities calculated as another power function that additionally includes their distance from the focal city to be connected. This repeats until all the cities are connected into a single loop. The time complexity of the proposed algorithm is $O(n^2)$, where $n$ is the number of cities. Numerical evaluation shows that, despite its simplicity, the proposed algorithm produces shorter tours with less time complexity than other conventional tour construction heuristics. The proposed algorithm can be used by itself or as an initial tour generator for other more complex heuristic optimization algorithms.


Humanlike Problem Solving in the Context of the Traveling Salesperson Problem

AAAI Conferences

Computationally hard problems, like the Traveling Salesperson Problem, can be solved remarkably well by humans. Results obtained by computers are usually closer to the optimum, but require high computational effort and often differ from the human solutions. This paper introduces Greedy Expert Search (GES) that strives to show the same flexibility and efficiency of human solutions, while producing results of similarly high quality. The Traveling Salesperson Problem serves as an example problem to illustrate and evaluate the approach.