scholarly journals The approximation ratio of the greedy algorithm for the metric traveling salesman problem

2015 ◽  
Vol 43 (3) ◽  
pp. 259-261 ◽  
Author(s):  
Judith Brecklinghaus ◽  
Stefan Hougardy
2001 ◽  
Vol 8 (6) ◽  
Author(s):  
Gregory Gutin ◽  
Anders Yeo ◽  
Alexey Zverovich

<p>Computational experiments show that the greedy algorithm (GR)<br />and the nearest neighbor algorithm (NN), popular choices for tour <br />construction heuristics, work at acceptable level for the Euclidean TSP,<br />but produce very poor results for the general Symmetric and Asymmetric<br /> TSP (STSP and ATSP). We prove that for every n >= 2 there<br />is an instance of ATSP (STSP) on n vertices for which GR finds the<br />worst tour. The same result holds for NN. We also analyze the repetitive<br /> NN (RNN) that starts NN from every vertex and chooses the best<br />tour obtained. We prove that, for the ATSP, RNN always produces<br />a tour, which is not worse than at least n/2 − 1 other tours, but for<br />some instance it finds a tour, which is not worse than at most n − 2<br />other tours, n >= 4. We also show that, for some instance of the STSP<br />on n >= 4 vertices, RNN produces a tour not worse than at most 2^(n−3) tours. These results are in sharp contrast to earlier results by G. Gutin and A. Yeo, and A. Punnen and S. Kabadi, who proved that, for the ATSP, there are tour construction heuristics, including some popular ones, that always build a tour not worse than at least (n − 2)! tours.</p><p>Keywords: TSP, domination analysis, greedy algorithm, nearest<br />neighbor algorithm</p>


Author(s):  
Jungyun Bae ◽  
Sivakumar Rathinam

Surveillance applications require a collection of heterogeneous vehicles to visit a set of targets. In this article, we consider a fundamental routing problem that arises in these applications involving two vehicles. Specifically, we consider a routing problem where there are two heterogeneous vehicles that start from distinct initial locations, and a set of targets. The objective is to find a tour for each vehicle such that each of the targets is visited at least once by a vehicle and the sum of the distances traveled by the vehicles is a minimum. We present a novel primal-dual algorithm for the same that provides an approximation ratio of 2.


Author(s):  
Fikri Akbar L ◽  
Rosnani Ginting

Traveling Salesman Problem adalah salah satu masalah untuk menemukan rute terpendek dari bepergian seorang salesman dari kota pertama dan kemudian ke kota tujuan dan akhirnya kembali ke kota pertama, tetapi satu kota hanya sekali dikunjungi. Ada beberapa algoritma untuk menyelesaikan masalah salesman keliling, seperti Greedy Algorithm, Artificial Bee Colony Algorithm, Algoritma Heuristics Insertion Termurah, Algoritma Genetika dan banyak lagi. Dalam tulisan ini, hanya dibahas algoritma serakah, algoritma heuristik penyisipan termurah, dan pemrograman dinamis. Setelah dibandingkan menggunakan contoh kasus dengan 5 kota dan diselesaikan dengan algoritma ketiga, rute terpendek sama tetapi cara penyelesaiannya berbeda. Mereka memiliki kelebihan dan kekurangan masing-masing, dan memiliki karakteristik masing-masing. Algoritma serakah lebih cocok bila digunakan untuk sejumlah kota yang tidak terlalu banyak karena prosesnya lebih sederhana, tetapi algoritma heuristik penyisipan termurah lebih cocok untuk kasus dengan lebih banyak kota yang prosesnya lebih rumit daripada algoritma serakah. Menghitung dalam pemrograman dinamis harus benar karena akan berpengaruh untuk hasil penghitungan berikutnya.


Author(s):  
Francesco Carrabs ◽  
Carmine Cerrone ◽  
Raffaele Cerulli ◽  
Bruce Golden

This paper addresses the close-enough traveling salesman problem, a variant of the Euclidean traveling salesman problem, in which the traveler visits a node if it passes through the neighborhood set of that node. We apply an effective strategy to discretize the neighborhoods of the nodes and the carousel greedy algorithm to appropriately select the neighborhoods that, step by step, are added to the partial solution until a feasible solution is generated. Our heuristic, based on these ingredients, is able to compute tight upper and lower bounds on the optimal solution relatively quickly. The computational results, carried out on benchmark instances, show that our heuristic often finds the optimal solution, on the instances where it is known, and in general, the upper bounds are more accurate than those from other algorithms available in the literature. Summary of Contribution: In this paper, we focus on the close-enough traveling salesman problem. This is a problem that has attracted research attention over the last 10 years; it has numerous real-world applications. For instance, consider the task of meter reading for utility companies. Homes and businesses have meters that measure the usage of gas, water, and electricity. Each meter transmits signals that can be read by a meter reader vehicle via radio-frequency identification (RFID) technology if the distance between the meter and the reader is less than r units. Each meter plays the role of a target point and the neighborhood is a disc of radius r centered at each target point. Now, suppose the meter reader vehicle is a drone and the goal is to visit each disc while minimizing the amount of energy expended by the drone. To solve this problem, we develop a metaheuristic approach, called (lb/ub)Alg, which computes both upper and lower bounds on the optimal solution value. This metaheuristic uses an innovative discretization scheme and the Carousel Greedy algorithm to obtain high-quality solutions. On benchmark instances where the optimal solution is known, (lb/ub)Alg obtains this solution 83% of the time. Over the remaining 17% of these instances, the deviation from the optimality is 0.05%, on average. On the instances with the highest overlap ratio, (lb/ub)Alg does especially well.


CCIT Journal ◽  
2019 ◽  
Vol 12 (2) ◽  
pp. 170-176
Author(s):  
Anggit Dwi Hartanto ◽  
Aji Surya Mandala ◽  
Dimas Rio P.L. ◽  
Sidiq Aminudin ◽  
Andika Yudirianto

Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations


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