A Unified Continuous Greedy Algorithm for Submodular Maximization

Author(s):  
Moran Feldman ◽  
Joseph Naor ◽  
Roy Schwartz
Author(s):  
Jing Tang ◽  
Xueyan Tang ◽  
Andrew Lim ◽  
Kai Han ◽  
Chongshou Li ◽  
...  

Monotone submodular maximization with a knapsack constraint is NP-hard. Various approximation algorithms have been devised to address this optimization problem. In this paper, we revisit the widely known modified greedy algorithm. First, we show that this algorithm can achieve an approximation factor of 0.405, which significantly improves the known factors of 0.357 given by Wolsey and (1-1/e)/2\approx 0.316 given by Khuller et al. More importantly, our analysis closes a gap in Khuller et al.'s proof for the extensively mentioned approximation factor of (1-1/\sqrte )\approx 0.393 in the literature to clarify a long-standing misconception on this issue. Second, we enhance the modified greedy algorithm to derive a data-dependent upper bound on the optimum. We empirically demonstrate the tightness of our upper bound with a real-world application. The bound enables us to obtain a data-dependent ratio typically much higher than 0.405 between the solution value of the modified greedy algorithm and the optimum. It can also be used to significantly improve the efficiency of algorithms such as branch and bound.


2019 ◽  
Vol 11 (06) ◽  
pp. 1950075
Author(s):  
Lei Lai ◽  
Qiufen Ni ◽  
Changhong Lu ◽  
Chuanhe Huang ◽  
Weili Wu

We consider the problem of maximizing monotone submodular function over the bounded integer lattice with a cardinality constraint. Function [Formula: see text] is submodular over integer lattice if [Formula: see text], [Formula: see text], where ∨ and ∧ represent elementwise maximum and minimum, respectively. Let [Formula: see text], and [Formula: see text], we study the problem of maximizing submodular function [Formula: see text] with constraints [Formula: see text] and [Formula: see text]. A random greedy [Formula: see text]-approximation algorithm and a deterministic [Formula: see text]-approximation algorithm are proposed in this paper. Both algorithms work in value oracle model. In the random greedy algorithm, we assume the monotone submodular function satisfies diminishing return property, which is not an equivalent definition of submodularity on integer lattice. Additionally, our random greedy algorithm makes [Formula: see text] value oracle queries and deterministic algorithm makes [Formula: see text] value oracle queries.


2021 ◽  
Author(s):  
Eric Balkanski ◽  
Aviad Rubinstein ◽  
Yaron Singer

An Exponentially Faster Algorithm for Submodular Maximization Under a Matroid Constraint This paper studies the problem of submodular maximization under a matroid constraint. It is known since the 1970s that the greedy algorithm obtains a constant-factor approximation guarantee for this problem. Twelve years ago, a breakthrough result by Vondrák obtained the optimal 1 − 1/e approximation. Previous algorithms for this fundamental problem all have linear parallel runtime, which was considered impossible to accelerate until recently. The main contribution of this paper is a novel algorithm that provides an exponential speedup in the parallel runtime of submodular maximization under a matroid constraint, without loss in the approximation guarantee.


2017 ◽  
Vol 13 (5) ◽  
pp. 0-0
Author(s):  
Lu Han ◽  
◽  
Min Li ◽  
Dachuan Xu ◽  
Dongmei Zhang ◽  
...  

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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