scholarly journals Accelerating exact constrained shortest paths on GPUs

2020 ◽  
Vol 14 (4) ◽  
pp. 547-559
Author(s):  
Shengliang Lu ◽  
Bingsheng He ◽  
Yuchen Li ◽  
Hao Fu

The recently emerging applications such as software-defined networks and autonomous vehicles require efficient and exact solutions for constrained shortest paths (CSP), which finds the shortest path in a graph while satisfying some user-defined constraints. Compared with the common shortest path problems without constraints, CSP queries have a significantly larger number of subproblems. The most widely used labeling algorithm becomes prohibitively slow and impractical. Other existing approaches tend to find approximate solutions and build costly indices on graphs for fast query processing, which are not suitable for emerging applications with the requirement of exact solutions. A natural question is whether and how we can efficiently find the exact solution for CSP. In this paper, we propose Vine , a framework that parallelizes the labeling algorithm to efficiently find the exact CSP solution using GPUs. The major challenge addressed in Vine is how to deal with a large number of subproblems that are mostly unpromising but require a significant amount of memory and computational resources. Our solution is twofold. First, we develop a two-level pruning approach to eliminate the subproblems by making good use of the GPU's hierarchical memory. Second, we propose an adaptive parallelism control model based on the observations that the degree of parallelism (DOP) is the key to performance optimization with the given amount of computational resources. Extensive experiments show that Vine achieves 18× speedup on average over the widely adopted CPU-based solution running on 40 CPU threads. Vine also has over 5× speedup compared with a GPU approach that statically controls the DOP. Compared to the state-of-the-art approximate solution with preprocessed indices, Vine provides exact results with competitive or even better performance.

Author(s):  
A. A. Heidari ◽  
M. R. Delavar

In realistic network analysis, there are several uncertainties in the measurements and computation of the arcs and vertices. These uncertainties should also be considered in realizing the shortest path problem (SPP) due to the inherent fuzziness in the body of expert's knowledge. In this paper, we investigated the SPP under uncertainty to evaluate our modified genetic strategy. We improved the performance of genetic algorithm (GA) to investigate a class of shortest path problems on networks with vague arc weights. The solutions of the uncertain SPP with considering fuzzy path lengths are examined and compared in detail. As a robust metaheuristic, GA algorithm is modified and evaluated to tackle the fuzzy SPP (FSPP) with uncertain arcs. For this purpose, first, a dynamic operation is implemented to enrich the exploration/exploitation patterns of the conventional procedure and mitigate the premature convergence of GA technique. Then, the modified GA (MGA) strategy is used to resolve the FSPP. The attained results of the proposed strategy are compared to those of GA with regard to the cost, quality of paths and CPU times. Numerical instances are provided to demonstrate the success of the proposed MGA-FSPP strategy in comparison with GA. The simulations affirm that not only the proposed technique can outperform GA, but also the qualities of the paths are effectively improved. The results clarify that the competence of the proposed GA is preferred in view of quality quantities. The results also demonstrate that the proposed method can efficiently be utilized to handle FSPP in uncertain networks.


2014 ◽  
Vol 4 (4) ◽  
pp. 36-54 ◽  
Author(s):  
António Leitão ◽  
Adriano Vinhas ◽  
Penousal Machado ◽  
Francisco Câmara Pereira

Inverse Combinatorial Optimization has become a relevant research subject over the past decades. In graph theory, the Inverse Shortest Path Length problem becomes relevant when people don't have access to the real cost of the arcs and want to infer their value so that the system has a specific outcome, such as one or more shortest paths between nodes. Several approaches have been proposed to tackle this problem, relying on different methods, and several applications have been suggested. This study explores an innovative evolutionary approach relying on a genetic algorithm. Two scenarios and corresponding representations are presented and experiments are conducted to test how they react to different graph characteristics and parameters. Their behaviour and differences are thoroughly discussed. The outcome supports that evolutionary algorithms may be a viable venue to tackle Inverse Shortest Path problems.


2018 ◽  
Vol 27 (2) ◽  
pp. 35-42
Author(s):  
Apáthy M. Sándor

Abstract There are numerous attempts to estimate hiking time since the age of the ancient Roman Empire, the new digital era calls for more precise and exact solutions to be implemented in mobile applications. The importance of the topic lies in the fact that route planning algorithms and shortest path problems apply time estimations as cost functions. Our intention is to design a hiking time estimation method that accounts for terrain circumstances as well as personal factors, while the level of accuracy and the simplicity of the algorithm should enable the solution to be utilised in the practice. We refine Tobler’s earlier results to estimate a relation between terrain steepness and hiker’s velocity. Later we use fitted curve to design our novel, personalised hiking time estimation method.


2008 ◽  
Vol 25 (02) ◽  
pp. 135-150
Author(s):  
I.-LIN WANG

Recently a new least-squares primal-dual (LSPD) algorithm, that is impervious to degeneracy, has effectively been applied to solving linear programming problems by Barnes et al., 2002. In this paper, we show an application of LSPD to shortest path problems with nonnegative arc length is equivalent to the Dijkstra's algorithm. We also compare the LSPD algorithm with the conventional primal-dual algorithm in solving shortest path problems and show their difference due to degeneracy in solving the 1-1 shortest path problems.


2019 ◽  
Vol 1 (2) ◽  
pp. 41-45
Author(s):  
Md. Almash Alam ◽  
Md. Omar Faruq

Roads play a Major role to the people live in various states, cities, town and villages, from each and every day they travel to work, to schools, to business meetings, and to transport their goods. Even in this modern era whole world used roads, remain one of the most useful mediums used most frequently for transportation and travel. The manipulation of shortest paths between various locations appears to be a major problem in the road networks. The large range of applications and product was introduced to solve or overcome the difficulties by developing different shortest path algorithms. Even now the problem still exists to find the shortest path for road networks. Shortest Path problems are inevitable in road network applications such as city emergency handling and drive guiding system. Basic concepts of network analysis in connection with traffic issues are explored. The traffic condition among a city changes from time to time and there are usually huge amounts of requests occur, it needs to find the solution quickly. The above problems can be rectified through shortest paths by using the Dijkstra’s Algorithm. The main objective is the low cost of the implementation. The shortest path problem is to find a path between two vertices (nodes) on a given graph, such that the sum of the weights on its constituent edges is minimized. This problem has been intensively investigated over years, due to its extensive applications in graph theory, artificial intelligence, computer network and the design of transportation systems. The classic Dijkstra’s algorithm was designed to solve the single source shortest path problem for a static graph. It works starting from the source node and calculating the shortest path on the whole network. Noting that an upper bound of the distance between two nodes can be evaluated in advance on the given transportation network.


Author(s):  
A. A. Heidari ◽  
M. R. Delavar

In realistic network analysis, there are several uncertainties in the measurements and computation of the arcs and vertices. These uncertainties should also be considered in realizing the shortest path problem (SPP) due to the inherent fuzziness in the body of expert's knowledge. In this paper, we investigated the SPP under uncertainty to evaluate our modified genetic strategy. We improved the performance of genetic algorithm (GA) to investigate a class of shortest path problems on networks with vague arc weights. The solutions of the uncertain SPP with considering fuzzy path lengths are examined and compared in detail. As a robust metaheuristic, GA algorithm is modified and evaluated to tackle the fuzzy SPP (FSPP) with uncertain arcs. For this purpose, first, a dynamic operation is implemented to enrich the exploration/exploitation patterns of the conventional procedure and mitigate the premature convergence of GA technique. Then, the modified GA (MGA) strategy is used to resolve the FSPP. The attained results of the proposed strategy are compared to those of GA with regard to the cost, quality of paths and CPU times. Numerical instances are provided to demonstrate the success of the proposed MGA-FSPP strategy in comparison with GA. The simulations affirm that not only the proposed technique can outperform GA, but also the qualities of the paths are effectively improved. The results clarify that the competence of the proposed GA is preferred in view of quality quantities. The results also demonstrate that the proposed method can efficiently be utilized to handle FSPP in uncertain networks.


Author(s):  
Zhuo Yao

Path planning in 3D environment is a fundamental research area for robots and autonomous vehicles. Based on the principle ``the shortest path consists of tangents'', RimJump* is proposed as a tangent-based path planning method suitable for finding the shortest path (both off-ground and on-ground) in 3D space (e.g., octomap and point cloud) for mobile platform to follow. RimJump* searches the tangent graph in the form of a path tree and considers the geometrical properties of the locally shortest path. Therefore, the method can provide all of the locally shortest paths that connect the starting point and the target, including the globally shortest path. And the time cost of RimJump* is insensitive to map scale increases in comparison to methods that search the whole passable space rather than the surface of the obstacle, e.g., Dijkstra and A*. In the Results, RimJump* is compared with other methods in terms of path length and time cost.


2021 ◽  
Vol 13 (5) ◽  
pp. 14
Author(s):  
Douglas Yenwon Kparib ◽  
John Awuah Addor ◽  
Anthony Joe Turkson

In this paper, Label Setting Algorithm and Dynamic Programming Algorithm had been critically examined in determining the shortest path from one source to a destination. Shortest path problems are for finding a path with minimum cost from one or more origin (s) to one or more destination(s) through a connected network. A network of ten (10) cities (nodes) was employed as a numerical example to compare the performance of the two algorithms. Both algorithms arrived at the optimal distance of 11 km, which corresponds to the paths 1→4→5→8→10 ,1→3→5→8→10 , 1→2→6→9→10  and  1→4→6→9→10 . Thus, the problem has multiple shortest paths. The computational results evince the outperformance of Dynamic Programming Algorithm, in terms of time efficiency, over the Label Setting Algorithm. Therefore, to save time, it is recommended to apply Dynamic Programming Algorithm to shortest paths and other applicable problems over the Label-Setting Algorithm.


Author(s):  
Michael Cui ◽  
Daniel D. Harabor ◽  
Alban Grastien

We want to compute geometric shortest paths in a collection of convex traversable polygons, also known as a navigation mesh. Simple to compute and easy to update, navigation meshes are widely used for pathfinding in computer games. When the mesh is static, shortest path problems can be solved exactly and very fast but only after a costly preprocessing step. When the mesh is dynamic, practitioners turn to online methods which typically compute only approximately shortest paths. In this work we present a new pathfinding algorithm which is compromise-free; i.e. it is simultaneously fast, online and optimal. Our method, Polyanya, extends and generalises Anya; a recent and related interval-based search technique developed for computing geometric shortest paths in grids. We show how that algorithm can be modified to support search over arbitrary sets of convex polygons and then evaluate its performance on a range of realistic and synthetic benchmark problems.


2021 ◽  
Vol 82 (1-2) ◽  
Author(s):  
Lena Collienne ◽  
Alex Gavryushkin

AbstractMany popular algorithms for searching the space of leaf-labelled (phylogenetic) trees are based on tree rearrangement operations. Under any such operation, the problem is reduced to searching a graph where vertices are trees and (undirected) edges are given by pairs of trees connected by one rearrangement operation (sometimes called a move). Most popular are the classical nearest neighbour interchange, subtree prune and regraft, and tree bisection and reconnection moves. The problem of computing distances, however, is $${\mathbf {N}}{\mathbf {P}}$$ N P -hard in each of these graphs, making tree inference and comparison algorithms challenging to design in practice. Although anked phylogenetic trees are one of the central objects of interest in applications such as cancer research, immunology, and epidemiology, the computational complexity of the shortest path problem for these trees remained unsolved for decades. In this paper, we settle this problem for the ranked nearest neighbour interchange operation by establishing that the complexity depends on the weight difference between the two types of tree rearrangements (rank moves and edge moves), and varies from quadratic, which is the lowest possible complexity for this problem, to $${\mathbf {N}}{\mathbf {P}}$$ N P -hard, which is the highest. In particular, our result provides the first example of a phylogenetic tree rearrangement operation for which shortest paths, and hence the distance, can be computed efficiently. Specifically, our algorithm scales to trees with tens of thousands of leaves (and likely hundreds of thousands if implemented efficiently).


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