Maximum flow in the undirected graph - network-flow

How can I find maximum flow in this undirected graph? Can anyone show the step?

There is algorithm called Ford-Fulkerson algorithm which gives the maximum flow of a flow network in polynomial time, you can look it up in the book Algorithm Design by Kleinberg and Tardos, or even in CLRS.
The only thing you need to do to solve your problem is that you should replace every edge in your undirected grah by two edges backwards and forwards with the same capacity and then solve your problem using the Ford-Fulkerson algorithm. It can be easily proven that in such conversion, flow only propagates through one of the two edges and always one of them is not used.

Related

Ansys CFX Flow UnSymmetrical

I am doing a simple ANSYS CFX simulation of airflow through the increasing cross section with no obstacles and the geometry is symmetry But the problem is that the flow is not symmetric!!
I have tried different meshing but I still have the same problem!
How can I get a symmetrical flow in the denter image description hereuct?
With high Reynolds numbers, the Navier Stokes equation solutions are not symmetrical anymore for flows between parallel walls, maybe that's the case in your CFD. That you gain the same results even after remeshing indicates something in this direction. Decreasing the flow velocity of your fluid could give you another hint.

Simulating a series of rotating vertices with various masses and coupling functions

I continue to run into this problem: wanting to run a complex simulation of interconnected nodes, and aside from some time looking into Rigs of Rods, I don't have any experience in this area.
In this case I'm trying to simulate a series of rotating devices. If I were trying to do CFD or using more vertices, I assume I would need to try and arrive at something for use with an ODE Solver. ...but in this case I have 7 vertices with 6 edges, all in-line; I think brute force is an option. There are various functions that are used to define how force is transmitted along this line of vertices, and at any point in the chain energy/force can applied arbitrarily based on the result of 1 or more functions for a given edge.
I'm guessing that this can't be done in a single iteration without an equation that accounted for everything.
I suppose, I'll take any input. I don't know what I don't know and I wouldn't be shocked to learn that there are some great write-ups if I knew what to search for.

Finding best path trought strongly connected component

I have a directed graph which is strongly connected and every node have some price(plus or negative). I would like to find best (highest score) path from node A to node B. My solution is some kind of brutal force so it takes ages to find that path. Is any algorithm for this or any idea how can I do it?
Have you tried the A* algorithm?
It's a fairly popular pathfinding algorithm.
The algorithm itself is not to difficult to implement, but there are plenty of implementations available online.
Dijkstra's algorithm is a special case for the A* (in which the heuristic function h(x) = 0).
There are other algorithms who can outperform it, but they usually require graph pre-processing. If the problem is not to complex and you're looking for a quick solution, give it a try.
EDIT:
For graphs containing negative edges, there's the Bellman–Ford algorithm. Detecting the negative cycles comes at the cost of performance, though (worse than the A*). But it still may be better than what you're currently using.
EDIT 2:
User #templatetypedef is right when he says the Bellman-Ford algorithm may not work in here.
The B-F works with graphs where there are edges with negative weight. However, the algorithm stops upon finding a negative cycle. I believe that is a useful behavior. Optimizing the shortest path in a graph that contains a cycle of negative weights will be like going down a Penrose staircase.
What should happen if there's the possibility of reaching a path with "minus infinity cost" depends on the problem.

Approximate and Interpolate GPS Trajectory

I have a sequence of gps values each containing: timestamp, latitude, longitude, n_sats, gps_speed, gps_direction, ... (some subset of NMEA data). I'm not sure of what quality the direction and speed values are. Further, I cannot expect the sequence to be evenly spaced w.r.t. the timestamp. I want to get a smooth trajectory at an even time step.
I've read the Kalman Filter is the tool of choice for such tasks. Is this indeed the case?
I've found some implementations of the Kalman Filter for Python:
http://www.scipy.org/Cookbook/KalmanFiltering
http://ascratchpad.blogspot.de/2010/03/kalman-filter-in-python.html
These however appear to assume regularly spaced data, i.e. iterations.
What would it take to integrate support of irregularly spaced observations?
One thing I could imagine is to repeat/adapt the prediction step to a time-based model. Can you recommend such a model for this application? Would it need to take into account the NMEA speed values?
Having looked all over for an understandable resource on Kalman filters, I'd highly recommend this one: https://github.com/rlabbe/Kalman-and-Bayesian-Filters-in-Python
To your particular question regarding irregularly spaced observations: Look at Chapter 8 in the reference above, and under the heading "Nonstationary Processes". To summarize, you'll need to use a different state transition function and process noise covariance for each iteration. Those are the only things you'll need to change at each iteration, since they're the only components dependent on delta t.
You could also try kinematic interpolation to see if the results fit to what you expect.
Here's a Python implementation of one of these algorithms: https://gist.github.com/talespaiva/128980e3608f9bc5083b

Travelling Salesman and Map/Reduce: Abandon Channel

This is an academic rather than practical question. In the Traveling Salesman Problem, or any other which involves finding a minimum optimization ... if one were using a map/reduce approach it seems like there would be some value to having some means for the current minimum result to be broadcast to all of the computational nodes in some manner that allows them to abandon computations which exceed that.
In other words if we map the problem out we'd like each node to know when to give up on a given partial result before it's complete but when it's already exceeded some other solution.
One approach that comes immediately to mind would be if the reducer had a means to provide feedback to the mapper. Consider if we had 100 nodes, and millions of paths being fed to them by the mapper. If the reducer feeds the best result to the mapper than that value could be including as an argument along with each new path (problem subset). In this approach the granularity is fairly rough ... the 100 nodes will each keep grinding away on their partition of the problem to completion and only get the new minimum with their next request from the mapper. (For a small number of nodes and a huge number of problem partitions/subsets to work across this granularity would be inconsequential; also it's likely that one could apply heuristics to the sequence in which the possible routes or problem subsets are fed to the nodes to get a rapid convergence towards the optimum and thus minimize the amount of "wasted" computation performed by the nodes).
Another approach that comes to mind would be for the nodes to be actively subscribed to some sort of channel, or multicast or even broadcast from which they could glean new minimums from their computational loop. In that case they could immediately abandon a bad computation when notified of a better solution (by one of their peers).
So, my questions are:
Is this concept covered by any terms of art in relation to existing map/reduce discussions
Do any of the current map/reduce frameworks provide features to support this sort of dynamic feedback?
Is there some flaw with this idea ... some reason why it's stupid?
that's a cool theme, that doesn't have that much literature, that was done on it before. So this is pretty much a brainstorming post, rather than an answer to all your problems ;)
So every TSP can be expressed as a graph, that looks possibly like this one: (taken it from the german Wikipedia)
Now you can run a graph algorithm on it. MapReduce can be used for graph processing quite well, although it has much overhead.
You need a paradigm that is called "Message Passing". It was described in this paper here: Paper.
And I blog'd about it in terms of graph exploration, it tells quite simple how it works. My Blogpost
This is the way how you can tell the mapper what is the current minimum result (maybe just for the vertex itself).
With all the knowledge in the back of the mind, it should be pretty standard to think of a branch and bound algorithm (that you described) to get to the goal. Like having a random start vertex and branching to every adjacent vertex. This causes a message to be send to each of this adjacents with the cost it can be reached from the start vertex (Map Step). The vertex itself only updates its cost if it is lower than the currently stored cost (Reduce Step). Initially this should be set to infinity.
You're doing this over and over again until you've reached the start vertex again (obviously after you visited every other one). So you have to somehow keep track of the currently best way to reach a vertex, this can be stored in the vertex itself, too. And every now and then you have to bound this branching and cut off branches that are too costly, this can be done in the reduce step after reading the messages.
Basically this is just a mix of graph algorithms in MapReduce and a kind of shortest paths.
Note that this won't yield to the optimal way between the nodes, it is still a heuristic thing. And you're just parallizing the NP-hard problem.
BUT a little self-advertising again, maybe you've read it already in the blog post I've linked, there exists an abstraction to MapReduce, that has way less overhead in this kind of graph processing. It is called BSP (Bulk synchonous parallel). It is more freely in the communication and it's computing model. So I'm sure that this can be a lot better implemented with BSP than MapReduce. You can realize these channels you've spoken about better with it.
I'm currently involved in an Summer of Code project which targets these SSSP problems with BSP. Maybe you want to visit if you're interested. This could then be a part solution, it is described very well in my blog, too. SSSP's in my blog
I'm excited to hear some feedback ;)
It seems that Storm implements what I was thinking of. It's essentially a computational topology (think of how each compute node might be routing results based on a key/hashing function to the specific reducers).
This is not exactly what I described, but might be useful if one had a sufficiently low-latency way to propagate current bounding (i.e. local optimum information) which each node in the topology could update/receive in order to know which results to discard.