So, I've done a fair bit of reading into generation of a Sudoku puzzle. From what I can tell, the standard way to have a Sudoku puzzle of a desired difficulty is to generate a puzzle, and then grade it afterwards, and repeat until you have one of an acceptable rating. This can be refined by generating via backtracing using some of the more complex solving patterns (XY-wing, swordfish, etc.), but that's not quite what I'm wanting to do here.
What I want to do, but have been unable to find any real resource on, is generate a puzzle from a "difficulty value" (0-1.0 value, 0 being the easiest, and 1.0 being the hardest).
For example, I want create a moderately difficult puzzle, so the value .675 is selected. Now using that value I want to be able to generate a moderately difficult puzzle.
Anyone know of something like this? Or perhaps something with a similar methodology?
Adding another answer for generating a sudoku of desired difficulty on-the-fly.
This means that unlike other approaches the algorithm runs only once and returns a sudoku configuration matching the desired difficulty (with high probability within a range or with probability=1)
Various solutions for generating (and rating) a sudoku difficulty have to do with human-based techniques and approaches, which can be easily rated.
Then one (after having generated a sudoku configuration) re-solves the sudoku with the human-like solver and depending on the techniques the solver used (e.g pairs, x-wing, swordfish etc.) a difficulty rate is also assigned.
Problems with this approach
(and requirements for the use case i had)
In order to generate a sudoku with given difficulty, with previous method one needs to solve a sudoku twice (once with the basic algorithm and once with the human-like solver).
One has to (pre-)generate many sudokus which can only be rated as to difficulty after being solved by the human-like solver. So one cannot generate a desired sudoku on-the-fly once.
The human-like solver can be complicated and in most cases (if not all) is tightly coupled to 9x9 sudoku grids. So no easy generalisation to other sudokus (e.g 4x4, 16x16, 6x6 etc.)
The difficulty rating of the human-like techniques is very subjective. For example why x-wing is taken to be more difficult than hidden singles? (personaly have solved many difficult published sudoku puzzles manualy and never used such techniques)
Another approach was used which has the following benefits:
Generalises well to arbitrary sudokus (9x9, 4x4, 6x6, 16x16 etc..)
The sudoku configuration, with desired difficulty, is generated once and on-the-fly
The difficulty rating is objective.
How it works?
First of all, the simple fact that the more difficult the puzzle, the more time it needs to be solved.
But time to be solved is intimately correlated to both number of clues (givens) and average alternatives to be investigated per empty cell.
Extending my previous answer, it was mentioned that for any sudoku puzzle the minimum number of clues is an objective property of the puzzle (for example for 9x9 grids the minimum number of clues for having a valid sudoku is 17)
One can start from there and compute minimum number of clues per difficulty level (linear correlation).
Furthermore at each step of the sudoku generation process, one can make sure the average alternatives (to be investigated) per empty cell is within given bounds (as a function of desired difficulty)
Depending on whether the algorithm uses backtrack or not (for the use case discussed the algorithm does no backtracking) the desired difficulty can be reached either with probability=1 or with high probability within bounds (respectively).
Tests of the sudokus generated with this algorithm and difficulty rating based on the previous approaches (human-like solver), show a correlation of desired and estimated difficulty rates, plus a greater ability for generalisation to arbitrary sudoku configurations.
(have used this online sudoku solver (and also this one) to correlate the difficulty rates of the test sudokus)
The code is available free on github sudoku.js (along with sample demo application), a scaled-down version of CrossWord.js a professional crossword builder in JavaScript, by same author
The sudoku difficulty is related in an interesting way to the (minimum) amount of information needed to specify a unique solution for a given grid.
Sounds like information theory, yes it has applications here too.
Sudoku puzzles should have a unique solution. Furthermore sudoku puzzles have certain symmetries, i.e by row, by column and by sub-square.
These symmetries specify the minimum number of clues (and their position more or less) needed so that the solution would be unique (i.e using a sudoku compiler or an algorithm like backtrack-search).
This would be the most difficult/hard sudoku puzzle level (i.e minimum needed number of clues). Then all other difficulty levels from less hard to easy are generated by allowing more clues than the minimum amount needed.
It should be noted that sudoku difficulty levels are not standard, as explained above, one can have as many or as few difficulty levels as one wants. What is standard is the minimum number (and position) of clues (which is the hardest level and which is relatd to the sudoku symmetries), then one can generate as many difficulty levels as one wants simply by allowing extra/redundant clues to be visible as well.
It's not as elegant as what you ask, but you can simulate this behavior with caching:
Decide how many "buckets" you want for puzzles. For example, let's say you choose 20. Thus, your buckets will contain puzzles of different difficulty ranges: 0-.05, .05-.1, .1-.15, .. , .9-.95, .95-1
Generate a puzzle
Grade the puzzle
Put it in the appropriate bucket (or throw it away when the bucket is full)
Repeat till your buckets are "filled". The size of the buckets and where they are stored will be based on the needs of your application.
Then when a user requests a certain difficulty puzzle, give them a cached one from the bucket they choose. You might also want to consider swapping numbers and changing orientation of puzzles with known difficulties to generate similar puzzles with the same level of difficulty. Then repeat the above as needed when you need to refill your buckets with new puzzles.
Well, you can't know how complicated it is, before you know how to solve it. And Sudoku solving (and therefore also the difficulty rating) belongs to the NP-C complexity class, that means it's (most likely) logically impossible to find an algorithm that is (asymptotically) faster than the proposed randomly-guess-and-check.
However, if you can find one, you have solved the P versus NP problem and should clear a cupboard for the Fields Medal... :)
Related
I am using the FFD Algorithm in Optaplanner as a construction heuristic for my CVRP problem. I thought I understood the FFD-Alg from bin picking, but I don't understand the logic behind it when applied in OP on CVRP. So my thought was, it focuses on the demands (Sort cities in decreasing order, starting with the highest demand). To proof my assumption, I fixed the city coordinates to only one location, so the distance to the depot of all cities is the same. Then I changed the demands from big to small. But it doesn't take the cities in decrasing order in the result file.
The Input is: City 1: Demand 16, City 2: Demand 12, City 3: Demand 8, City 4: Demand 4,
City 5: Demand 2.
3 Vehicles with a capacity of 40 per vehicle.
What I thougt: V1<-[C1,C2,C3,C4], V2<-[C5]
What happened: V1<-[C5,C4,C3,C2], V2<-[C1]
Could anyone please explain me the theory of this? Also, I would like to know what happens the other way around, same capacities, but different locations per customer. I tried this too, but it also doesn't sort the cities beginning with the farthest one.
Thank you!
(braindump)
Unlike with non-VRP problems, the choice of "difficulty comparison" to determine the "Decreasing Difficulty" of "First Fit Decreasing", isn't always clear. I've done experiments with several forms - such as based on distance to depot, angle to depot, latitude, etc. You can find all those forms of difficulty comperators in the examples, usually TSP.
One common pitfall is to tweak the comperator before enabling Nearby Selection: tweak Nearby Selection first. If you're dealing with large datasets, an "angle to depo" comparator will behave much better, just because Nearby Selection and/or Paritioned Search aren't active yet. In any case, as always: you need to be using optaplanner-benchmark for this sort of work.
This being said, on a pure TSP use case, the First Fit Decreasing algorithm has worse results than the Nearest Neighbor algorithm (which is another construction heuristics for which we have limited support atm). Both require Local Search to improve further, of course. However, translating the Nearest Neighbor algorithm to VRP is difficult/ambiguous (to say the least): I was/am working on such a translation and I am calling it the Bouy algorithm (look for a class in the vrp example that starts with Bouy). It works, but it doesn't combine well with Nearby Selection yet IIRC.
Oh, and there's also the Clarke and Wright savings algorithm, which is great on small pure CVRP cases. But suffers from BigO (= scaling) problems on bigger datasets and it too becomes difficult/ambiguous when other constraints are added (such as time windows, skill req, lunch breaks, ...).
Long story short: the jury's still out on what's the best construction heuristic for real-world, advanced VRP cases. optaplanner-benchmark will help us there. This despite all the academic papers talking about their perfect CH for a simple form of VRP on small datasets...
This may be a simple question for those know-how guys. But I cannot figure it out by myself.
Suppose there are a large number of objects that I need to select some from. Each object has two known variables: cost and benefit. I have a budget, say $1000. How could I find out which objects I should buy to maximize the total benefit within the given budget? I want a numeric optimization solution. Thanks!
Your problem is called the "knapsack problem". You can read more on the wikipedia page. Translating the nomenclature from your original question into that of the wikipedia article, your problem's "cost" is the knapsack problem's "weight". Your problem's "benefit" is the knapsack problem's "value".
Finding an exact solution is an NP-complete problem, so be prepared for slow results if you have a lot of objects to choose from!
You might also look into Linear Programming. From MathWorld:
Simplistically, linear programming is
the optimization of an outcome based
on some set of constraints using a
linear mathematical model.
Yes, as stated before, this is the knapsack problem and I would choose to use linear programming.
The key to this problem is storing data so that you do not need to recompute things more than once (if enough memory is available). There are two general ways to go about linear programming: top-down, and bottom - up. This one is a bottom up problem.
(in general) Find base case values, what is the most optimal object to select for a small case. Then build on this. If we allow ourselves to spend more money what is the best combination of objects for that small increment in money. Possibilities could be taking more of what you previously had, taking one new object and replacing the old one, taking another small object that will still keep you under your budget etc.
Like I said, the main idea is to not recompute values. If you follow this pattern, you will get to a high number and find that in order to buy X amount of dollars worth of goods, the best solution is combining what you had for two smaller cases.
I was recently talking with someone in Resource Management and we discussed the problem of assigning developers to projects when there are many variables to consider (of possibly different weights), e.g.:
The developer's skills & the technology/domain of the project
The developer's travel preferences & the location of the project
The developer's interests and the nature of the project
The basic problem the RM person had to deal with on a regular basis was this: given X developers where each developers has a unique set of attributes/preferences, assign them to Y projects where each project has its own set of unique attributes/requirements.
It seems clear to me that this is a very mathematical problem; it reminds me of old optimization problems from algebra and/or calculus (I don't remember which) back in high school: you know, find the optimal dimensions for a container to hold the maximum volume given this amount of material—that sort of thing.
My question isn't about the math, but rather whether there are any software projects/libraries out there designed to address this kind of problem. Does anyone know of any?
My question isn't about the math, but rather whether there are any software projects/libraries out there designed to address this kind of problem. Does anyone know of any?
In my humble opinion, I think that this is putting the cart before the horse. You first need to figure out what problem you want to solve. Then, you can look for solutions.
For example, if you formulate the problem by assigning some kind of numerical compatibility score to every developer/project pair with the goal of maximizing the total sum of compatibility scores, then you have a maximum-weight matching problem which can be solved with the Hungarian algorithm. Conveniently, this algorithm is implemented as part of Google's or-tools library.
On the other hand, let's say that you find that computing compatibility scores to be infeasible or unreasonable. Instead, let's say that each developer ranks all the projects from best to worst (e.g.: in terms of preference) and, similarly, each project ranks each developer from best to worst (e.g.: in terms of suitability to the project). In this case, you have an instance of the Stable Marriage problem, which is solved by the Gale-Shapley algorithm. I don't have a pointer to an established library for G-S, but it's simple enough that it seems that lots of people just code their own.
Yes, there are mathematical methods for solving a type of problem which this problem can be shoehorned into. It is the natural consequence of thinking of developers as "resources", like machine parts, largely interchangeable, their individuality easily reduced to simple numerical parameters. You can make up rules such as
The fitness value is equal to the subject skill parameter multiplied by the square root of the reliability index.
and never worry about them again. The same rules can be applied to different developers, different subjects, different scales of projects (with a SLOC scaling factor of, say, 1.5). No insight or real leadership is needed, the equations make everything precise and "assured". The best thing about this approach is that when the resources fail to perform the way your equations say they should, you can just reduce their performance scores to make them fit. And if someone has already written the tool, then you don't even have to worry about the math.
(It is interesting to note that Resource Management people always seem to impose such metrics on others in an organization -- thereby making their own jobs easier-- and never on themselves...)
I'm looking for ideas/experiences/references/keywords regarding an adaptive-parameter-control of search algorithm parameters (online-learning) in combinatorial-optimization.
A bit more detail:
I have a framework, which is responsible for optimizing a hard combinatorial-optimization-problem. This is done with the help of some "small heuristics" which are used in an iterative manner (large-neighborhood-search; ruin-and-recreate-approach). Every algorithm of these "small heuristics" is taking some external parameters, which are controlling the heuristic-logic in some extent (at the moment: just random values; some kind of noise; diversify the search).
Now i want to have a control-framework for choosing these parameters in a convergence-improving way, as general as possible, so that later additions of new heuristics are possible without changing the parameter-control.
There are at least two general decisions to make:
A: Choose the algorithm-pair (one destroy- and one rebuild-algorithm) which is used in the next iteration.
B: Choose the random parameters of the algorithms.
The only feedback is an evaluation-function of the new-found-solution. That leads me to the topic of reinforcement-learning. Is that the right direction?
Not really a learning-like-behavior, but the simplistic ideas at the moment are:
A: A roulette-wheel-selection according to some performance-value collected during the iterations (near past is more valued than older ones).
So if heuristic 1 did find all the new global best solutions -> high probability of choosing this one.
B: No idea yet. Maybe it's possible to use some non-uniform random values in the range (0,1) and i'm collecting some momentum of the changes.
So if heuristic 1 last time used alpha = 0.3 and found no new best solution, then used 0.6 and found a new best solution -> there is a momentum towards 1
-> next random value is likely to be bigger than 0.3. Possible problems: oscillation!
Things to remark:
- The parameters needed for good convergence of one specific algorithm can change dramatically -> maybe more diversify-operations needed at the beginning, more intensify-operations needed at the end.
- There is a possibility of good synergistic-effects in a specific pair of destroy-/rebuild-algorithm (sometimes called: coupled neighborhoods). How would one recognize something like that? Is that still in the reinforcement-learning-area?
- The different algorithms are controlled by a different number of parameters (some taking 1, some taking 3).
Any ideas, experiences, references (papers), keywords (ml-topics)?
If there are ideas regarding the decision of (b) in a offline-learning-manner. Don't hesitate to mention that.
Thanks for all your input.
Sascha
You have a set of parameter variables which you use to control your set of algorithms. Selection of your algorithms is just another variable.
One approach you might like to consider is to evolve your 'parameter space' using a genetic algorithm. In short, GA uses an analogue of the processes of natural selection to successively breed ever better solutions.
You will need to develop an encoding scheme to represent your parameter space as a string, and then create a large population of candidate solutions as your starting generation. The genetic algorithm itself takes the fittest solutions in your set and then applies various genetic operators to them (mutation, reproduction etc.) to breed a better set which then become the next generation.
The most difficult part of this process is developing an appropriate fitness function: something to quantitatively measure the quality of a given parameter space. Your search problem may be too complex to measure for each candidate in the population, so you will need a proxy model function which might be as hard to develop as the ideal solution itself.
Without understanding more of what you've written it's hard to see whether this approach is viable or not. GA is usually well suited to multi-variable optimisation problems like this, but it's not a silver bullet. For a reference start with Wikipedia.
This sounds like hyper heuristics which you're trying to do. Try looking for that keyword.
In Drools Planner (open source, java) I have support for tabu search and simulated annealing out the box.
I haven't implemented the ruin-and-recreate-approach (yet), but that should be easy, although I am not expecting better results. Challenge: Prove me wrong and fork it and add it and beat me in the examples.
Hyper heuristics are on my TODO list.
Tried doing a bit of research on the following with no luck. Thought I'd ask here in case someone has come across it before.
I help a volunteer-run radio station with their technology needs. One of the main things that have come up is they would like to schedule their advertising programmatically.
There are a lot of neat and complex rule engines out there for advertising, but all we need is something pretty simple (along with any experience that's worth thinking about).
I would like to write something in SQL if possible to deal with these entities. Ideally if someone has written something like this for other advertising mediums (web, etc.,) it would be really helpful.
Entities:
Ads (consisting of a category, # of plays per day, start date, end date or permanent play)
Ad Category (Restaurant, Health, Food store, etc.)
To over-simplify the problem, this will be a elegant sql statement. Getting there... :)
I would like to be able to generate a playlist per day using the above two entities where:
No two ads in the same category are played within x number of ads of each other.
(nice to have) high promotion ads can be pushed
At this time, there are no "ad slots" to fill. There is no "time of day" considerations.
We queue up the ads for the day and go through them between songs/shows, etc. We know how many per hour we have to fill, etc.
Any thoughts/ideas/links/examples? I'm going to keep on looking and hopefully come across something instead of learning it the long way.
Very interesting question, SMO. Right now it looks like a constraint programming problem because you aren't looking for an optimal solution, just one that satisfies all the constraints you have specified. In response to those who wanted to close the question, I'd say they need to check out constraint programming a bit. It's far closer to stackoverflow that any operations research sites.
Look into constraint programming and scheduling - I'll bet you'll find an analogous problem toot sweet !
Keep us posted on your progress, please.
Ignoring the T-SQL request for the moment since that's unlikely to be the best language to write this in ...
One of my favorites approaches to tough 'layout' problems like this is Simulated Annealing. It's a good approach because you don't need to think HOW to solve the actual problem: all you define is a measure of how good the current layout is (a score if you will) and then you allow random changes that either increase or decrease that score. Over many iterations you gradually reduce the probability of moving to a worse score. This 'simulated annealing' approach reduces the probability of getting stuck in a local minimum.
So in your case the scoring function for a given layout might be based on the distance to the next advert in the same category and the distance to another advert of the same series. If you later have time of day considerations you can easily add them to the score function.
Initially you allocate the adverts sequentially, evenly or randomly within their time window (doesn't really matter which). Now you pick two slots and consider what happens to the score when you switch the contents of those two slots. If either advert moves out of its allowed range you can reject the change immediately. If both are still in range, does it move you to a better overall score? Initially you take changes randomly even if they make it worse but over time you reduce the probability of that happening so that by the end you are moving monotonically towards a better score.
Easy to implement, easy to add new 'rules' that affect score, can easily adjust run-time to accept a 'good enough' answer, ...
Another approach would be to use a genetic algorithm, see this similar question: Best Fit Scheduling Algorithm this is likely harder to program but will probably converge more quickly on a good answer.