Minimising greatest distance moved - optimization

I'm trying to find if there are any solutions for a problem I've got.
I've got X people and Y positions to place them in. Sometimes there might be more people than positions, but in the default case X==Y.
I want to allocate the people such that the distance that any one person has to move is minimized.
So if I had people 1-5 and positions A-E:
1 2 3 4 5
A B C D E
The trivial implementation I already had was assigning {A2, B3, C4, D5, E1}, which resulted in E moving much further than anyone else, when I would prefer if the matchup was {A1, B2, C3, D4, E5}, which means everyone else moves a little further, but the worst case is much smaller.
I'm currently creating an array for each person, containing each position, sorted by distance (ascending). Then I reverse sort the arrays of all the people such that the player with the highest distance to his best position is first. I allocate him to a position, then remove that position from the list of each other player, and reverse sort and repeat until all positions are filled.
This gives me reasonable results, but seems very inefficient (removing elements from each array and resorting each time)
Obviously the problem doesn't have to deal with people and distances to positions, but can be said to be allocating resources, where each resource can perform a task with a certain fitness, and I want to avoid using a tool that is grossly unsuitable for a given task, even if it means every tool is doing a task that is slightly unsuitable, if that makes sense.
I suspect that there is some classic optimization problem that I'm mirroring here, but I don't know which one.

Move everyone to the middle. That is, for each person; if they are the i'th leftmost person then they go in the i'th slot.
Proof of optimality:
Jumping over someone isn't advantageous because you could just shift those people a lesser amount and yourself a lesser amount and the amount of moves used is the same.
ex: A _ B _ _ C _ _ 1 2 3
A must move at least 7 slots to get to the boundary, then position himself on a square.
B must move at least 5 ...
C must move at least 2 ...
Then we see we have 1,2,3 moves left to allocate, so jumping over each other still always resolves in 7+5+2+1+2+3 moves. And in the case where there are characters to the right, if any of those jump over leftmost characters then that means a left character has to make additional moves to be on the right side of the slots.
Therefore jumping leads to a equal or greater number of moves, it is never advantageous.
Now since jumping gains nothing the only operations are to move or stop. If character i moves to a slot after i, then someone to the right of him will have to jump over leftwards or they can't all be aligned. Likewise if character i ends up before slot i, someone to the left will have to jump over him towards the right.
That wasn't so bad

Related

Negamax: what to do with "partial" results after canceling a search?

I'm implementing negamax with alpha/beta transposition table based on the pseudo code here, with roughly this algorithm:
NegaMax():
1. Transposition Table lookup
2. Loop through moves
2a. **Bail if I'm out of time**
2b. Make move, call -NegaMax, undo move
2c. Update bestvalue, alpha/beta but if appropriate
3. Transposition table store/update
4. Return bestvalue
I'm also using iterative deepening, calling NegaMax with progressively higher depths.
My question is: when I determine I've run out of time (2a. in the beginning of move loop) what is the right thing to do? Do I bail immediately (not updating the transposition table) or do I just break the loop (saving whatever partial work I've done)?
Currently, I return null at that point, signifying that the search was canceled before "completing" that node (whether by trying every move or the alpha/beta cut). The null gets propagated up and up the stack, and each node on the way up bails by return, so step 3 never runs.
Essentially, I only store values in the TT if the node "completed". The scenario I keep seeing with the iterative deepening:
I get through depths 1-5 really quick, so the TT has a depth = 5, type = Exact entry.
The depth = 6 search is taking a long time, so I bail.
I ultimately return the best move in the transposition table, which is the move I found during the depth = 5 search. The problem is, if I start a new depth = 6 search, it feels like I'm starting it from scratch. However, if I save whatever partial results I found, I worry that I'll have corrupted my TT, potentially by overwriting the completed depth = 5 entry with an incomplete depth = 6 entry.
If the search wasn't completed, the score is inaccurate and should likely not be added to the TT. If you have a best move from the previous ply and it is still best and the score hasn't dropped significantly, you might play that.
On the other hand, if at depth 6 you discover that the opponent has a mate in 3 (oops!) or could win your queen, you might have to spend even more time to try to resolve that.
That would leave you with less time for the remaining moves (if any...), but it might be better to be slightly short on time than to get mated with plenty of time remaining. :-)

Is there a more efficient search factor than midpoint for binary search?

The naive binary search is a very efficient algorithm: you take the midpoint of your high and low points in a sorted array and adjust your high or low point accordingly. Then you recalculate your endpoint and iterate until you find your target value (or you don't, of course.)
Now, quite clearly, if you don't use the midpoint, you introduce some risk to the system. Let's say you shift your search target away from the midpoint and you create two sides - I'll call them a big side and small side. (It doesn't matter whether the shift is toward high or low, because it would be symmetrical.) The risk is that if you miss, your search space is bigger than it would be: you've got to search the big side which is bigger. But the reward is that if you hit your search space is smaller.
It occurs to me that the number of spaces being risked vs rewarded is the same, and (without patterns, which I'm assuming there are none) the likelihood of an element being higher and lower than the midpoint is equal. So the risk is that it falls between the new target and the midpoint.
Now because the number of spaces affects the search space, and the search space is measured logrithmically, it seems to me if I used, let's say 1/4 and 3/4 for our search spaces, I've cut the log of the small space in half, where the large space has only gone up in by about .6 or .7.
So with all this in mind: is there a more efficient way of performing a binary search than just using the midpoint?
Let's agree that the search key is equally likely to be at position in the array—otherwise, we'd want to design an algorithm based on our special knowledge of the location. So all we can choose is where to split the array each time. If we choose a number 0 < x < 1 and split the array there, the chance that it's on the left is x and the chance that it's on the right is 1-x. In the first case we shorten the array by a factor of x and in the second by a factor of 1-x. If we did this many times we'd have a product of many of these factors, and so the 'right' average to use here is the geometric mean. In that sense, the average decrease per step is x with weight x and 1-x with weight 1-x, for a total of x^x * (1-x)^(1-x).
So when is this minimized? If this were the math stackexchange, we'd take derivatives (with the product rule, chain rule, and exponent rule), set them to zero, and solve. But this is stackoverflow, so instead we graph it:
You can see that the further you get from 1/2, the worse you get. For a better understanding I recommend information theory or calculus which have interesting and complementary perspectives on this.

How do you derive the time complexity of alpha-beta pruning?

I understand the basics of minimax and alpha-beta pruning. In all the literature, they talk about the time complexity for the best case is O(b^(d/2)) where b = branching factor and d = depth of the tree, and the base case is when all the preferred nodes are expanded first.
In my example of the "best case", I have a binary tree of 4 levels, so out of the 16 terminal nodes, I need to expand at most 7 nodes. How does this relate to O(b^(d/2))?
I don't understand how they come to O(b^(d/2)).
O(b^(d/2)) correspond to the best case time complexity of alpha-beta pruning. Explanation:
With an (average or constant) branching factor of b, and a search
depth of d plies, the maximum number of leaf node positions evaluated
(when the move ordering is pessimal) is O(bb...*b) = O(b^d) – the
same as a simple minimax search. If the move ordering for the search
is optimal (meaning the best moves are always searched first), the
number of leaf node positions evaluated is about O(b*1*b*1*...*b) for
odd depth and O(b*1*b*1*...*1) for even depth, or O(b^(d/2)). In the
latter case, where the ply of a search is even, the effective
branching factor is reduced to its square root, or, equivalently, the
search can go twice as deep with the same amount of computation.
The explanation of b*1*b*1*... is that all the first player's moves
must be studied to find the best one, but for each, only the best
second player's move is needed to refute all but the first (and best)
first player move – alpha–beta ensures no other second player moves
need be considered.
Put simply, you "skip" every two level:
O describes the limiting behavior of a function when the argument tends towards a particular value or infinity, so in your case comparing precisely O(b^(d/2)) with small values of b and d doesn't really make sense.

Building ranking with genetic algorithm,

Question after BIG edition :
I need to built a ranking using genetic algorithm, I have data like this :
P(a>b)=0.9
P(b>c)=0.7
P(c>d)=0.8
P(b>d)=0.3
now, lets interpret a,b,c,d as names of football teams, and P(x>y) is probability that x wins with y. We want to build ranking of teams, we lack some observations P(a>d),P(a>c) are missing due to lack of matches between a vs d and a vs c.
Goal is to find ordering of team names, which the best describes current situation in that four team league.
If we have only 4 teams than solution is straightforward, first we compute probabilities for all 4!=24 orderings of four teams, while ignoring missing values we have :
P(abcd)=P(a>b)P(b>c)P(c>d)P(b>d)
P(abdc)=P(a>b)P(b>c)(1-P(c>d))P(b>d)
...
P(dcba)=(1-P(a>b))(1-P(b>c))(1-P(c>d))(1-P(b>d))
and we choose the ranking with highest probability. I don't want to use any other fitness function.
My question :
As numbers of permutations of n elements is n! calculation of probabilities for all
orderings is impossible for large n (my n is about 40). I want to use genetic algorithm for that problem.
Mutation operator is simple switching of places of two (or more) elements of ranking.
But how to make crossover of two orderings ?
Could P(abcd) be interpreted as cost function of path 'abcd' in assymetric TSP problem but cost of travelling from x to y is different than cost of travelling from y to x, P(x>y)=1-P(y<x) ? There are so many crossover operators for TSP problem, but I think I have to design my own crossover operator, because my problem is slightly different from TSP. Do you have any ideas for solution or frame for conceptual analysis ?
The easiest way, on conceptual and implementation level, is to use crossover operator which make exchange of suborderings between two solutions :
CrossOver(ABcD,AcDB) = AcBD
for random subset of elements (in this case 'a,b,d' in capital letters) we copy and paste first subordering - sequence of elements 'a,b,d' to second ordering.
Edition : asymetric TSP could be turned into symmetric TSP, but with forbidden suborderings, which make GA approach unsuitable.
It's definitely an interesting problem, and it seems most of the answers and comments have focused on the semantic aspects of the problem (i.e., the meaning of the fitness function, etc.).
I'll chip in some information about the syntactic elements -- how do you do crossover and/or mutation in ways that make sense. Obviously, as you noted with the parallel to the TSP, you have a permutation problem. So if you want to use a GA, the natural representation of candidate solutions is simply an ordered list of your points, careful to avoid repitition -- that is, a permutation.
TSP is one such permutation problem, and there are a number of crossover operators (e.g., Edge Assembly Crossover) that you can take from TSP algorithms and use directly. However, I think you'll have problems with that approach. Basically, the problem is this: in TSP, the important quality of solutions is adjacency. That is, abcd has the same fitness as cdab, because it's the same tour, just starting and ending at a different city. In your example, absolute position is much more important that this notion of relative position. abcd means in a sense that a is the best point -- it's important that it came first in the list.
The key thing you have to do to get an effective crossover operator is to account for what the properties are in the parents that make them good, and try to extract and combine exactly those properties. Nick Radcliffe called this "respectful recombination" (note that paper is quite old, and the theory is now understood a bit differently, but the principle is sound). Taking a TSP-designed operator and applying it to your problem will end up producing offspring that try to conserve irrelevant information from the parents.
You ideally need an operator that attempts to preserve absolute position in the string. The best one I know of offhand is known as Cycle Crossover (CX). I'm missing a good reference off the top of my head, but I can point you to some code where I implemented it as part of my graduate work. The basic idea of CX is fairly complicated to describe, and much easier to see in action. Take the following two points:
abcdefgh
cfhgedba
Pick a starting point in parent 1 at random. For simplicity, I'll just start at position 0 with the "a".
Now drop straight down into parent 2, and observe the value there (in this case, "c").
Now search for "c" in parent 1. We find it at position 2.
Now drop straight down again, and observe the "h" in parent 2, position 2.
Again, search for this "h" in parent 1, found at position 7.
Drop straight down and observe the "a" in parent 2.
At this point note that if we search for "a" in parent one, we reach a position where we've already been. Continuing past that will just cycle. In fact, we call the sequence of positions we visited (0, 2, 7) a "cycle". Note that we can simply exchange the values at these positions between the parents as a group and both parents will retain the permutation property, because we have the same three values at each position in the cycle for both parents, just in different orders.
Make the swap of the positions included in the cycle.
Note that this is only one cycle. You then repeat this process starting from a new (unvisited) position each time until all positions have been included in a cycle. After the one iteration described in the above steps, you get the following strings (where an "X" denotes a position in the cycle where the values were swapped between the parents.
cbhdefga
afcgedbh
X X X
Just keep finding and swapping cycles until you're done.
The code I linked from my github account is going to be tightly bound to my own metaheuristics framework, but I think it's a reasonably easy task to pull the basic algorithm out from the code and adapt it for your own system.
Note that you can potentially gain quite a lot from doing something more customized to your particular domain. I think something like CX will make a better black box algorithm than something based on a TSP operator, but black boxes are usually a last resort. Other people's suggestions might lead you to a better overall algorithm.
I've worked on a somewhat similar ranking problem and followed a technique similar to what I describe below. Does this work for you:
Assume the unknown value of an object diverges from your estimate via some distribution, say, the normal distribution. Interpret your ranking statements such as a > b, 0.9 as the statement "The value a lies at the 90% percentile of the distribution centered on b".
For every statement:
def realArrival = calculate a's location on a distribution centered on b
def arrivalGap = | realArrival - expectedArrival |
def fitness = Σ arrivalGap
Fitness function is MIN(fitness)
FWIW, my problem was actually a bin-packing problem, where the equivalent of your "rank" statements were user-provided rankings (1, 2, 3, etc.). So not quite TSP, but NP-Hard. OTOH, bin-packing has a pseudo-polynomial solution proportional to accepted error, which is what I eventually used. I'm not quite sure that would work with your probabilistic ranking statements.
What an interesting problem! If I understand it, what you're really asking is:
"Given a weighted, directed graph, with each edge-weight in the graph representing the probability that the arc is drawn in the correct direction, return the complete sequence of nodes with maximum probability of being a topological sort of the graph."
So if your graph has N edges, there are 2^N graphs of varying likelihood, with some orderings appearing in more than one graph.
I don't know if this will help (very brief Google searches did not enlighten me, but maybe you'll have more success with more perseverance) but my thoughts are that looking for "topological sort" in conjunction with any of "probabilistic", "random", "noise," or "error" (because the edge weights can be considered as a reliability factor) might be helpful.
I strongly question your assertion, in your example, that P(a>c) is not needed, though. You know your application space best, but it seems to me that specifying P(a>c) = 0.99 will give a different fitness for f(abc) than specifying P(a>c) = 0.01.
You might want to throw in "Bayesian" as well, since you might be able to start to infer values for (in your example) P(a>c) given your conditions and hypothetical solutions. The problem is, "topological sort" and "bayesian" is going to give you a whole bunch of hits related to markov chains and markov decision problems, which may or may not be helpful.

How can I test that my hash function is good in terms of max-load?

I have read through various papers on the 'Balls and Bins' problem and it seems that if a hash function is working right (ie. it is effectively a random distribution) then the following should/must be true if I hash n values into a hash table with n slots (or bins):
Probability that a bin is empty, for large n is 1/e.
Expected number of empty bins is n/e.
Probability that a bin has k balls is <= 1/ek! (corrected).
Probability that a bin has at least k collisions is <= ((e/k)**k)/e (corrected).
These look easy to check. But the max-load test (the maximum number of collisions with high probability) is usually stated vaguely.
Most texts state that the maximum number of collisions in any bin is O( ln(n) / ln(ln(n)) ).
Some say it is 3*ln(n) / ln(ln(n)). Other papers mix ln and log - usually without defining them, or state that log is log base e and then use ln elsewhere.
Is ln the log to base e or 2 and is this max-load formula right and how big should n be to run a test?
This lecture seems to cover it best, but I am no mathematician.
http://pages.cs.wisc.edu/~shuchi/courses/787-F07/scribe-notes/lecture07.pdf
BTW, with high probability seems to mean 1 - 1/n.
That is a fascinating paper/lecture-- makes me wish I had taken some formal algorithms class.
I'm going to take a stab at some answers here, based on what I've just read from that, and feel free to vote me down. I'd appreciate a correction, though, rather than just a downvote :) I'm also going to use n and N interchangeably here, which is a big no-no in some circles, but since I'm just copy-pasting your formulae, I hope you'll forgive me.
First, the base of the logs. These numbers are given as big-O notation, not as absolute formulae. That means that you're looking for something 'on the order of ln(n) / ln(ln(n))', not with an expectation of an absolute answer, but more that as n gets bigger, the relationship of n to the maximum number of collisions should follow that formula. The details of the actual curve you can graph will vary by implementation (and I don't know enough about the practical implementations to tell you what's a 'good' curve, except that it should follow that big-O relationship). Those two formulae that you posted are actually equivalent in big-O notation. The 3 in the second formula is just a constant, and is related to a particular implementation. A less efficient implementation would have a bigger constant.
With that in mind, I would run empirical tests, because I'm a biologist at heart and I was trained to avoid hard-and-fast proofs as indications of how the world actually works. Start with N as some number, say 100, and find the bin with the largest number of collisions in it. That's your max-load for that run. Now, your examples should be as close as possible to what you expect actual users to use, so maybe you want to randomly pull words from a dictionary or something similar as your input.
Run that test many times, at least 30 or 40. Since you're using random numbers, you'll need to satisfy yourself that the average max-load you're getting is close to the theoretical 'expectation' of your algorithm. Expectation is just the average, but you'll still need to find it, and the tighter your std dev/std err about that average, the more you can say that your empirical average matches the theoretical expectation. One run is not enough, because a second run will (most likely) give a different answer.
Then, increase N, to say, 1000, 10000, etc. Increase it logarithmically, because your formula is logarithmic. As your N increases, your max-load should increase on the order of ln(n) / ln(ln(n)). If it increases at a rate of 3*ln(n) / ln(ln(n)), that means that you're following the theory that they put forth in that lecture.
This kind of empirical test will also show you where your approach breaks down. It may be that your algorithm works well for N < 10 million (or some other number), but above that, it starts to collapse. Why could that be? Maybe you have some limitation to 32 bits in your code without realizing it (ie, using a 'float' instead of a 'double'), or some other implementation detail. These kinds of details let you know where your code will work well in practice, and then as your practical needs change, you can modify your algorithm. Maybe making the algorithm work for very large datasets makes it very inefficient for very small ones, or vice versa, so pinpointing that tradeoff will help you further characterize how you could adapt your algorithm to particular situations. Always a useful skill to have.
EDIT: a proof of why the base of the log function doesn't matter with big-O notation:
log N = log_10 (N) = log_b (N)/log_b (10)= (1/log_b(10)) * log_b(N)
1/log_b(10) is a constant, and in big-O notation, constants are ignored. Base changes are free, which is why you're encountering such variation in the papers.
Here is a rough start to the solution of this problem involving uniform distributions and maximum load.
Instead of bins and balls or urns or boxes or buckets or m and n, people (p) and doors (d) will be used as designations.
There is an exact expected value for each of the doors given a certain number of people. For example, with 5 people and 5 doors, the expected maximum door is exactly 1.2864 {(1429-625) / 625} above the mean (p/d) and the minimum door is exactly -0.9616 {(24-625) / 625} below the mean. The absolute value of the highest door's distance from the mean is a little larger than the smallest door's because all of the people could go through one door, but no less than zero can go through one of the doors. With large numbers of people (p/d > 3000), the difference between the absolute value of the highest door's distance from the mean and the lowest door's becomes negligible.
For an odd number of doors, the center door is essentially zero and is not scalable, but all of the other doors are scalable from certain values representing p=d. These rounded values for d=5 are:
-1.163 -0.495 0* 0.495 1.163
* slowly approaching zero from -0.12
From these values, you can compute the expected number of people for any count of people going through each of the 5 doors, including the maximum door. Except for the middle ordered door, the difference from the mean is scalable by sqrt(p/d).
So, for p=50,000 and d=5:
Expected number of people going through the maximum door, which could be any of the 5 doors, = 1.163 * sqrt(p/d) + p/d.
= 1.163 * sqrt(10,000) + 10,000 = 10,116.3
For p/d < 3,000, the result from this equation must be slightly increased.
With more people, the middle door slowly becomes closer and closer to zero from -0.11968 at p=100 and d=5. It can always be rounded up to zero and like the other 4 doors has quite a variance.
The values for 6 doors are:
-1.272 -0.643 -0.202 0.202 0.643 1.272
For 1000 doors, the approximate values are:
-3.25, -2.95, -2.79 … 2.79, 2.95, 3.25
For any d and p, there is an exact expected value for each of the ordered doors. Hopefully, a good approximation (with a relative error < 1%) exists. Some professor or mathematician somewhere must know.
For testing uniform distribution, you will need a number of averaged ordered sessions (750-1000 works well) rather than a greater number of people. No matter what, the variances between valid sessions are great. That's the nature of randomness. Collisions are unavoidable. *
The expected values for 5 and 6 doors were obtained by sheer brute force computation using 640 bit integers and averaging the convergence of the absolute values of corresponding opposite doors.
For d=5 and p=170:
-6.63901 -2.95905 -0.119342 2.81054 6.90686
(27.36099 31.04095 33.880658 36.81054 40.90686)
For d=6 and p=108:
-5.19024 -2.7711 -0.973979 0.734434 2.66716 5.53372
(12.80976 15.2289 17.026021 18.734434 20.66716 23.53372)
I hope that you may evenly distribute your data.
It's almost guaranteed that all of George Foreman's sons or some similar situation will fight against your hash function. And proper contingent planning is the work of all good programmers.
After some more research and trial-and-error I think I can provide something part way to to an answer.
To start off, ln and log seem to refer to log base-e if you look into the maths behind the theory. But as mmr indicated, for the O(...) estimates, it doesn't matter.
max-load can be defined for any probability you like. The typical formula used is
1-1/n**c
Most papers on the topic use
1-1/n
An example might be easiest.
Say you have a hash table of 1000 slots and you want to hash 1000 things. Say you also want to know the max-load with a probability of 1-1/1000 or 0.999.
The max-load is the maximum number of hash values that end up being the same - ie. collisions (assuming that your hash function is good).
Using the formula for the probability of getting exactly k identical hash values
Pr[ exactly k ] = ((e/k)**k)/e
then by accumulating the probability of exactly 0..k items until the total equals or exceeds 0.999 tells you that k is the max-load.
eg.
Pr[0] = 0.37
Pr[1] = 0.37
Pr[2] = 0.18
Pr[3] = 0.061
Pr[4] = 0.015
Pr[5] = 0.003 // here, the cumulative total is 0.999
Pr[6] = 0.0005
Pr[7] = 0.00007
So, in this case, the max-load is 5.
So if my hash function is working well on my set of data then I should expect the maxmium number of identical hash values (or collisions) to be 5.
If it isn't then this could be due to the following reasons:
Your data has small values (like short strings) that hash to the same value. Any hash of a single ASCII character will pick 1 of 128 hash values (there are ways around this. For example you could use multiple hash functions, but slows down hashing and I don't know much about this).
Your hash function doesn't work well with your data - try it with random data.
Your hash function doesn't work well.
The other tests I mentioned in my question also are helpful to see that your hash function is running as expected.
Incidentally, my hash function worked nicely - except on short (1..4 character) strings.
I also implemented a simple split-table version which places the hash value into the least used slot from a choice of 2 locations. This more than halves the number of collisions and means that adding and searching the hash table is a little slower.
I hope this helps.