163 research outputs found

    Fixed-Parameter Algorithms for Rectilinear Steiner tree and Rectilinear Traveling Salesman Problem in the plane

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    Given a set PP of nn points with their pairwise distances, the traveling salesman problem (TSP) asks for a shortest tour that visits each point exactly once. A TSP instance is rectilinear when the points lie in the plane and the distance considered between two points is the l1l_1 distance. In this paper, a fixed-parameter algorithm for the Rectilinear TSP is presented and relies on techniques for solving TSP on bounded-treewidth graphs. It proves that the problem can be solved in O(nh7h)O\left(nh7^h\right) where hnh \leq n denotes the number of horizontal lines containing the points of PP. The same technique can be directly applied to the problem of finding a shortest rectilinear Steiner tree that interconnects the points of PP providing a O(nh5h)O\left(nh5^h\right) time complexity. Both bounds improve over the best time bounds known for these problems.Comment: 24 pages, 13 figures, 6 table

    Computing Near-Optimal Solutions to the Steiner Problem in a Graph Using a Genetic Algorithm

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    A new Genetic Algorithm (GA) for the Steiner Problem in a Graph (SPG) is presented. The algorithm is based on a bitstring encoding. A bitstring specifies selected Steiner vertices and the corresponding Steiner tree is computed using the Distance Network Heuristic. This scheme ensures that every bitstring correspond to a valid Steiner tree and thus eliminates the need for penalty terms in the cost function. The GA is tested on all SPG instances from the OR-Library of which the largest graphs have 2,500 vertices and 62,500 edges. When executed 10 times on each of 58 graph examples, the GA finds the global optimum at least once for 55 graphs and every time for 43 graphs. In total the GA finds the global optimum in 77 % of all program executions and is within 1 % from the global optimum in more than 92 % of all executions. The performance is compared to that of two branch-and-cut algorithms and one of the very best deterministic heuristics, an iterated version of the Shortest Path Heuristic (SPH-I). For all test examples but one, even the worst result ever found by the GA is equal to or better than the result of SPH-I and in many cases the average error ratio of the GA is an order of magnitude better than that of SPH-I. The runtime of the GA is moderate for all test examples. This is in contrast to SPH-I as well as the branch-and-cut algorithms, for which the runtime in some cases are extremely high

    Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible

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    We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw a simple path in a rectangular grid graph from a start vertex to a destination vertex. The different puzzle types place different constraints on the path: preventing some edges from being visited (broken edges); forcing some edges or vertices to be visited (hexagons); forcing some cells to have certain numbers of incident path edges (triangles); or forcing the regions formed by the path to be partially monochromatic (squares), have exactly two special cells (stars), or be singly covered by given shapes (polyominoes) and/or negatively counting shapes (antipolyominoes). We show that any one of these clue types (except the first) is enough to make path finding NP-complete ("witnesses exist but are hard to find"), even for rectangular boards. Furthermore, we show that a final clue type (antibody), which necessarily "cancels" the effect of another clue in the same region, makes path finding Σ2\Sigma_2-complete ("witnesses do not exist"), even with a single antibody (combined with many anti/polyominoes), and the problem gets no harder with many antibodies. On the positive side, we give a polynomial-time algorithm for monomino clues, by reducing to hexagon clues on the boundary of the puzzle, even in the presence of broken edges, and solving "subset Hamiltonian path" for terminals on the boundary of an embedded planar graph in polynomial time.Comment: 72 pages, 59 figures. Revised proof of Lemma 3.5. A short version of this paper appeared at the 9th International Conference on Fun with Algorithms (FUN 2018

    Using ant colony optimization for routing in microprocesors

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    Power consumption is an important constraint on VLSI systems. With the advancement in technology, it is now possible to pack a large range of functionalities into VLSI devices. Hence it is important to find out ways to utilize these functionalities with optimized power consumption. This work focuses on curbing power consumption at the design stage. This work emphasizes minimizing active power consumption by minimizing the load capacitance of the chip. Capacitance of wires and vias can be minimized using Ant Colony Optimization (ACO) algorithms. ACO provides a multi agent framework for combinatorial optimization problems and hence is used to handle multiple constraints of minimizing wire-length and vias to achieve the goal of minimizing capacitance and hence power consumption. The ACO developed here is able to achieve an 8% reduction of wire-length and 7% reduction in vias thereby providing a 7% reduction in total capacitance, compared to other state of the art routers

    A Finite Domain Constraint Approach for Placement and Routing of Coarse-Grained Reconfigurable Architectures

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    Scheduling, placement, and routing are important steps in Very Large Scale Integration (VLSI) design. Researchers have developed numerous techniques to solve placement and routing problems. As the complexity of Application Specific Integrated Circuits (ASICs) increased over the past decades, so did the demand for improved place and route techniques. The primary objective of these place and route approaches has typically been wirelength minimization due to its impact on signal delay and design performance. With the advent of Field Programmable Gate Arrays (FPGAs), the same place and route techniques were applied to FPGA-based design. However, traditional place and route techniques may not work for Coarse-Grained Reconfigurable Architectures (CGRAs), which are reconfigurable devices offering wider path widths than FPGAs and more flexibility than ASICs, due to the differences in architecture and routing network. Further, the routing network of several types of CGRAs, including the Field Programmable Object Array (FPOA), has deterministic timing as compared to the routing fabric of most ASICs and FPGAs reported in the literature. This necessitates a fresh look at alternative approaches to place and route designs. This dissertation presents a finite domain constraint-based, delay-aware placement and routing methodology targeting an FPOA. The proposed methodology takes advantage of the deterministic routing network of CGRAs to perform a delay aware placement
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