Description: This paper is a survey of greedy randomized adaptive search procedures
(GRASP). GRASP is a multi-start or iterative procedure where each GRASP iteration con-
sists of a construction phase, where a feasible solution is constructed, followed by a local
search procedure that finds a locally optimal solution. The construction phase of GRASP
is essentially a randomized greedy algorithm. Repeated applications of the construction
procedure yields diverse starting solutions for the local search. We review a basic GRASP,
followed by enhancements to the basic procedure. We conclude by surveying operations
research and industrial applications of GRASP. Platform: |
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Author:Nydiron |
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Description: 全书包括两部分共15章。第1章指出问题求解困难的原因;第2章简要介绍几本概念;第3-5章分别综述穷举搜索法、局部搜索法、贪婪法、分而治之法、动态规划法、分支定界法、模拟退火法和禁忌搜索法;第6-7章介绍一般演化算法的细节问题;第8-10章介绍如何采用演化方法求解TSP问题、处理约束条件以及算法调整;第11章讨论了环境和噪声问题;第12-13分别提供神经网络和模糊系统相关内容;第14章对混合系统和扩展演化算法做简短讨论;第15章介绍演化算法在实际问题中的应用,并给出有价值的提示。-The book includes two parts with 15 chapters. The first chapter points out the reasons for the problem solving difficult the second chapter briefly introduces some of the concepts Chapter 3-5 respectively in exhaustive search, local search, greedy, divide and rule method, dynamic programming, branch and bound method, simulated annealing and tabu search method 6-7 chapter details the general evolution algorithm how to 8-10 chapter introduces evolution method for solving TSP problem, constraint conditions and algorithm the eleventh chapter discusses the environment and the problem of noise the 12-13 respectively with neural network and fuzzy system related content the fourteenth chapter on the mixing system and evolution algorithm is briefly discussed the fifteenth chapter introduces the application of evolutionary algorithm in practical problems, and gives valuable hints. Platform: |
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Author:alvin |
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Description:
基于dijkstra和广度搜索的加权有向图有必经点的点对点的最短路径算法,路径必须经过要求的必经点,且不成环。
该算法采用了一种自适应调整的方法,经过多次迭代,使解收敛。 但只是寻找了一个略优的可行解(每次迭代都基于贪婪算法寻找),不能保证最优解。而且如果图过于稀疏,因为收敛速度过快,可能导致问题无解(收敛于一个局部最优解,没有经过所有点)。 解决相对稠密的图(每个点的平均出入度4以上),表现良好。
备注:里面有一个QT的工程,可以直接打开(源码里没用QT的库)-Weighted Dijkstra and breadth first search based on a shortest path algorithm must point to point to the map, the path must pass through points, and not a ring.
This algorithm adopts an adaptive method to adjust, after several iterations, the convergence of solution. But only to find a slightly better feasible solution (each iteration is based on the greedy algorithm to find), can not guarantee the optimal solution. And if the graph is too sparse, because the convergence speed is too fast, it may lead to the problem of no solution (convergence to a local optimal solution, not after all points). To solve the relatively dense graphs (each entry point average above 4), good performance. Platform: |
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Author:凌凯 |
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Description: GRASP (greedy randomized adaptive search Procedure) is an algorithm commonly applied to problems of combinatorial optimization. As various construction methods, the application of grasp is to create an initial solution and then perform a local search to improve the quality of the solution. Your differential to other methods is the generation of initial solution, based on the first three stages of its acronym in English: greedy (Greedy), random (trial) and adaptive (Adaptive). Platform: |
Size: 1024 |
Author:wesleymagasat
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