Defragmentation with minimum changes - algorithm

I need to design an algorithm that does a simple defragmentation, but with the "minimum amount of changes" feature. Let's say I have 3 containers with capacity of 10 and following items in them:
Container 1: 2 3 3
Container 2: 4 4
Container 3: 1 5 1 1
All the containers are filled up to 8/10. Now i want to place next item of size 3 - the overall free capacity is 6, but none of the container has free capacity of 3. Although there are multiple possible solutions for doing defragmentation, I need the algorithm, that will find the solution, where item of size 2 from the 1st container will be placed somewhere else, so the new items can be then placed into container 1, since this solution requires only one change (instead of replacing two items from container 3). So the required result is supposed to be:
Container 1: 3 3 3(new item)
Container 2: 4 4 2(moved from Container 1)
Container 3: 1 5 1 1
I did some research already, all I could find was either Knapsack problem, or Buddy algorithm, but i am not sure, whether these are really what I am looking for.
Can anyone of you help me to design this algorithm as simple as possible? I am solving a situation where I will have low amount of large containers and huge amount of items in them, so enumerating all possibilities is not quite optimal.
Thanks a lot!
UPDATE Just to make clear what am I asking - it it no problem to determine whether the situation can be solved by doing one change only. The problem is, how to find the minimum amount of replacements when "one single move" is not possible.

This is not an answer to the question, but it is too long for a comment. The problem as stated here is NP-complete (once we've suitably changed it to a decision problem), reducible from the PARTITION problem.
Let x1, x2, ..., xn be an instance of the PARTITION problem. For the sake of notation, let us take x1 to be the size of the smallest of the x's and let W be the sum of all the x's. Further, for the sake of simplicity let us assume that W is even.
We construct an instance of the given problem to encode our PARTITION instance as follows. We have three containers of sizes W, W/2-x1, and x1. Initially, the first container contains items of sizes x1, x2, ..., xn and the other two are empty. The new item to be inserted is of size W/2. We observe that this new item can be inserted into these containers if and only if the original PARTITION problem has a solution.
EDITED TO ADD (more proof detail)
First, we suppose that we have a solution of the original PARTITION problem, i.e.: a split of the x's into two subsets S1 and S2 such that the sum of the x's in each subset are equal to W/2. Suppose that S1 contains x1, the smallest element. Then, we can move x1 into the third container and all the other elements of S1 into the second container, thus leaving a space of W/2 in the first container for the new item.
Next, suppose that we have some way of inserting the new W/2-sized element into these containers. By inspection, the only way this can happen is by making space for it in the first container; and the only way that can happen is by moving exactly W/2 worth of items out of (and, consequently, leaving exactly W/2 worth of items in) the first container. Clearly, this defines a split of the original set of items into two subsets such that each subset has size W/2.
Now, just because this problem is NP-complete doesn't mean that all is lost. It simply means that if you think you've come up with a solution that solves all instances in polynomial time, then you should probably check your work. The structure of the types of instances you will see (e.g.: "low amount of large containers and huge amount of items in them") may help guide the search for useful heuristics.

If these containers are built up from scratch, you could add state to say which one was least filled, and always put the next item there.
If you can remove the size of the containers from within the container to outside the container, this could become simpler.
Just my 2 cents.

Related

How to find the highest number of changes/permutations inside a group (maybe a graph)

Lets say in my company there are a number N of workers and M sectors. Each worker is currently assigned to a sector, also each worker is all willing to change to another sector.
For example:
Worker A is in sector 1 but want to go to sector 2
B is in 2 but want 3
C is in 3 but want 2
D is in 1 but want 3
and so on...
But they all must change with eachother.
A go to B position and B go to A position
or
A go to B position / B go to C position / C go to A position
I know that not everyone will change sectors, but I'm wondering if there is any specific algorithm that could find what movements will yield the maximum amount of changes.
I tought about naively swap two workers but some of them may be missing, they could all form a "loop" and no one would be left out (if possible)
I could use Monte Carlo to chain the workers and find the longest chain/loop but that would be too expensive as N and M grows
Also tought about finding the longest path in a graph using djikstra but as it looks like a NP-hard problem
Does anyone know an algorithm or how could I solve this efficiently? Or I'm trying to fly too close to the sun here?
This can be solved as a min-cost circulation problem. Construct a flow network where each sector corresponds to a node, and each worker corresponds to an arc. The capacity of each arc is 1, and the cost is −1 (i.e., we should move workers if we can). The conservation of flow constraint ensures that we can decompose the worker movements into a sum of simple cycles.
Klein's cycle canceling algorithm is not the most efficient, but it's very simple. Use (e.g.) Bellman−Ford to find a negative-cost cycle in the network, if one exists. If so, reverse the direction of each arc in the cycle, multiply the cost of each arc in the cycle by −1, and loop back to the beginning.
You could use the following observations to generate the most attractive sector changes (measured as how many workers get the change they want). In order of falling attractiveness,
Identify all circular chains of sector changes. Everybody gets the change they want.
Identify all non-circular chains of sector changes. They can be made circular at the expense of one worker not getting what s/he wants.
Revisit 1. Combine any two circular chains at the expense of two workers not getting what they want.
Instead of one optimal solution, you get a list of many more or less attractive options. You will have to put some bounds on steps 1 - 3 to keep options down to a tractable number.

2D bin packing with predefined gaps in container

I have a problem with optimal placing of rectangular objects with different size and amount in rectangular container. The problem can be perfectly solved with the one of 2D bin packing algorithms but only on empty container. For me it is almost always not a case. My containers can have a restricted places where no object can be placed.
Packing example
Surely I am not the first one who encountered this kind of problem and I hope someone already developed a good solution for it. Anything is good: book references, articles, code snippets, etc.
Formal algorithms are prefered upon neural networks and this kind of things.
One possible way to solve it is with integer linear programming. There are different models but here is a simple one (with a bit of an issue, but you can improve on this if necessary).
Split the problem into a master problem and sub problems, with the master problem looking like this:
minimize sum(p)
s.t.
for all i: sum[j] p[j]*count[j,i] >= n[i]
p[i] >= 0 (and integer, don't add this constraint)
Where:
p are the decision variables, deciding how many instances to use of a particular "packing" of the available items into the container. There are obviously way too many of these to list in advance, but they can be generated dynamically.
count[j,i] is the number of times that packing j contains item i.
n[i] is the number of times we want item i.
the constraints are >= because packing a couple extra items is OK and it lets us use fewer different packings (otherwise the master problem would need special "deliberately subobtimal" packings to be able to fulfill the constraint).
the integer constraint shouldn't be added explicitly if you're using a solver, because an integer solution may need columns that were not needed yet in the fractional solution.
Start with a couple of dumb packings for each item so that there definitely is some solution, bad as it may be. You can even just place one item in the container which is trivial to do even without using the solver for the sub problem, but the sub problem has to be solved anyway so you may as well reuse it here.
The sub problem is finding out what packing can be made that would improve the current solution that the master problem has. So take the dual costs of the rows of the master problem C (there are as many as there are different kinds of item) and solve
maximize y.C
s.t.
1) for all i: y[i] <= n[i]
2) for all i: y[i] = sum[j] P[j] if j is a placement of item i
3) for all cells (a,b): sum[j] P[j] (if j covers a,b) <= 1
4) for all existing packings e: e.y <= sum(e) - 1
y >= 0 and integer
P boolean
Where,
y are implied variables that follow from a choice for P, y[i] is how many times item i occurs in the packing.
P are the real decision variables, deciding whether or not to use a particular placement of a particular item. There are 62 different item-placements in your example problem, including rotations.
constraint 1 ensures that a packing can actually be used in an integer solution to the master problem (using too many of an item would doom the corresponding variable to be fractional or zero).
constraint 2 links y to P
constraint 3 ensures that the solution is a valid packing, in the sense that items do not overlap each other.
constraint 4 is necessary to avoid re-creating a column that was already added to the master problem.
Re-creating a column wouldn't happen if the master problem was a regular linear program, but it's an integer program and after branching constraint 4 needed to explicitly prevent re-creation. For example, on the "low" branch (recall this means we took some variable k that had a fractional value f and limited it to be <= ⌊f⌋), the first thing the sub problem tries to do is re-create exactly the same packing that corresponds k, so that it can be added to the master problem to "undo the damage". That is exactly the opposite of what we need though. So re-creating a column must be banned.
Constraint 4 is not a great way to do it, because now what the sub problem will try is generating all equivalent packings, thanks to symmetries. For example, after rounding down the variable of this packing:
It generates equivalent packings like these:
etc. There are a lot of these, and they're all pointless because it doesn't matter (for the objective value of the master problem, when the integer constraint is taken into account) where the 1x3 piece goes, it just matters that the packing contains a 1x3 piece and 14 1x1 pieces.
So ideally constraint 4 would be replaced by something more complicated that bans a packing equivalent to any that have come before, but something else that mostly works is first trying the high branch. At least in this example, that works out just fine.
In this example, after adding the columns that allow the master problem to be optimal (but still fractional, before any branching), the objective value is 5.5882352941176467. That already means that we know we'll need at least 6 containers, because this being the optimal fractional value proves that it cannot be done with 5 and a fractional number of containers is not an option.
A solution with 6 containers is found quickly, namely
Three of these:
One each of these:
Which packs all the pieces plus an extra 1x4 piece and 3 extra 1x1 pieces.
This algorithm does not depend the shape of the pieces or the container much, except that they have to be expressible as cells on a grid. The container can have holes all over the place, the pieces can be more like tetris pieces or even have disconnected parts. A downside is that the list of placements that it needs scales badly with the size of the container.

A new Bin-packing?

I'm looking in to a kind-of bin-packing problem, but not quite the same.
The problem asks to put n items into minimum number of bins without total weight exceeding capacity of bins. (classical definition)
The difference is:
Each item has a weight and bound, and the capacity of the bin is dynamically determined by the minimum bound of items in that bin.
E.g.,
I have four items A[11,12], B[1,10], C[3,4], D[20,22] ([weight,bound]).
Now, if I put item A into a bin, call it b1, then the capacity of b1 become 12. Now I try to put item B into b1, but failed because the total weight is 11+1 =12, and the capacity of b1 become 10, which is smaller than total weight. So, B is put into bin b2, whose capacity become 10. Now, put item C into b2, because the total weight is 1+3 =4, and the capacity of b2 become 4.
I don't know whether this question has been solved in some areas with some name. Or it is a variant of bin-packing that has been discussed somewhere.
I don't know whether this is the right place to post the question, any helps are appreciated!
Usually with algorithm design for NP-hard problems, it's necessary to reuse techniques rather than whole algorithms. Here, the algorithms for standard bin packing that use branch-and-bound with column generation carry over well.
The idea is that we formulate an enormous set cover instance where the sets are the sets of items that fit into a single bin. Integer programming is a good technique for normal set cover, but there are so many sets that we need to do something else, i.e., column generation. There is a one-to-one correspondence between sets and columns, so we rip out the part of the linear programming solver that uses brute force to find a good column to enter and replace it with a solver for what turns out to be the knapsack analog of this problem.
This modified knapsack problem is, given items with weights, profits, and bounds, find the most profitable set of items whose total weight is less than the minimum bound. The dynamic program for solving knapsack with small integer weights happily transfers over with no loss of efficiency. Just sort the items by descending bounds; then, when forming sets involving the most recent item, the weight limit is just that item's bound.
The following is based on Anony-mouse's answer. I am not an algorithm expert, so consider the following as "just my two cents", for what they are worth.
I think Anony-mouse is correct in starting with the smallest items (by bound). This is because a bin tends to get smaller in capacity the more items you add to it; a bin's maximum capacity is determined with the first item placed in it, it can never get larger after that point.
So instead of starting with a large bin and have its capacity slowly reduced, and having to worry about taking out too-large items that previously fit, let's jut try to keep bins' capacities as constant as possible. If we can keep the bins' capacities stable, we can use "standard" algorithms that know nothing about "bound".
So I'd suggest this:
Group all items by bound.
This will allow you to use a standard bin packing algorithm per group because if all items have the same bound (i.e. bound is constant), it can essentially be disregarded. All that the bound means now is that you know the resulting bins' capacity in advance.
Start with the group with the smallest bound and perform a standard bin packing for its items.
This will result in 1 or more bins that have a capacity equal to the bound of all items in them.
Proceed with the item group having the next-larger bound. See if there are any items that could still be put in an already existing bin (i.e. a bin produced by the previous steps).
Note that bound can again be ignored; since all pre-existing bins already have a smaller capacity than these additional items' bound, the bins' capacity cannot be affected; only weight is relevant, so you can use "standard" algorithms.
I suspect this step is an instance of the (multiple) knapsack problem, so look towards knapsack algorithms to determine how to distribute these items over and into the pre-existing, partially filled bins.
It's possible that the item group from the previous group has only been partially processed, there might be items left. These will go into one or more new bins: Basically, repeat step 3.
Repeat the above steps (from 3 onwards) until no more items are left.
It can still be written as an ILP instance, like so:
Make a binary variable x_{i,j} signifying whether item j goes into bin i, helper variables y_i that signify whether bin i is used, helper variables c_i that determine the capacity of bin i, and there are constants s_j (size of item j) b_j (bound of item j) and M (a large enough constant), now
minimize sum[j] y_j
subject to:
1: for all j:
(sum[i] x_{i,j}) = 1
2: for all i,j:
y_i ≥ x_{i,j}
3: for all i:
(sum[j] s_j * x_{i,j}) ≤ c_i
4: for all i,j:
c_i ≤ b_j + (M - M * x_{i,j})
5: x_{i,j} ϵ {0,1}
6: y_i ϵ {0,1}
The constraints mean
any item is in exactly one bin
if an item is in a bin, then that bin is used
the items in a bin do not exceed the capacity of that bin
the capacity of a bin is no more than the lowest bound of the items that are in it (the thing with the big M prevents items that are not in the bin from changing the capacity, provided you choose M no less than the highest bound)
and 6., variables are binary.
But the integrality gap can be atrocious.
First of all i might be totally wrong and there might exist an algorithm that is even better than mine.
Bin packing is NP-hard and is efficiently solved using classic algorithms like First Fit etc.There are some improvements to this too.Korf's algorithm
I aim to reduce this to normal bin packing by sorting the items by thier bound.The steps are
Sort items by bound :Sorting items by bound will help us in arranging the bins as limiting condition is minimum of bound.
Insert smallest item(by bound) into a bin
Check whether the next item(sorted by bound) can coexist in this bin.If it can then keep the item in the bin too.If not then try putting it in another bin or create another bin for it.
Repeat the procedure till all elements are arranged. The procedure is repeated in ascending order of bounds.
I think this pretty much solves the problem.Please inform me if it doesn't.I am trying to implement the same.And if there are any suggestions or improvements inform me that too. :) Thank you

Algorithm for expressing reordering, as minimum number of object moves

This problem arises in synchronization of arrays (ordered sets) of objects.
Specifically, consider an array of items, synchronized to another computer. The user moves one or more objects, thus reordering the array, behind my back. When my program wakes up, I see the new order, and I know the old order. I must transmit the changes to the other computer, reproducing the new order there. Here's an example:
index 0 1 2
old order A B C
new order C A B
Define a move as moving a given object to a given new index. The problem is to express the reordering by transmitting a minimum number of moves across a communication link, such that the other end can infer the remaining moves by taking the unmoved objects in the old order and moving them into as-yet unused indexes in the new order, starting with the lowest index and going up. This method of transmission would be very efficient in cases where a small number of objects are moved within a large array, displacing a large number of objects.
Hang on. Let's continue the example. We have
CANDIDATE 1
Move A to index 1
Move B to index 2
Infer moving C to index 0 (the only place it can go)
Note that the first two moves are required to be transmitted. If we don't transmit Move B to index 2, B will be inferred to index 0, and we'll end up with B A C, which is wrong. We need to transmit two moves. Let's see if we can do better…
CANDIDATE 2
Move C to index 0
Infer moving A to index 1 (the first available index)
Infer moving B to index 2 (the next available index)
In this case, we get the correct answer, C A B, transmitting only one move, Move C to index 0. Candidate 2 is therefore better than Candidate 1. There are four more candidates, but since it's obvious that at least one move is needed to do anything, we can stop now and declare Candidate 2 to be the winner.
I think I can do this by brute forcibly trying all possible candidates, but for an array of N items there are N! (N factorial) possible candidates, and even if I am smart enough to truncate unnecessary searches as in the example, things might still get pretty costly in a typical array which may contain hundreds of objects.
The solution of just transmitting the whole order is not acceptable, because, for compatibility, I need to emulate the transmissions of another program.
If someone could just write down the answer that would be great, but advice to go read Chapter N of computer science textbook XXX would be quite acceptable. I don't know those books because, I'm, hey, only an electrical engineer.
Thanks!
Jerry Krinock
I think that the problem is reducible to Longest common subsequence problem, just find this common subsequence and transmit the moves that are not belonging to it. There is no prove of optimality, just my intuition, so I might be wrong. Even if I'm wrong, that may be a good starting point to some more fancy algorithm.
Information theory based approach
First, have a bit series such that 0 corresponds to 'regular order' and 11 corresponds to 'irregular entry'. Whenever there in irregular entry also add the original location of the entry that is next.
Eg. Assume original order of ABCDE for the following cases
ABDEC: 001 3 01 2
BCDEA: 1 1 0001 0
Now, if the probability of making a 'move' is p, this method requires roughly n + n*p*log(n) bits.
Note that if p is small the number of 0s is going to be high. You can further compress the result to:
n*(p*log(1/p) + (1-p)*log(1/(1-p))) + n*p*log(n) bits

How do I calculate the shanten number in mahjong?

This is a followup to my earlier question about deciding if a hand is ready.
Knowledge of mahjong rules would be excellent, but a poker- or romme-based background is also sufficient to understand this question.
In Mahjong 14 tiles (tiles are like
cards in Poker) are arranged to 4 sets
and a pair. A straight ("123") always
uses exactly 3 tiles, not more and not
less. A set of the same kind ("111")
consists of exactly 3 tiles, too. This
leads to a sum of 3 * 4 + 2 = 14
tiles.
There are various exceptions like Kan
or Thirteen Orphans that are not
relevant here. Colors and value ranges
(1-9) are also not important for the
algorithm.
A hand consists of 13 tiles, every time it's our turn we get to pick a new tile and have to discard any tile so we stay on 13 tiles - except if we can win using the newly picked tile.
A hand that can be arranged to form 4 sets and a pair is "ready". A hand that requires only 1 tile to be exchanged is said to be "tenpai", or "1 from ready". Any other hand has a shanten-number which expresses how many tiles need to be exchanged to be in tenpai. So a hand with a shanten number of 1 needs 1 tile to be tenpai (and 2 tiles to be ready, accordingly). A hand with a shanten number of 5 needs 5 tiles to be tenpai and so on.
I'm trying to calculate the shanten number of a hand. After googling around for hours and reading multiple articles and papers on this topic, this seems to be an unsolved problem (except for the brute force approach). The closest algorithm I could find relied on chance, i.e. it was not able to detect the correct shanten number 100% of the time.
Rules
I'll explain a bit on the actual rules (simplified) and then my idea how to tackle this task. In mahjong, there are 4 colors, 3 normal ones like in card games (ace, heart, ...) that are called "man", "pin" and "sou". These colors run from 1 to 9 each and can be used to form straights as well as groups of the same kind. The forth color is called "honors" and can be used for groups of the same kind only, but not for straights. The seven honors will be called "E, S, W, N, R, G, B".
Let's look at an example of a tenpai hand: 2p, 3p, 3p, 3p, 3p, 4p, 5m, 5m, 5m, W, W, W, E. Next we pick an E. This is a complete mahjong hand (ready) and consists of a 2-4 pin street (remember, pins can be used for straights), a 3 pin triple, a 5 man triple, a W triple and an E pair.
Changing our original hand slightly to 2p, 2p, 3p, 3p, 3p, 4p, 5m, 5m, 5m, W, W, W, E, we got a hand in 1-shanten, i.e. it requires an additional tile to be tenpai. In this case, exchanging a 2p for an 3p brings us back to tenpai so by drawing a 3p and an E we win.
1p, 1p, 5p, 5p, 9p, 9p, E, E, E, S, S, W, W is a hand in 2-shanten. There is 1 completed triplet and 5 pairs. We need one pair in the end, so once we pick one of 1p, 5p, 9p, S or W we need to discard one of the other pairs. Example: We pick a 1 pin and discard an W. The hand is in 1-shanten now and looks like this: 1p, 1p, 1p, 5p, 5p, 9p, 9p, E, E, E, S, S, W. Next, we wait for either an 5p, 9p or S. Assuming we pick a 5p and discard the leftover W, we get this: 1p, 1p, 1p, 5p, 5p, 5p, 9p, 9p, E, E, E, S, S. This hand is in tenpai in can complete on either a 9 pin or an S.
To avoid drawing this text in length even more, you can read up on more example at wikipedia or using one of the various search results at google. All of them are a bit more technical though, so I hope the above description suffices.
Algorithm
As stated, I'd like to calculate the shanten number of a hand. My idea was to split the tiles into 4 groups according to their color. Next, all tiles are sorted into sets within their respective groups to we end up with either triplets, pairs or single tiles in the honor group or, additionally, streights in the 3 normal groups. Completed sets are ignored. Pairs are counted, the final number is decremented (we need 1 pair in the end). Single tiles are added to this number. Finally, we divide the number by 2 (since every time we pick a good tile that brings us closer to tenpai, we can get rid of another unwanted tile).
However, I can not prove that this algorithm is correct, and I also have trouble incorporating straights for difficult groups that contain many tiles in a close range. Every kind of idea is appreciated. I'm developing in .NET, but pseudo code or any readable language is welcome, too.
I've thought about this problem a bit more. To see the final results, skip over to the last section.
First idea: Brute Force Approach
First of all, I wrote a brute force approach. It was able to identify 3-shanten within a minute, but it was not very reliable (sometimes too a lot longer, and enumerating the whole space is impossible even for just 3-shanten).
Improvement of Brute Force Approach
One thing that came to mind was to add some intelligence to the brute force approach. The naive way is to add any of the remaining tiles, see if it produced Mahjong, and if not try the next recursively until it was found. Assuming there are about 30 different tiles left and the maximum depth is 6 (I'm not sure if a 7+-shanten hand is even possible [Edit: according to the formula developed later, the maximum possible shanten number is (13-1)*2/3 = 8]), we get (13*30)^6 possibilities, which is large (10^15 range).
However, there is no need to put every leftover tile in every position in your hand. Since every color has to be complete in itself, we can add tiles to the respective color groups and note down if the group is complete in itself. Details like having exactly 1 pair overall are not difficult to add. This way, there are max around (13*9)^6 possibilities, that is around 10^12 and more feasible.
A better solution: Modification of the existing Mahjong Checker
My next idea was to use the code I wrote early to test for Mahjong and modify it in two ways:
don't stop when an invalid hand is found but note down a missing tile
if there are multiple possible ways to use a tile, try out all of them
This should be the optimal idea, and with some heuristic added it should be the optimal algorithm. However, I found it quite difficult to implement - it is definitely possible though. I'd prefer an easier to write and maintain solution first.
An advanced approach using domain knowledge
Talking to a more experienced player, it appears there are some laws that can be used. For instance, a set of 3 tiles does never need to be broken up, as that would never decrease the shanten number. It may, however, be used in different ways (say, either for a 111 or a 123 combination).
Enumerate all possible 3-set and create a new simulation for each of them. Remove the 3-set. Now create all 2-set in the resulting hand and simulate for every tile that improves them to a 3-set. At the same time, simulate for any of the 1-sets being removed. Keep doing this until all 3- and 2-sets are gone. There should be a 1-set (that is, a single tile) be left in the end.
Learnings from implementation and final algorithm
I implemented the above algorithm. For easier understanding I wrote it down in pseudocode:
Remove completed 3-sets
If removed, return (i.e. do not simulate NOT taking the 3-set later)
Remove 2-set by looping through discarding any other tile (this creates a number of branches in the simulation)
If removed, return (same as earlier)
Use the number of left-over single tiles to calculate the shanten number
By the way, this is actually very similar to the approach I take when calculating the number myself, and obviously never to yields too high a number.
This works very well for almost all cases. However, I found that sometimes the earlier assumption ("removing already completed 3-sets is NEVER a bad idea") is wrong. Counter-example: 23566M 25667P 159S. The important part is the 25667. By removing a 567 3-set we end up with a left-over 6 tile, leading to 5-shanten. It would be better to use two of the single tiles to form 56x and 67x, leading to 4-shanten overall.
To fix, we simple have to remove the wrong optimization, leading to this code:
Remove completed 3-sets
Remove 2-set by looping through discarding any other tile
Use the number of left-over single tiles to calculate the shanten number
I believe this always accurately finds the smallest shanten number, but I don't know how to prove that. The time taken is in a "reasonable" range (on my machine 10 seconds max, usually 0 seconds).
The final point is calculating the shanten out of the number of left-over single tiles. First of all, it is obvious that the number is in the form 3*n+1 (because we started out with 14 tiles and always subtracted 3 tiles).
If there is 1 tile left, we're shanten already (we're just waiting for the final pair). With 4 tiles left, we have to discard 2 of them to form a 3-set, leaving us with a single tile again. This leads to 2 additional discards. With 7 tiles, we have 2 times 2 discards, adding 4. And so on.
This leads to the simple formula shanten_added = (number_of_singles - 1) * (2/3).
The described algorithm works well and passed all my tests, so I'm assuming it is correct. As stated, I can't prove it though.
Since the algorithm removes the most likely tiles combinations first, it kind of has a built-in optimization. Adding a simple check if (current_depth > best_shanten) then return; it does very well even for high shanten numbers.
My best guess would be an A* inspired approach. You need to find some heuristic which never overestimates the shanten number and use it to search the brute-force tree only in the regions where it is possible to get into a ready state quickly enough.
Correct algorithm sample: syanten.cpp
Recursive cut forms from hand in order: sets, pairs, incomplete forms, - and count it. In all variations. And result is minimal Shanten value of all variants:
Shanten = Min(Shanten, 8 - * 2 - - )
C# sample (rewrited from c++) can be found here (in Russian).
I've done a little bit of thinking and came up with a slightly different formula than mafu's. First of all, consider a hand (a very terrible hand):
1s 4s 6s 1m 5m 8m 9m 9m 7p 8p West East North
By using mafu's algorithm all we can do is cast out a pair (9m,9m). Then we are left with 11 singles. Now if we apply mafu's formula we get (11-1)*2/3 which is not an integer and therefore cannot be a shanten number. This is where I came up with this:
N = ( (S + 1) / 3 ) - 1
N stands for shanten number and S for score sum.
What is score? It's a number of tiles you need to make an incomplete set complete. For example, if you have (4,5) in your hand you need either 3 or 6 to make it a complete 3-set, that is, only one tile. So this incomplete pair gets score 1. Accordingly, (1,1) needs only 1 to become a 3-set. Any single tile obviously needs 2 tiles to become a 3-set and gets score 2. Any complete set of course get score 0. Note that we ignore the possibility of singles becoming pairs. Now if we try to find all of the incomplete sets in the above hand we get:
(4s,6s) (8m,9m) (7p,8p) 1s 1m 5m 9m West East North
Then we count the sum of its scores = 1*3+2*7 = 17.
Now if we apply this number to the formula above we get (17+1)/3 - 1 = 5 which means this hand is 5-shanten. It's somewhat more complicated than Alexey's and I don't have a proof but so far it seems to work for me. Note that such a hand could be parsed in the other way. For example:
(4s,6s) (9m,9m) (7p,8p) 1s 1m 5m 8m West East North
However, it still gets score sum 17 and 5-shanten according to formula. I also can't proof this and this is a little bit more complicated than Alexey's formula but also introduces scores that could be applied(?) to something else.
Take a look here: ShantenNumberCalculator. Calculate shanten really fast. And some related stuff (in japanese, but with code examples) http://cmj3.web.fc2.com
The essence of the algorithm: cut out all pairs, sets and unfinished forms in ALL possible ways, and thereby find the minimum value of the number of shanten.
The maximum value of the shanten for an ordinary hand: 8.
That is, as it were, we have the beginnings for 4 sets and one pair, but only one tile from each (total 13 - 5 = 8).
Accordingly, a pair will reduce the number of shantens by one, two (isolated from the rest) neighboring tiles (preset) will decrease the number of shantens by one,
a complete set (3 identical or 3 consecutive tiles) will reduce the number of shantens by 2, since two suitable tiles came to an isolated tile.
Shanten = 8 - Sets * 2 - Pairs - Presets
Determining whether your hand is already in tenpai sounds like a multi-knapsack problem. Greedy algorithms won't work - as Dialecticus pointed out, you'll need to consider the entire problem space.

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