Alpha-beta prunning with transposition table, iterative deepening - algorithm

I'm trying to implement alpha-beta min-max prunning enhanced with transposition tables. I use this pseudocode as reference:
http://people.csail.mit.edu/plaat/mtdf.html#abmem
function AlphaBetaWithMemory(n : node_type; alpha , beta , d : integer) : integer;
if retrieve(n) == OK then /* Transposition table lookup */
if n.lowerbound >= beta then return n.lowerbound;
if n.upperbound <= alpha then return n.upperbound;
alpha := max(alpha, n.lowerbound);
beta := min(beta, n.upperbound);
if d == 0 then g := evaluate(n); /* leaf node */
else if n == MAXNODE then
g := -INFINITY; a := alpha; /* save original alpha value */
c := firstchild(n);
while (g < beta) and (c != NOCHILD) do
g := max(g, AlphaBetaWithMemory(c, a, beta, d - 1));
a := max(a, g);
c := nextbrother(c);
else /* n is a MINNODE */
g := +INFINITY; b := beta; /* save original beta value */
c := firstchild(n);
while (g > alpha) and (c != NOCHILD) do
g := min(g, AlphaBetaWithMemory(c, alpha, b, d - 1));
b := min(b, g);
c := nextbrother(c);
if g <= alpha then
n.upperbound := g;
store n.upperbound;
if g > alpha and g < beta then
n.lowerbound := g;
n.upperbound := g;
store n.lowerbound, n.upperbound;
if g >= beta then
n.lowerbound := g;
store n.lowerbound;
return g;
Three questions to this algorithm:
I belive that I should store depth (=distance to leaf level) with each saved transposition table entry and use entry only when entry.depth>=currentDepth (= entry is more or equal distant from leaves level). That is not shown in above pseudocode and is not discussed there, I wanted to make sure I understand that correctly.
I would like to store best move for each position to use it for move ordering AND extracting best move after the search stops. In pure min-max it's obvious which move is the best, but which move is the best when iterating with alpha-beta cutoffs? Can I assume that the best move for given position is the best move found when the loop ends (with cut-off or without)?
When executing this algorithm in iterative deepening scheme - should I clear transposition table before each depth increase? I think not, I'd like tu use stored position from previous iteration, but I'm not sure if the information is adequate for deeper searches (It should be when checking table entry depth)?

You're right. entry.depth stores the number of plies the information in the transposition table entry are based on. So you can use those information only when entry.depth >= remaining_depth.
The logic is that we don't want to use a result weaker than the "normal" search.
Sometimes, for debugging purpose, the condition is changed to:
entry.depth == remaining_depth
this avoids some search instabilities. Anyway it doesn't guarantee the same result of a search without transposition table.
There isn't always a best move to store.
When the search fails low, there isn't a "best move". The only thing we know is that no move is good enough to produce a score bigger than alpha. There is no way to guess which move is best.
So you should store a move in the hash table only for lower bounds (beta-cutoff i.e. a refutation move) and exact scores (PV node).
No, you shouldn't. With iterative deepening the same position is reached again and again and the transposition table can speed up the search.
You should clear the transposition table between moves (or, better, use an additional entry.age field).

Related

How to adapt Fenwick tree to answer range minimum queries

Fenwick tree is a data-structure that gives an efficient way to answer to main queries:
add an element to a particular index of an array update(index, value)
find sum of elements from 1 to N find(n)
both operations are done in O(log(n)) time and I understand the logic and implementation. It is not hard to implement a bunch of other operations like find a sum from N to M.
I wanted to understand how to adapt Fenwick tree for RMQ. It is obvious to change Fenwick tree for first two operations. But I am failing to figure out how to find minimum on the range from N to M.
After searching for solutions majority of people think that this is not possible and a small minority claims that it actually can be done (approach1, approach2).
The first approach (written in Russian, based on my google translate has 0 explanation and only two functions) relies on three arrays (initial, left and right) upon my testing was not working correctly for all possible test cases.
The second approach requires only one array and based on the claims runs in O(log^2(n)) and also has close to no explanation of why and how should it work. I have not tried to test it.
In light of controversial claims, I wanted to find out whether it is possible to augment Fenwick tree to answer update(index, value) and findMin(from, to).
If it is possible, I would be happy to hear how it works.
Yes, you can adapt Fenwick Trees (Binary Indexed Trees) to
Update value at a given index in O(log n)
Query minimum value for a range in O(log n) (amortized)
We need 2 Fenwick trees and an additional array holding the real values for nodes.
Suppose we have the following array:
index 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
value 1 0 2 1 1 3 0 4 2 5 2 2 3 1 0
We wave a magic wand and the following trees appear:
Note that in both trees each node represents the minimum value for all nodes within that subtree. For example, in BIT2 node 12 has value 0, which is the minimum value for nodes 12,13,14,15.
Queries
We can efficiently query the minimum value for any range by calculating the minimum of several subtree values and one additional real node value. For example, the minimum value for range [2,7] can be determined by taking the minimum value of BIT2_Node2 (representing nodes 2,3) and BIT1_Node7 (representing node 7), BIT1_Node6 (representing nodes 5,6) and REAL_4 - therefore covering all nodes in [2,7]. But how do we know which sub trees we want to look at?
Query(int a, int b) {
int val = infinity // always holds the known min value for our range
// Start traversing the first tree, BIT1, from the beginning of range, a
int i = a
while (parentOf(i, BIT1) <= b) {
val = min(val, BIT2[i]) // Note: traversing BIT1, yet looking up values in BIT2
i = parentOf(i, BIT1)
}
// Start traversing the second tree, BIT2, from the end of range, b
i = b
while (parentOf(i, BIT2) >= a) {
val = min(val, BIT1[i]) // Note: traversing BIT2, yet looking up values in BIT1
i = parentOf(i, BIT2)
}
val = min(val, REAL[i]) // Explained below
return val
}
It can be mathematically proven that both traversals will end in the same node. That node is a part of our range, yet it is not a part of any subtrees we have looked at. Imagine a case where the (unique) smallest value of our range is in that special node. If we didn't look it up our algorithm would give incorrect results. This is why we have to do that one lookup into the real values array.
To help understand the algorithm I suggest you simulate it with pen & paper, looking up data in the example trees above. For example, a query for range [4,14] would return the minimum of values BIT2_4 (rep. 4,5,6,7), BIT1_14 (rep. 13,14), BIT1_12 (rep. 9,10,11,12) and REAL_8, therefore covering all possible values [4,14].
Updates
Since a node represents the minimum value of itself and its children, changing a node will affect its parents, but not its children. Therefore, to update a tree we start from the node we are modifying and move up all the way to the fictional root node (0 or N+1 depending on which tree).
Suppose we are updating some node in some tree:
If new value < old value, we will always overwrite the value and move up
If new value == old value, we can stop since there will be no more changes cascading upwards
If new value > old value, things get interesting.
If the old value still exists somewhere within that subtree, we are done
If not, we have to find the new minimum value between real[node] and each tree[child_of_node], change tree[node] and move up
Pseudocode for updating node with value v in a tree:
while (node <= n+1) {
if (v > tree[node]) {
if (oldValue == tree[node]) {
v = min(v, real[node])
for-each child {
v = min(v, tree[child])
}
} else break
}
if (v == tree[node]) break
tree[node] = v
node = parentOf(node, tree)
}
Note that oldValue is the original value we replaced, whereas v may be reassigned multiple times as we move up the tree.
Binary Indexing
In my experiments Range Minimum Queries were about twice as fast as a Segment Tree implementation and updates were marginally faster. The main reason for this is using super efficient bitwise operations for moving between nodes. They are very well explained here. Segment Trees are really simple to code so think about is the performance advantage really worth it? The update method of my Fenwick RMQ is 40 lines and took a while to debug. If anyone wants my code I can put it on github. I also produced a brute and test generators to make sure everything works.
I had help understanding this subject & implementing it from the Finnish algorithm community. Source of the image is http://ioinformatics.org/oi/pdf/v9_2015_39_44.pdf, but they credit Fenwick's 1994 paper for it.
The Fenwick tree structure works for addition because addition is invertible. It doesn't work for minimum, because as soon as you have a cell that's supposed to be the minimum of two or more inputs, you've lost information potentially.
If you're willing to double your storage requirements, you can support RMQ with a segment tree that is constructed implicitly, like a binary heap. For an RMQ with n values, store the n values at locations [n, 2n) of an array. Locations [1, n) are aggregates, with the formula A(k) = min(A(2k), A(2k+1)). Location 2n is an infinite sentinel. The update routine should look something like this.
def update(n, a, i, x): # value[i] = x
i += n
a[i] = x
# update the aggregates
while i > 1:
i //= 2
a[i] = min(a[2*i], a[2*i+1])
The multiplies and divides here can be replaced by shifts for efficiency.
The RMQ pseudocode is more delicate. Here's another untested and unoptimized routine.
def rmq(n, a, i, j): # min(value[i:j])
i += n
j += n
x = inf
while i < j:
if i%2 == 0:
i //= 2
else:
x = min(x, a[i])
i = i//2 + 1
if j%2 == 0:
j //= 2
else:
x = min(x, a[j-1])
j //= 2
return x

How can I intercept this approximation error in my matlab script?

I am trying to find the minimum of a function using this algorithm.
It's not an optimal algorithm, but I don't care at the moment.
Also, you don't have to know how the algorithm works in order to reply, but if you're curious, I talk about it at the end of this post. It's really not that difficult.
Incriminated Algorithm
function result = fmin(f,a,b,max_error)
if abs(b-a) < max_error
result = (a+b)/2;
else
r1 = a+(b-a)*rand(1,1); r2 = a+(b-a)*rand(1,1);
c = min([r1,r2]); d = max([r1,r2]);
fc = f(c); fd = f(d);
if fc <= fd
b = d;
else
a = c;
end
result = fmin(f,a,b,max_error);
end
Now, the problem is this algorithm returns a minimum that is far from the actual minimum (computed via the matlab predefined function fminbnd) for more than max_error, if I use it with values of max_error <= 1e-10. This situation, form a theoretical standpoint is not possible.
Being recursive, the algorithm would never return if the condition abs(b-a) < max_error is never satisfied.
So, I think there is some error arising form the approximation of the numbers. At first, I thought that r1 or r2 where not computed properly. At some point, the two numbers would go out of the [a,b] interval, thus invalidating the hypothesis on which the algorithm is working.
To prove this, I modified the algorithm above to include a check on the interval that's computed at every iteration:
Incriminated Algorithm 2 [Check on the extremes]
function result = fmin(f,a,b,max_error)
if abs(b-a) < max_error
result = (a+b)/2;
else
r1 = a+(b-a)*rand(1,1); r2 = a+(b-a)*rand(1,1);
c = min([r1,r2]); d=max([r1,r2]);
% check that c and d are actually inside [a,b]
if ((c < a)||(d > b))
disp('Max precision reached');
result = (a+b)/2;
return;
end
fc = f(c); fd = f(d);
if fc <= fd
b = d;
else
a = c;
end
result = fmin(f,a,b,max_error);
end
But I don't get any additional output from the console.
So, I am thinking there is some error in the computation of f(c) or f(d), but I don't know how to prove it.
Question
Finally, my questions are
Do we, at this point, can be sure that the error is committed in the computation of either one of f(c) or f(d)?
Can we prove it with some line of code? Or better, can we write the algorithm so that it returns when it is supposed to?
How the algorithm works (not strictly inherent to the question)
It's an iterative algorithm. Basically, the idea is to generate a sequence of intervals containing the solution, starting from an initial interval [a,b] in which a given function f is unimodal.
At every step, we randomly choose two number c and d so that a <= c <= d <= b. Now, if we find that f(c) > f(d) it means we are sure that we can discard the values the function assumes before c as valid candidates for a minimum, because of the unimodality. So we restrict the interval and repeat the procedure in the interval [c,b]. On the contrary, if it's f(c) < f(d), we can discard the values from d to b, so we repeat the procedure in the interval [a,d].
At every iteration, the interval gets shorter. When its length is minor than the specified max_error value, the algorithm returns the medium point of the last interval as an approximation of the minimum value.
EDIT
I see there is one person that wants to close this question because it is too broad.
Please sir, can you elaborate in the comments?
This subdivision method only works in the special case that your function is (quasi-)convex (one local minimum, monotonically falling on the left, raising on the right). In the case of several local minima it will often converge to one of them, but it is by no means guaranteed that the algorithm finds the global minimum. The reduction from a to c resp. from b to d can jump over several local minima.

How exactly to use "History Heuristic" in alpha-beta minimax?

I'm making an AI for a chess game.
So far, I've successfully implemented the Alpha-Beta Pruning Minimax algorithm, which looks like this (from Wikipedia):
(* Initial call *)
alphabeta(origin, depth, -∞, +∞, TRUE)
function alphabeta(node, depth, α, β, maximizingPlayer)
if depth = 0 or node is a terminal node
return the heuristic value of node
if maximizingPlayer
for each child of node
α := max(α, alphabeta(child, depth - 1, α, β, FALSE))
if β ≤ α
break (* β cut-off *)
return α
else
for each child of node
β := min(β, alphabeta(child, depth - 1, α, β, TRUE))
if β ≤ α
break (* α cut-off *)
return β
Since this costs too much time complexity (going through all the trees one by one), I came across something called "History Heuristic".
The Algorithm from the original paper:
int AlphaBeta(pos, d, alpha, beta)
{
if (d=0 || game is over)
return Eval (pos); // evaluate leaf position from current player’s standpoint
score = - INFINITY; // preset return value
moves = Generate(pos); // generate successor moves
for i=1 to sizeof(moves) do // rating all moves
rating[i] = HistoryTable[ moves[i] ];
Sort( moves, rating ); // sorting moves according to their history scores
for i =1 to sizeof(moves) do { // look over all moves
Make(moves[i]); // execute current move
cur = - AlphaBeta(pos, d-1, -beta, -alpha); //call other player
if (cur > score) {
score = cur;
bestMove = moves[i]; // update best move if necessary
}
if (score > alpha) alpha = score; //adjust the search window
Undo(moves[i]); // retract current move
if (alpha >= beta) goto done; // cut off
}
done:
// update history score
HistoryTable[bestMove] = HistoryTable[bestMove] + Weight(d);
return score;
}
So basically, the idea is to keep track of a Hashtable or a Dictionary for previous "moves".
Now I'm confused what this "move" means here.
I'm not sure if it literally refers to a single move or a overall state after each move.
In chess, for example, what should be the "key" for this hashtable be?
Individual moves like (Queen to position (0,1)) or (Knight to position (5,5))?
Or the overall state of the chessboard after individual moves?
If 1 is the case, I guess the positions of other pieces are not taken into account when recording the "move" into my History table?
I think the original paper (The History Heuristic and Alpha-Beta Search Enhancements in Practice, Jonathan Schaeffer) available on-line answers the question clearly. In the paper, the author defined move as the 2 indices (from square and to) on the chess board, using a 64x64 table (in effect, I think he used bit shifting and a single index array) to contain the move history.
The author compared all the available means of move ordering and determined that hh was the best. If current best practice has established an improved form of move ordering (beyond hh + transposition table), I would also like to know what it is.
You can use a transposition table so you avoid evaluating the same board multiple times. Transposition meaning you can reach the same board state by performing moves in different orders. Naive example:
1. e4 e5 2. Nf3 Nc6
1. e4 Nc6 2. Nf3 e5
These plays result in the same position but were reached differently.
http://en.wikipedia.org/wiki/Transposition_table
A common method is called Zobrist hashing to hash a chess position:
http://en.wikipedia.org/wiki/Zobrist_hashing
From my experience the history heuristic produces negligible benefits compared to other techniques, and is not worthwhile for a basic search routine. It is not the same thing as using transposition table. If the latter is what you want to implement, I'd still advise against it. There are many other techniques that will produce good results for far less effort. In fact, an efficient and correct transposition table is one of the most difficult parts to code in a chess engine.
First try pruning and move ordering heuristics, most of which are one to a few lines of code. I've detailed such techniques in this post, which also gives estimates of the performance gains you can expect.
In chess, for example, what should be the "key" for this hashtable be?
Individual moves like (Queen to position (0,1)) or (Knight to position (5,5))?
Or the overall state of the chessboard after individual moves?
The key is an individual move and the positions of other pieces aren't taken into account when recording the "move" into the history table.
The traditional form of the history table (also called butterfly board) is something like:
score history_table[side_to_move][from_square][to_square];
For instance, if the move e2-e4 produces a cutoff, the element:
history_table[white][e2][e4]
is (somehow) incremented (irrespectively from the position in which the move has been made).
As in the example code, history heuristics uses those counters for move ordering. Other heuristics can take advantage of history tables (e.g. late move reductions).
Consider that:
usually history heuristics isn't applied to plain Alpha-Beta with no knowledge of move ordering (in chess only "quiet" moves are ordered via history heuristic);
there are alternative forms for the history table (often used is history_table[piece][to_square]).

How to adapt my Minimax search tree to deal with no term based game?

I have to do a project where we need to implement mancala board game, and then also implement the AI for it.
We have been instructed that we need to modify or change a minimax tree to be able to work with mancala as in the game it is possible for a player to have multiple turns in a row.
I have implemented my game logic and GUI already, But now before i start with the AI I would like to try and get some idea on the theory behind it. I have searched on the net for non-turn based mini max trees and i cant seem to find anything. But i have seen many people talking about using minimax for mancala.
Now I understand the normal minimax tree and how each level alternates between a minimum node and a maximum node. With the tree that I need now, would i say: min > max > max > min > max if the 2nd player got TWO turns?
We also need to be able to specify the given ply-depth of the Minimax tree. We also need to do alpha beta pruning, but that's for later on, once I actually have a tree.
As far as I understood, your main problem is the following: you have been shown how to use minimax in a situation where max / min go in cycle and now you have a game where sometimes one player can do multiple moves in a row.
I will explain you the general approach which works for basically any game, and then I will add a couple of things that can be done differently for mancala.
So the general approach
Standard minimax goes like this:
function minimax(node, depth, maximizingPlayer)
if depth = 0 or node is a terminal node
return the heuristic value of node
if maximizingPlayer
bestValue := -∞
for each child of node
val := minimax(child, depth - 1, FALSE)
bestValue := max(bestValue, val)
return bestValue
else
bestValue := +∞
for each child of node
val := minimax(child, depth - 1, TRUE)
bestValue := min(bestValue, val)
return bestValue
Where you initialize the minimax call with max/min and then it constantly changes. In your case you only need to add one tiny check.
function minimax(node, depth, maximizingPlayer)
if depth = 0 or node is a terminal node
return the heuristic value of node
if maximizingPlayer
bestValue := -∞
for each child of node
# here is a small change
if freeTurn(child):
isMax := TRUE
else:
isMax := FALSE
val := minimax(child, depth - 1, isMax)
bestValue := max(bestValue, val)
return bestValue
else
bestValue := +∞
for each child of node
# here is a small change
if freeTurn(child):
isMax := FALSE
else:
isMax := TRUE
val := minimax(child, depth - 1, isMax)
bestValue := min(bestValue, val)
return bestValue
Where your function freeTurn returns you whether you have a free turn after your current move. Note that there is no difference for this algorithm whether you can do only 2 moves in a row or 5 moves in a row.
Regarding Mancala
There are many variations of mancala, but the branching factor of the game is pretty small (in the one that I know is <= 6). Now assume that you have three moves A, B, C, D and move C allows you to play one more time. From the position C you can do moves C1, C2. So you can combine them (C + C1, C + C2) and treat them as just one move (small bookkeeping should be done to remember that this is actually two moves). So right now you end up with your min max iterations where you have not 4 but 5 moves: A, B, C + C1, C + C2, D. Actually there is nothing wrong to use this approach for games with bigger branching factor.
If a side can have multiple moves in a turn then there must be some way to detect that. When detected have the move generator for the opponent generate a list that contains only a null move, i.e. a move that does nothing. The opponent will be forced to play that move (do nothing) and the first player can then compute his next move.

Algorithm to find matching pairs in a list

I will phrase the problem in the precise form that I want below:
Given:
Two floating point lists N and D of the same length k (k is multiple of 2).
It is known that for all i=0,...,k-1, there exists j != i such that D[j]*D[i] == N[i]*N[j]. (I'm using zero-based indexing)
Return:
A (length k/2) list of pairs (i,j) such that D[j]*D[i] == N[i]*N[j].
The pairs returned may not be unique (any valid list of pairs is okay)
The application for this algorithm is to find reciprocal pairs of eigenvalues of a generalized palindromic eigenvalue problem.
The equality condition is equivalent to N[i]/D[i] == D[j]/N[j], but also works when denominators are zero (which is a definite possibility). Degeneracies in the eigenvalue problem cause the pairs to be non-unique.
More generally, the algorithm is equivalent to:
Given:
A list X of length k (k is multiple of 2).
It is known that for all i=0,...,k-1, there exists j != i such that IsMatch(X[i],X[j]) returns true, where IsMatch is a boolean matching function which is guaranteed to return true for at least one j != i for all i.
Return:
A (length k/2) list of pairs (i,j) such that IsMatch(i,j) == true for all pairs in the list.
The pairs returned may not be unique (any valid list of pairs is okay)
Obviously, my first problem can be formulated in terms of the second with IsMatch(u,v) := { (u - 1/v) == 0 }. Now, due to limitations of floating point precision, there will never be exact equality, so I want the solution which minimizes the match error. In other words, assume that IsMatch(u,v) returns the value u - 1/v and I want the algorithm to return a list for which IsMatch returns the minimal set of errors. This is a combinatorial optimization problem. I was thinking I can first naively compute the match error between all possible pairs of indexes i and j, but then I would need to select the set of minimum errors, and I don't know how I would do that.
Clarification
The IsMatch function is reflexive (IsMatch(a,b) implies IsMatch(b,a)), but not transitive. It is, however, 3-transitive: IsMatch(a,b) && IsMatch(b,c) && IsMatch(c,d) implies IsMatch(a,d).
Addendum
This problem is apparently identically the minimum weight perfect matching problem in graph theory. However, in my case I know that there should be a "good" perfect matching, so the distribution of edge weights is not totally random. I feel that this information should be used somehow. The question now is if there is a good implementation to the min-weight-perfect-matching problem that uses my prior knowledge to arrive at a solution early in the search. I'm also open to pointers towards a simple implementation of any such algorithm.
I hope I got your problem.
Well, if IsMatch(i, j) and IsMatch(j, l) then IsMatch(i, l). More generally, the IsMatch relation is transitive, commutative and reflexive, ie. its an equivalence relation. The algorithm translates to which element appears the most times in the list (use IsMatch instead of =).
(If I understand the problem...)
Here is one way to match each pair of products in the two lists.
Multiply each pair N and save it to a structure with the product, and the subscripts of the elements making up the product.
Multiply each pair D and save it to a second instance of the structure with the product, and the subscripts of the elements making up the product.
Sort both structions on the product.
Make a merge-type pass through both sorted structure arrays. Each time you find a product from one array that is close enough to the other, you can record the two subscripts from each sorted list for a match.
You can also use one sorted list for an ismatch function, doing a binary search on the product.
well。。Multiply each pair D and save it to a second instance of the structure with the product, and the subscripts of the elements making up the product.
I just asked my CS friend, and he came up with the algorithm below. He doesn't have an account here (and apparently unwilling to create one), but I think his answer is worth sharing.
// We will find the best match in the minimax sense; we will minimize
// the maximum matching error among all pairs. Alpha maintains a
// lower bound on the maximum matching error. We will raise Alpha until
// we find a solution. We assume MatchError returns an L_1 error.
// This first part finds the set of all possible alphas (which are
// the pairwise errors between all elements larger than maxi-min
// error.
Alpha = 0
For all i:
min = Infinity
For all j > i:
AlphaSet.Insert(MatchError(i,j))
if MatchError(i,j) < min
min = MatchError(i,j)
If min > Alpha
Alpha = min
Remove all elements of AlphaSet smaller than Alpha
// This next part increases Alpha until we find a solution
While !AlphaSet.Empty()
Alpha = AlphaSet.RemoveSmallest()
sol = GetBoundedErrorSolution(Alpha)
If sol != nil
Return sol
// This is the definition of the helper function. It returns
// a solution with maximum matching error <= Alpha or nil if
// no such solution exists.
GetBoundedErrorSolution(Alpha) :=
MaxAssignments = 0
For all i:
ValidAssignments[i] = empty set;
For all j > i:
if MatchError <= Alpha
ValidAssignments[i].Insert(j)
ValidAssignments[j].Insert(i)
// ValidAssignments[i].Size() > 0 due to our choice of Alpha
// in the outer loop
If ValidAssignments[i].Size() > MaxAssignments
MaxAssignments = ValidAssignments[i].Size()
If MaxAssignments = 1
return ValidAssignments
Else
G = graph(ValidAssignments)
// G is an undirected graph whose vertices are all values of i
// and edges between vertices if they have match error less
// than or equal to Alpha
If G has a perfect matching
// Note that this part is NP-complete.
Return the matching
Else
Return nil
It relies on being able to compute a perfect matching of a graph, which is NP-complete, but at least it is reduced to a known problem. It is expected that the solution be NP-complete, but this is OK since in practice the size of the given lists are quite small. I'll wait around for a better answer for a few days, or for someone to expand on how to find the perfect matching in a reasonable way.
You want to find j such that D(i)*D(j) = N(i)*N(j) {I assumed * is ordinary real multiplication}
assuming all N(i) are nonzero, let
Z(i) = D(i)/N(i).
Problem: find j, such that Z(i) = 1/Z(j).
Split set into positives and negatives and process separately.
take logs for clarity. z(i) = log Z(i).
Sort indirectly. Then in the sorted view you should have something like -5 -3 -1 +1 +3 +5, for example. Read off +/- pairs and that should give you the original indices.
Am I missing something, or is the problem easy?
Okay, I ended up using this ported Fortran code, where I simply specify the dense upper triangular distance matrix using:
complex_t num = N[i]*N[j] - D[i]*D[j];
complex_t den1 = N[j]*D[i];
complex_t den2 = N[i]*D[j];
if(std::abs(den1) < std::abs(den2)){
costs[j*(j-1)/2+i] = std::abs(-num/den2);
}else if(std::abs(den1) == 0){
costs[j*(j-1)/2+i] = std::sqrt(std::numeric_limits<double>::max());
}else{
costs[j*(j-1)/2+i] = std::abs(num/den1);
}
This works great and is fast enough for my purposes.
You should be able to sort the (D[i],N[i]) pairs. You don't need to divide by zero -- you can just multiply out, as follows:
bool order(i,j) {
float ni= N[i]; float di= D[i];
if(di<0) { di*=-1; ni*=-1; }
float nj= N[j]; float dj= D[j];
if(dj<0) { dj*=-1; nj*=-1; }
return ni*dj < nj*di;
}
Then, scan the sorted list to find two separation points: (N == D) and (N == -D); you can start matching reciprocal pairs from there, using:
abs(D[i]*D[j]-N[i]*N[j])<epsilon
as a validity check. Leave the (N == 0) and (D == 0) points for last; it doesn't matter whether you consider them negative or positive, as they will all match with each other.
edit: alternately, you could just handle (N==0) and (D==0) cases separately, removing them from the list. Then, you can use (N[i]/D[i]) to sort the rest of the indices. You still might want to start at 1.0 and -1.0, to make sure you can match near-zero cases with exactly-zero cases.

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