Suurballe's algorithm for k-best - algorithm

I'm interesting in adapting Suurballe's algorithm to find the best K paths from a source to destination instead of just the two best. I think people do it all the time but I've been searching for hours and can't find a paper that explains it clearly. There's a reference to a paper on the Suurballe's wikipedia page that talks about it, but it gives no detail on the extension past the first two (how the graph is modified and results merged, etc.). Incidentally, I'm actually working on the vertex-disjoint problem, not the edge disjoint problem spelled out on wikipedia.
My concise question: How do you extend Suurballe's algorithm beyond two paths?

In the literature this is called the successive shortest paths problem, and it works in essentially the same way, just repeated. You modify each discovered path's weights in the same way as you modified the first.

The Suurballe algorithm is for finding the two edge-disjoint paths with minimum total length. The Suurballe algorithm can't be extended to more then two edges.
The k-shortest path problem is a different problem. Here the shortest paths are

Related

Hamiltonian paths & social graph algorithm

I have a random undirected social graph.
I want to find a Hamiltonian path if possible. Or if not possible (or not possible to know if possible in polynomial time) a series of paths. In this "series of paths" (where all N nodes are used exactly once), I want to minimize the number of paths and maximize the average length of the paths. (So no trivial solution of N paths of a single node).
I have generated an adjacency matrix for the nodes and edges already.
Any suggestions? Pointers in the right direction? I realize this will require heuristics because of the NP-complete (?) nature of the problem, and I am OK with a "good enough" answer. Also I would like to do this in Java.
Thanks!
If I'm interpreting your question correctly, what you're asking for is still NP-hard, since the best solution to the "multiple paths" problem would be a Hamiltonian path, and determining whether one exists is known to be NP-hard. Moreover, even if you're guaranteed that a Hamiltonian path doesn't exist, solving this problem could still be NP-hard, since I could give you a graph with a single disconnected node floating in space, for which the best solution is a trivial path containing that node and a Hamiltonian path in the remaining graph. As a result, unless P = NP, there isn't going to be a polynomial-time algorithm for your problem.
Hope this helps, and sorry for the negative result!
Angluin and Valiant gave a near linear-time heuristic that works almost always in a sufficiently dense Erdos-Renyi random graph. It's described by Wilf, on page 121. Probably your random graph is not Erdos-Renyi, but the heuristic might work anyway (when it "fails", it still gives you a (hopefully) long path; greedily take this path and run A-V again).
Use a genetic algorithm (without crossover), where each individual is a permutation of the nodes. This gives you "series of paths" at each generation, evolving to a minimal number of paths (1) and a maximal avg. length (N).
As you have realized there is no exact solution in polynomial time. You can try some random search methods though. My recommendation, start with genetic algorithm and try out tabu search.

Is there a difference between "Path planning" and "Pathfinding"?

Doing some reseach about ("pathfinding"|"path planning") I've found many algorithm all basicly doing the same thing (finding a way from point A to point B with more or less constraints), and I couln't found any difference between pathfinding and path planning algorithms.
Is there a real difference between those two type of algorithm?
There's no real difference. Perhaps some researchers use the terms with different meanings in mind, but to most people I think they are interchangeable.
There are graph traversal algorithm to find a water, phone or sewer grids. This is different from finding a shortest path from a to b but this algorithm can be tweaked to find the grid. A simple example is a minimal spanning tree.
Pathfinding is finding the shortest path, path planning is mapping out the possible paths.
you need the letter to do the former

detailed hungarian algorithm(assignment problem) question

I have implemented the hungarian algorithm, a solution to the assignment problem, as described by this article, but it fails on a few percent of random costs matrices.
I've spent weeks debugging it(I started when I asked this question, not full time though). I took random cost matrices for which the algorithm fails and performed the algorithm with good old pen and paper, and compared that with my implementation to see what went wrong. This led me to a few bugs which I've corrected now, but I have encountered an example for which I do not get the right solution when solving it by hand. For anyone who is interested: the costmatrix of that example is {{0,6,4,3},{3,2,1,2},{0,7,6,4},{3,8,5,3}}, for which the correct solution has the sum of 9=4+2+0+3(in that order). In that example there is eventually a matched edge not on the equality subgraph, and I think that is impossible, indicating something is wrong.
Either I don't fully understand the solution, which is a viable option, or an extremely subtle bug in the presented solution, which I will elaborate on below.
I realize I have to introduce some terminology, but since this is a detailed question I am not going to explain all concepts in full detail, as anyone needing that explanation probably wouldn't be able to answer my question anyway.
The input of the problem is a weighted complete bipartite graph with n nodes on each partition.
The presented method specifies to find n augmenting paths.
An augmenting path is an alternating path starting and ending at a unmatched nodes.
An alternating path is a path alternating between matched an unmatched edges on the equality subgraph.
These alternating paths are grown in a breadth-first manner, stopping only when either:
An augmenting path is found or
the alternating paths cannot be grown any further.
And a crucial fact to the possible bug: the algorithm remembers what nodes the alternating paths have encountered, which affects the algorithm in a part irrelevant to this question.
When an augmented path is found, the presented method says to stop growing the alternating paths. I believe this is incorrect. I think all alternating paths need to be grown up to the cost of the found augmented path. Notice that the alternating paths are grown in a breadth first manner, so this only grows paths whose costs can tie with the found path. This small change might result in some nodes being marked as 'visited by alternating path' which otherwise wouldn't have been marked, which affect the algorithm further on.
The actual question:
Should I consider alternating paths with costs equal to the costs of the augmented path (and starting at the same node) explored? This is contrary to the presented method, which says to stop as soon as an augmented path is found, regardless of any ties in costs with other paths.
Looking at the presentation of the Hungarian algorithm in "The Stanford GraphBase" you can track its progress towards a solution as adding a constant to every cell in a row of the cost matrix, or every cell in a column of the cost matrix, and see that you have a solution when you have a complete set of independent zeros in the altered matrix.
I have read just once the paper you refer to. Is it the case that finding an augmenting path allows you to increase the number of independent zeros in the altered matrix? If so, then finding n augmenting paths, as in their Figure 3 step 2, will find a good solution, because you must then have n independent zeros. If so, then you can check your implementation of the algorithm by checking that each augmenting path found adds an independent zero, even in the case when there are other paths that it could have found but stopped short of finding.

search of the K-first short paths algorithm

I have found many algorithms and approaches that talk about finding the shortest path or the best/optimal solution to a problem. However, what I want to do is an algorithm that finds the first K-shortest paths from one point to another. The problem I'm facing is more like searching through a tree, when in each step you take there are multiple options each one with its weight. What kinds of algorithms are used to face this kind of problems?
There is the 2006 paper by Jose Santos
comparing three different K-shortest path finding algorithms.
Yen's algorithm implementation:
http://code.google.com/p/k-shortest-paths/
Easier algorithm & discussion:
Suggestions for KSPA on undirected graph
EDIT: apparently I clicked on a link, because I thought I was answering to a new question; ignore this if - as is very likely - this question isn't important to you anymore.
Given the restricted version of the problem you're dealing with, this becomes a lot simpler to implement. The most important thing to notice is that in trees, shortest paths are the only paths between two nodes. So what you do is solve all pairs shortest paths, which is O(n²) in trees by doing n BFS traversals, and then you get the k minimal values. This probably can be optimized in some way, but the naive approach to do that is sort the O(n²) distances in O(n² log n) time and take the k smallest values; with some book keeping, you can keep track of which distance corresponds to which path without time complexity overhead. This will give you better complexity than using a KSPA algorithm for O(n²) possible s-t-pairs.
If what you actually meant is fixing a source and get the k nodes with the smallest distance from that source, one BFS will do. In case you meant fixing both source and target, one BFS is enough as well.
I don't see how you can use the fact that all edges going from a node to the nodes in the level below have the same weight without knowing more about the structure of the tree.

Algorithm: shortest path between all points

Suppose I have 10 points. I know the distance between each point.
I need to find the shortest possible route passing through all points.
I have tried a couple of algorithms (Dijkstra, Floyd Warshall,...) and they all give me the shortest path between start and end, but they don't make a route with all points on it.
Permutations work fine, but they are too resource-expensive.
What algorithms can you advise me to look into for this problem? Or is there a documented way to do this with the above-mentioned algorithms?
Have a look at travelling salesman problem.
You may want to look into some of the heuristic solutions. They may not be able to give you 100% exact results, but often they can come up with good enough solutions (2 to 3 % away from optimal solutions) in a reasonable amount of time.
This is obviously Travelling Salesman problem. Specifically for N=10, you can either try the O(N!) naive algorithm, or using Dynamic Programming, you can reduce this to O(n^2 2^n), by trading space.
Beyond that, since this is an NP-hard problem, you can only hope for an approximation or heuristic, given the usual caveats.
As others have mentioned, this is an instance of the TSP. I think Concord, developed at Georgia Tech is the current state-of-the-art solver. It can handle upwards of 10,000 points within a few seconds. It also has an API that's easy to work with.
I think this is what you're looking for, actually:
Floyd Warshall
In computer science, the Floyd–Warshall algorithm (sometimes known as
the WFI Algorithm[clarification needed], Roy–Floyd algorithm or just
Floyd's algorithm) is a graph analysis algorithm for finding shortest
paths in a weighted graph (with positive or negative edge weights). A
single execution of the algorithm will find the lengths (summed
weights) of the shortest paths between all pairs of vertices though it
does not return details of the paths themselves
In the "Path reconstruction" subsection it explains the data structure you'll need to store the "paths" (actually you just store the next node to go to and then trivially reconstruct whichever path is required as needed).

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