Unit Testing Approximation Algorithms - algorithm

I'm working on an open-source approximation algorithms library for graphs and networks using some popular python packages as a base. The main goal is to encompass up-to-date approximation algorithms for NP-Complete problems over graphs and networks. The reason for this is 1) I haven't seen a nice (modern) consolidated package that covers this and 2) it would be a nice pedagogical tool for learning about approximation algorithms on NP-Hard optimization problems.
In building this library I am using unit-tests to sanity check (as any proper developer would). I am somewhat cautious about my unit tests in that by their very nature, approximation algorithms may not return the correct solution. Currently I am solving some small instances by hand and then assuring that the returned result matches that, but this is not desirable, nor scalable in an implementation sense.
What would be the best way to unit test approximation algorithms? Generate random instances and ensure that the returned results are less than the bound guaranteed by the algorithm? That would seem to have false positives (the test just got lucky that time, not guaranteed for all instances to be below bound).

You need to separate two concerns here. The quality of your approximation algorithms and the correctness of implementation of those algorithms.
Testing the quality of an approximation algorithm usually will not lend itself to unit testing methods used in software development. For example you would need to generate random problems that is representative of the real sizes of problems. You might need to do mathematical work to get some upper/lower bound to judge the quality of your algorithms for unsolvable large instances. Or use problem test sets that have known or best known solutions and compare your results. But in any case unit testing would not help you much in improving the quality of the approximation algorithms. This is where your domain knowledge in optimization and math will help.
The correctness of your implementation is where unit tests will be really useful. You can use toy sized problems here and compare known results (solving by hand, or verified through careful step by step debugging in code) with what your code generates. Having small problems is not only enough but also desirable here so that tests run fast and can be run many times during development cycle. These types of tests makes sure that overall algorithm is arriving at the correct result. It is somewhere between a unit test and an integration tests since you are testing a large portion of the code as a black box. But I have found these types of tests to be extremely useful in optimization domain. One thing I recommend doing for this type of testing is removing all randomness in your algorithms through fixed seeds for random number generators. These tests should always run in a deterministic way and give exactly the same result 100% of the time.
I also recommend unit testing at the lower level modules of your algorithms. Isolate that method that assigns weights to arcs on the graph and check if the correct weights are assigned. Isolate your objective function value calculation function and unit test that. You get my point.
One other concern that cuts both of these slices is performance. You cannot reliably test performance with small toy problems. Also realizing a change that degrades performance significantly for a working algorithm quickly is very desirable. Once you have a running version of your algorithms you can create larger test problems where you measure the performance and automate it to be your performance/integration tests. You can run these less frequently as they will take more time but at least will notify you early of newly introduced performance bottlenecks during refactoring or new feature additions to algorithms

Checking the validity of the produced solutions is the obvious first step.
Additionally, one angle of attack could be regression testing using instances for which the expected approximate solution is known (e.g. obtained by executing the algorithm by hand or by using somebody else's implementation of the same algorithm).
There also exist repositories of problem instances with known (optimal) solutions, such as TSPLIB for TSP-like problems. Perhaps these could be put to some use.
If there are known upper bounds for the algorithm in question, then generating many random instances and verifying the heuristic solutions against the upper bounds may prove fruitful. If you do do this, I'd urge you to make the runs reproducible (e.g. by always using the same random number generator and seed).
One final note: for some problems, fully random instances are on average pretty easy to find good approximate solutions for. Asymmetric TSP with uniformly and independently chosen arc weights is one such example. I am mentioning this since it may affect your testing strategy.

There is usually something you can check - for instance, that your algorithm always returns solutions that satisfy their constraints, even if they are not optimal. You should also put in assertion checks at every possible opportunity - these will be specific to your program, but might check that some quantity is conserved, or that something that should increase or at worst stay the same does not decrease, or that some supposed local optimum really is a local optimum.
Given these sorts of checks, and the checks on bounds that you have already mentioned, I favour running tests on a very large number of randomly generated small problems, with random seeds chosen in such a way that if it fails on problem 102324 you can repeat that failure for debugging without running through the 102323 problems before it. With a large number of problems, you increase the chance that an underlying bug will cause an error obvious enough to fail your checks. With small problems, you increase the chance that you will be able to find and fix the bug.

Related

How can Ant Colony Optimization be made to produce more consistent results?

I developed a software implementation of Ant Colony Optimization to solve the Traveling Salesman Problem, but due to ACO's stochastic nature, each execution of the ACO algorithm produces a different near optimal solution every time. Is there a way to make ACO more deterministic? I understand that it will never be 100% deterministic but I need it to be able to run multiple times on the same problem space and at least come up with a similar solution most of the time. I've tried tweaking α, β, ρ and number of iterations but I'm just shooting in the dark at this point.
As Michael already stated as a comment: use a seeded pseudo random number generator (PRNG) and reuse the same all over your implementation.
In Java, do something like this:
Random workingRandom = new Random(0L);
// Never use Math.random(), always use workingRandom.next*() instead
There are a couple of other things you might need to disable (especially in multi-threaded implementations) to have 100% reproducibility, some of which I discuss in my implementation's docs section 4.4.3.4. REPRODUCIBLE (such as replacing HashMap by LinkedHashMap when needed).

Algorithm Perfection Vs Time Analysis : Does Time complexity matters everytime?

I have a very basic and general doubt related to algorithm design. I've learnt basic algorithm and now learning randomized algorithm. Everywhere I observed that a professor mostly focuses on designing the algorithm that will ultimately try to reduces the complexity.
The usual way(What I observed) is to learn some basic(or an older) algorithm which behaves badly in terms of complexity and so the objective is to modify that older one with a newer algorithm which should focus on reducing the complexity, without affecting the output.
But in most of algorithm I've studied, especially distributed algorithms (in distributed operating systems) such as algorithms for distributed mutual exclusion, distributed deadlock detection etc., what I observed is that(and mostly I think that) the design of the algorithm should not focus only on complexity enhancement but it should focus on the perfection of the algorithm as well.
Lets take an example of distributed mutual exclusion algorithm. The very basic algorithm is a Lamport's algorithm and the modified version(by enhancing the complexity) of it is the Ricart-Agarwala algorithm. Since in distributed environment the communication is mostly by means of message passing, for distributed mutual exclusion we have three kinds of messages : a) Request critical resource b) Reply the request c) Release critical resource. The basic algorithm uses extra release messages(to inform all sites that the my site has released the critical resource, so you can enter). But in the advanced version what they did is they discarded these release messages by accommodating it in reply messages. And so they came up with some reduced complexity solution.
But when I tried the implementation of these algorithms in java, I observed that even if the complexity of basic algorithm was bit higher but it was more perfect than the advanced one. Because by reducing the number of messages transferred (in advanced solution), local site is no longer aware of the fact that remote site has actually released the resource or not because on the confirmation of release message only site updates its local data structures such as request queue etc. If we don't send any explicit notification for release, then requests remains pending unnecessarily in request queue of the local site for entire run.
So my doubt is that if enhancement of complexity is so important, why can't perfection ? I mean if algorithm is producing perfect results at the cost of bit higher complexity then how does it matters as far as I am getting perfection in output as compared to the enhanced complexity solution which lacks in perfection ?
Note : By perfection I don't mean correct/incorrect results. Results are always correct. Only the perfection or accuracy of the produced result varies.
Principally a fair complexity comparision is done for two algoritms that produce exactly the same output. E.g sorting.
In your case it is different, you describe algoritms with different behaviour.
To choose the better suited algorithm many factors decide:
Ease of implementations (in praxis very important)
A faster algorithm, that lacks some functionallity like in your case must be incredible faster (faktor 10 on expected data volume) to choose it, or easier to implement.
robustness: well know algo, successfuly used since 10 years, or a new algo from a paper where chance are high that it works only the environment (optimized for the algo) by the scientist. (I know such a case for a telecom network algo)
Consider any NP-complete problem (e.g. the travelling salesman problem).
There are no known non-exponential exact algorithms for these problems (except in special cases), so it would literally take years (or much longer) to find an exact solution for any reasonably-sized version of these problems.
So, instead we use heuristics and approximations (and possibly some randomness) to get a non-exact solution in a reasonable time-frame.
NP-complete problems are just an extreme example - we can also just have a few seconds to get a solution (for whatever reason), but finding an exact solution will take a few minutes. So it all comes down to balancing out how long we want to run the algorithm for and how good we want the results to be (and development time also certainly plays a role).
I hope I understood what you were asking correctly and that this helps.
Instead of "perfection", maybe you should consider "fitness for a particular purpose".
For your example of a distributed mutual exclusion algorithm, consider the "simple" and "improved" algorithms from different viewpoints. As another answer pointed out, the two algorithms behave differently; my point is that different people are interested in different aspects of that behavior.
Someone using an algorithm for a particular purpose probably does not care about all aspects of its behavior. For your example, you are concerned about pending resource locks. However, if the mutual exclusion algorithm is expected to be running all the time, the user might not care, because the locks will be returned promptly anyway, while using fewer messages than the simple version. If you want both efficiency and promptness, there is likely some way to accommodate both -- at the cost of greater complexity -- and if you're looking for practical "perfection", this is the logical endpoint.
A computer scientist does not know how his algorithm might be used. In general, he cannot anticipate all possible variations on a particular technique, and you would not want to read them all if he could! When publishing an algorithm, clarity of expression is the "perfection" you're pursuing -- the idea should be described as simply as possible.

Multiple parameter optimization with lots of local minima

I'm looking for algorithms to find a "best" set of parameter values. The function in question has a lot of local minima and changes very quickly. To make matters even worse, testing a set of parameters is very slow - on the order of 1 minute - and I can't compute the gradient directly.
Are there any well-known algorithms for this kind of optimization?
I've had moderate success with just trying random values. I'm wondering if I can improve the performance by making the random parameter chooser have a lower chance of picking parameters close to ones that had produced bad results in the past. Is there a name for this approach so that I can search for specific advice?
More info:
Parameters are continuous
There are on the order of 5-10 parameters. Certainly not more than 10.
How many parameters are there -- eg, how many dimensions in the search space? Are they continuous or discrete - eg, real numbers, or integers, or just a few possible values?
Approaches that I've seen used for these kind of problems have a similar overall structure - take a large number of sample points, and adjust them all towards regions that have "good" answers somehow. Since you have a lot of points, their relative differences serve as a makeshift gradient.
Simulated
Annealing: The classic approach. Take a bunch of points, probabalistically move some to a neighbouring point chosen at at random depending on how much better it is.
Particle
Swarm Optimization: Take a "swarm" of particles with velocities in the search space, probabalistically randomly move a particle; if it's an improvement, let the whole swarm know.
Genetic Algorithms: This is a little different. Rather than using the neighbours information like above, you take the best results each time and "cross-breed" them hoping to get the best characteristics of each.
The wikipedia links have pseudocode for the first two; GA methods have so much variety that it's hard to list just one algorithm, but you can follow links from there. Note that there are implementations for all of the above out there that you can use or take as a starting point.
Note that all of these -- and really any approach to this large-dimensional search algorithm - are heuristics, which mean they have parameters which have to be tuned to your particular problem. Which can be tedious.
By the way, the fact that the function evaluation is so expensive can be made to work for you a bit; since all the above methods involve lots of independant function evaluations, that piece of the algorithm can be trivially parallelized with OpenMP or something similar to make use of as many cores as you have on your machine.
Your situation seems to be similar to that of the poster of Software to Tune/Calibrate Properties for Heuristic Algorithms, and I would give you the same advice I gave there: consider a Metropolis-Hastings like approach with multiple walkers and a simulated annealing of the step sizes.
The difficulty in using a Monte Carlo methods in your case is the expensive evaluation of each candidate. How expensive, compared to the time you have at hand? If you need a good answer in a few minutes this isn't going to be fast enough. If you can leave it running over night, it'll work reasonably well.
Given a complicated search space, I'd recommend a random initial distributed. You final answer may simply be the best individual result recorded during the whole run, or the mean position of the walker with the best result.
Don't be put off that I was discussing maximizing there and you want to minimize: the figure of merit can be negated or inverted.
I've tried Simulated Annealing and Particle Swarm Optimization. (As a reminder, I couldn't use gradient descent because the gradient cannot be computed).
I've also tried an algorithm that does the following:
Pick a random point and a random direction
Evaluate the function
Keep moving along the random direction for as long as the result keeps improving, speeding up on every successful iteration.
When the result stops improving, step back and instead attempt to move into an orthogonal direction by the same distance.
This "orthogonal direction" was generated by creating a random orthogonal matrix (adapted this code) with the necessary number of dimensions.
If moving in the orthogonal direction improved the result, the algorithm just continued with that direction. If none of the directions improved the result, the jump distance was halved and a new set of orthogonal directions would be attempted. Eventually the algorithm concluded it must be in a local minimum, remembered it and restarted the whole lot at a new random point.
This approach performed considerably better than Simulated Annealing and Particle Swarm: it required fewer evaluations of the (very slow) function to achieve a result of the same quality.
Of course my implementations of S.A. and P.S.O. could well be flawed - these are tricky algorithms with a lot of room for tweaking parameters. But I just thought I'd mention what ended up working best for me.
I can't really help you with finding an algorithm for your specific problem.
However in regards to the random choosing of parameters I think what you are looking for are genetic algorithms. Genetic algorithms are generally based on choosing some random input, selecting those, which are the best fit (so far) for the problem, and randomly mutating/combining them to generate a next generation for which again the best are selected.
If the function is more or less continous (that is small mutations of good inputs generally won't generate bad inputs (small being a somewhat generic)), this would work reasonably well for your problem.
There is no generalized way to answer your question. There are lots of books/papers on the subject matter, but you'll have to choose your path according to your needs, which are not clearly spoken here.
Some things to know, however - 1min/test is way too much for any algorithm to handle. I guess that in your case, you must really do one of the following:
get 100 computers to cut your parameter testing time to some reasonable time
really try to work out your parameters by hand and mind. There must be some redundancy and at least some sanity check so you can test your case in <1min
for possible result sets, try to figure out some 'operations' that modify it slightly instead of just randomizing it. For example, in TSP some basic operator is lambda, that swaps two nodes and thus creates new route. Your can be shifting some number up/down for some value.
then, find yourself some nice algorithm, your starting point can be somewhere here. The book is invaluable resource for anyone who starts with problem-solving.

Initial Genetic Programming Parameters

I did a little GP (note:very little) work in college and have been playing around with it recently. My question is in regards to the intial run settings (population size, number of generations, min/max depth of trees, min/max depth of initial trees, percentages to use for different reproduction operations, etc.). What is the normal practice for setting these parameters? What papers/sites do people use as a good guide?
You'll find that this depends very much on your problem domain - in particular the nature of the fitness function, your implementation DSL etc.
Some personal experience:
Large population sizes seem to work
better when you have a noisy fitness
function, I think this is because the growth
of sub-groups in the population over successive generations acts
to give more sampling of
the fitness function. I typically use
100 for less noisy/deterministic functions, 1000+
for noisy.
For number of generations it is best to measure improvements in the
fitness function and stop when it
meets your target criteria. I normally run a few hundred generations and see what kind of answers are coming out, if it is showing no improvement then you probably have an issue elsewhere.
Tree depth requirements are really dependent on your DSL. I sometimes try to do an
implementation without explicit
limits but penalise or eliminate
programs that run too long (which is probably
what you really care about....). I've also found total node counts of ~1000 to be quite useful hard limits.
Percentages for different mutation / recombination operators don't seem
to matter all that much. As long as
you have a comprehensive set of mutations, any reasonably balanced
distribution will usually work. I think the reason for this is that you are basically doing a search for favourable improvements so the main objective is just to make sure the trial improvements are reasonably well distributed across all the possibilities.
Why don't you try using a genetic algorithm to optimise these parameters for you? :)
Any problem in computer science can be
solved with another layer of
indirection (except for too many
layers of indirection.)
-David J. Wheeler
When I started looking into Genetic Algorithms I had the same question.
I wanted to collect data variating parameters on a very simple problem and link given operators and parameters values (such as mutation rates, etc) to given results in function of population size etc.
Once I started getting into GA a bit more I then realized that given the enormous number of variables this is a huge task, and generalization is extremely difficult.
talking from my (limited) experience, if you decide to simplify the problem and use a fixed way to implement crossover, selection, and just play with population size and mutation rate (implemented in a given way) trying to come up with general results you'll soon realize that too many variables are still into play because at the end of the day the number of generations after which statistically you will get a decent result (whatever way you wanna define decent) still obviously depend primarily on the problem you're solving and consequently on the genome size (representing the same problem in different ways will obviously lead to different results in terms of effect of given GA parameters!).
It is certainly possible to draft a set of guidelines - as the (rare but good) literature proves - but you will be able to generalize the results effectively in statistical terms only when the problem at hand can be encoded in the exact same way and the fitness is evaluated in a somehow an equivalent way (which more often than not means you're ealing with a very similar problem).
Take a look at Koza's voluminous tomes on these matters.
There are very different schools of thought even within the GP community -
Some regard populations in the (low) thousands as sufficient whereas Koza and others often don't deem if worthy to start a GP run with less than a million individuals in the GP population ;-)
As mentioned before it depends on your personal taste and experiences, resources and probably the GP system used!
Cheers,
Jan

What is an efficient way to go beyond a greedy algorithm

The domain of this question is scheduling operations on constrained hardware. The resolution of the result is the number of clock cycles the schedule fits within. The search space grows very rapidly where early decisions constrain future decisions and the total number of possible schedules grows rapidly and exponentially. A lot of the possible schedules are equivalent because just swapping the order of two instructions usually result in the same timing constraint.
Basically the question is what is a good strategy for exploring the vast search space without spending too much time. I expect to search only a small fraction but would like to explore different parts of the search space while doing so.
The current greedy algorithm tend to make stupid decisions early on sometimes and the attempt at branch and bound was beyond slow.
Edit:
Want to point out that the result is very binary with perhaps the greedy algorithm ending up using 8 cycles while there exists a solution using only 7 cycles using branch and bound.
Second point is that there are significant restrictions in data routing between instructions and dependencies between instructions that limits the amount of commonality between solutions. Look at it as a knapsack problem with a lot of ordering constraints as well as some solutions completely failing because of routing congestion.
Clarification:
In each cycle there is a limit to how many operations of each type and some operations have two possible types. There are a set of routing constraints which can be varied to be either fairly tight or pretty forgiving and the limit depends on routing congestion.
Integer linear optimization for NP-hard problems
Depending on your side constraints, you may be able to use the critical path method or
(as suggested in a previous answer) dynamic programming. But many scheduling problems are NP-hard just like the classical traveling sales man --- a precise solution has a worst case of exponential search time, just as you describe in your problem.
It's important to know that while NP-hard problems still have a very bad worst case solution time there is an approach that very often produces exact answers with very short computations (the average case is acceptable and you often don't see the worst case).
This approach is to convert your problem to a linear optimization problem with integer variables. There are free-software packages (such as lp-solve) that can solve such problems efficiently.
The advantage of this approach is that it may give you exact answers to NP-hard problems in acceptable time. I used this approach in a few projects.
As your problem statement does not include more details about the side constraints, I cannot go into more detail how to apply the method.
Edit/addition: Sample implementation
Here are some details about how to implement this method in your case (of course, I make some assumptions that may not apply to your actual problem --- I only know the details form your question):
Let's assume that you have 50 instructions cmd(i) (i=1..50) to be scheduled in 10 or less cycles cycle(t) (t=1..10). We introduce 500 binary variables v(i,t) (i=1..50; t=1..10) which indicate whether instruction cmd(i) is executed at cycle(t) or not. This basic setup gives the following linear constraints:
v_it integer variables
0<=v_it; v_it<=1; # 1000 constraints: i=1..50; t=1..10
sum(v_it: t=1..10)==1 # 50 constraints: i=1..50
Now, we have to specify your side conditions. Let's assume that operations cmd(1)...cmd(5) are multiplication operations and that you have exactly two multipliers --- in any cycle, you may perform at most two of these operations in parallel:
sum(v_it: i=1..5)<=2 # 10 constraints: t=1..10
For each of your resources, you need to add the corresponding constraints.
Also, let's assume that operation cmd(7) depends on operation cmd(2) and needs to be executed after it. To make the equation a little bit more interesting, lets also require a two cycle gap between them:
sum(t*v(2,t): t=1..10) + 3 <= sum(t*v(7,t): t=1..10) # one constraint
Note: sum(t*v(2,t): t=1..10) is the cycle t where v(2,t) is equal to one.
Finally, we want to minimize the number of cycles. This is somewhat tricky because you get quite big numbers in the way that I propose: We give assign each v(i,t) a price that grows exponentially with time: pushing off operations into the future is much more expensive than performing them early:
sum(6^t * v(i,t): i=1..50; t=1..10) --> minimum. # one target function
I choose 6 to be bigger than 5 to ensure that adding one cycle to the system makes it more expensive than squeezing everything into less cycles. A side-effect is that the program will go out of it's way to schedule operations as early as possible. You may avoid this by performing a two-step optimization: First, use this target function to find the minimal number of necessary cycles. Then, ask the same problem again with a different target function --- limiting the number of available cycles at the outset and imposing a more moderate price penalty for later operations. You have to play with this, I hope you got the idea.
Hopefully, you can express all your requirements as such linear constraints in your binary variables. Of course, there may be many opportunities to exploit your insight into your specific problem to do with less constraints or less variables.
Then, hand your problem off to lp-solve or cplex and let them find the best solution!
At first blush, it sounds like this problem might fit into a dynamic programming solution. Several operations may take the same amount of time so you might end up with overlapping subproblems.
If you can map your problem to the "travelling salesman" (like: Find the optimal sequence to run all operations in minimum time), then you have an NP-complete problem.
A very quick way to solve that is the ant algorithm (or ant colony optimization).
The idea is that you send an ant down every path. The ant spreads a smelly substance on the path which evaporates over time. Short parts mean that the path will stink more when the next ant comes along. Ants prefer smelly over clean paths. Run thousands of ants through the network. The most smelly path is the optimal one (or at least very close).
Try simulated annealing, cfr. http://en.wikipedia.org/wiki/Simulated_annealing .

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