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by yobbo
1558 days ago
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AlphaGo is local search guided by a learned heuristic, which is trained in a simulator of the game. The heuristic learns an approximation of the value of moves and board states, and is analogous to the "compute_cost_of_tour()" routine in TSP algorithms. In the basic TSP (for example) there is no other data to learn from than "distances" between vertices, and anything learned from a single instance of the problem amounts to overfitting. This might still be useful - for example learning efficient sub-paths on a fixed map, rather than searching for them every time. Self-organized maps can be used as a neural approach to find TSP solutions; in these cases the network itself is the optimized solution. Think of it as ~gradient-descent~ optimization for TSP. Not sure if it is relevant in benchmarks. (I think it might amount to minimizing the sum squared distance between hops (or a bound on that), not the total length of tour. It favours many shorter hops over a few long hops.) (If you want time-window constraints in LKH, IIRC, you can try adding the time-diff as penalties to your global cost function.) |
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In the basic TSP there is a lot of data.
For example, the reason why minimum spanning tree works is because the algorithm makes use of the relationship between vertices. Similar techniques use alpha-nearness, Steiner trees and direct modifications of distance matrix to create relaxations of the TSP and improve the performance of local search (I believe most are implemented in LKH).
I am obviously not expecting NNs to be capable of doing something like that currently but I'm hoping they might be able to discover interesting instance patterns for something more constrained.