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  • Proving that the distance values extracted in Dijkstra's algorithm is non-decreasing?

    - by Gail
    I'm reviewing my old algorithms notes and have come across this proof. It was from an assignment I had and I got it correct, but I feel that the proof certainly lacks. The question is to prove that the distance values taken from the priority queue in Dijkstra's algorithm is a non-decreasing sequence. My proof goes as follows: Proof by contradiction. Fist, assume that we pull a vertex from Q with d-value 'i'. Next time, we pull a vertex with d-value 'j'. When we pulled i, we have finalised our d-value and computed the shortest-path from the start vertex, s, to i. Since we have positive edge weights, it is impossible for our d-values to shrink as we add vertices to our path. If after pulling i from Q, we pull j with a smaller d-value, we may not have a shortest path to i, since we may be able to reach i through j. However, we have already computed the shortest path to i. We did not check a possible path. We no longer have a guaranteed path. Contradiction.

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  • How to create closed areas (convex polygons) from set of line segments ?

    - by Marten
    The following problem is in 2D, so some simplifications can be made when suggesting answers. I need to create closed areas (defined either by line segments or just set of points - convex polygon) from a set of points/line segments. Basically I used Voronoi to generate "roads". Then I changed some of the data. Now I need a way to loop through that data (which is still line segments but doesn't comply with Voronoi anymore) and generate "neigbourhoods" that are bordered with the "roads". I looked at some graph diagrams and shortest path theories, but I could not figure it out. Logically it could be done by starting at left edge from one point, finding the way back to that point using the shortest path with available lines (using only clockwise directions). Then mark this line set down and remove from the data. Then you can repeat the same process and get all the areas like that. I tried to implement that but it did not get me anywhere as I could not figure out a way to write a C++ code that could do that. Problem was with choosing the most counterclockwise line from available lines from a specific point. All angle based math I did gave wrong answers because the way sin/cos are implemented in c++. So to summarize - if you can help me with a totally new approach to the problem its good, if not could you help me find a way to write the part of the code that finds the shortest clockwise path back to the beginning point using the line segment set as paths back. Thank you for your help!

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  • How to find whole graph coverage path in dynamic state-flow diagram?

    - by joseph
    Hello, As I've been researching algorithms for path finding in graph, I found interesting problem. Definition of situation: 1)State diagram can have p states, and s Boolean Fields, and z Int Fields 2)Every state can have q ingoing and r outgoing transitions, and h Int fields (h belongs to z - see above) 3)Every transition can have only 1 event, and only 1 action 4)every action can change n Boolean Fields, and x Int Fields 5)every event can have one trigger from combination of any count of Boolean Fields in diagram 6)Transition can be in OPEN/CLOSED form. If the transition is open/closed depends on trigger2 compounded from 0..c Boolean fields. 7) I KNOW algorithm for finding shortest paths from state A to state B. 8) I KNOW algorithm for finding path that covers all states and transitions of whole state diagram, if all transitions are OPEN. Now, what is the goal: I need to find shortest path that covers all states and transitions in dynamically changing state diagram described above. When an action changes some int field, the algorithm should go through all states that have changed int field. The algorithm should also be able to open and close transition (by going through transitions that open and close another transitions by action) in the way that the founded path will be shortest and covers all transitions and states. Any idea how to solve it? I will be really pleased for ANY idea. Thanks for answers.

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  • Unable to restore from Shadow Copy due to long filename

    - by Spongeboy
    We have shadow copy enabled on our Windows SBS 2008 server. Attempting to restore a file from shadow copy gave the following error- The source file name(s) are larger than is supported by the file system. Try moving to a location which has a shorter path name, or try renaming to shorter name(s) before attempting this operation. The filename has 67 characters, and it's shadow copy path is 170 characters. These seem to be under the NTFS limits (260?). We tried- Copying to the shortest path possible (C:) Copying to the shortest path possible on both a client computer and the server itself Is it possible to rename files in a shadow copy, before doing the copy? Any idea why the error is appearing despite the filename size appearing to be within limits?

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  • Discovering path through unknown territory

    - by TravisG
    Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an exit point. There are some restrictions: There is always a way to the exit in the entire map that the AI walks around in, but there may be dead ends. The path to the exit is always pretty random, meaning that if you stand at crossroads, nothing indicates which direction would be the right one to go. It doesn't matter if the AI reaches a dead end, but it has to be able walk back out of it to a previously not inspected location and continue its search there. Initially, the AI starts out knowing only the starting area of the whole map. As it walks around, new points will be added to the pixel-map as the AI corresponding to the AIs range of sight (think of it like the AI is clearing the fog of war) The problem is in 2D space. All I have is the pixel map. There are no paths in the pixel map which are "too narrow". The AI fits through everything. It shouldn't be a brute force solution. E.g. it would be possible to simply find a path to each pixel in the pixel map that is yet undiscovered (with A*, for example), which will lead to the AI discovering new pixels. This could be repeated until the end is reached. The path doesn't have to be the shortest path (this is impossible without knowing the entire map beforehand), but when movements within the visible area are calculated, the shortest and from a human standpoint most logical path should be taken (e.g. if you can see a way out of your room into a hallway, you would obviously go there instead of exploring the corner of your current room). What kind of approaches to solve this problem are there?

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  • One letter game problem?

    - by Alex K
    Recently at a job interview I was given the following problem: Write a script capable of running on the command line as python It should take in two words on the command line (or optionally if you'd prefer it can query the user to supply the two words via the console). Given those two words: a. Ensure they are of equal length b. Ensure they are both words present in the dictionary of valid words in the English language that you downloaded. If so compute whether you can reach the second word from the first by a series of steps as follows a. You can change one letter at a time b. Each time you change a letter the resulting word must also exist in the dictionary c. You cannot add or remove letters If the two words are reachable, the script should print out the path which leads as a single, shortest path from one word to the other. You can /usr/share/dict/words for your dictionary of words. My solution consisted of using breadth first search to find a shortest path between two words. But apparently that wasn't good enough to get the job :( Would you guys know what I could have done wrong? Thank you so much. import collections import functools import re def time_func(func): import time def wrapper(*args, **kwargs): start = time.time() res = func(*args, **kwargs) timed = time.time() - start setattr(wrapper, 'time_taken', timed) return res functools.update_wrapper(wrapper, func) return wrapper class OneLetterGame: def __init__(self, dict_path): self.dict_path = dict_path self.words = set() def run(self, start_word, end_word): '''Runs the one letter game with the given start and end words. ''' assert len(start_word) == len(end_word), \ 'Start word and end word must of the same length.' self.read_dict(len(start_word)) path = self.shortest_path(start_word, end_word) if not path: print 'There is no path between %s and %s (took %.2f sec.)' % ( start_word, end_word, find_shortest_path.time_taken) else: print 'The shortest path (found in %.2f sec.) is:\n=> %s' % ( self.shortest_path.time_taken, ' -- '.join(path)) def _bfs(self, start): '''Implementation of breadth first search as a generator. The portion of the graph to explore is given on demand using get_neighboors. Care was taken so that a vertex / node is explored only once. ''' queue = collections.deque([(None, start)]) inqueue = set([start]) while queue: parent, node = queue.popleft() yield parent, node new = set(self.get_neighbours(node)) - inqueue inqueue = inqueue | new queue.extend([(node, child) for child in new]) @time_func def shortest_path(self, start, end): '''Returns the shortest path from start to end using bfs. ''' assert start in self.words, 'Start word not in dictionnary.' assert end in self.words, 'End word not in dictionnary.' paths = {None: []} for parent, child in self._bfs(start): paths[child] = paths[parent] + [child] if child == end: return paths[child] return None def get_neighbours(self, word): '''Gets every word one letter away from the a given word. We do not keep these words in memory because bfs accesses a given vertex only once. ''' neighbours = [] p_word = ['^' + word[0:i] + '\w' + word[i+1:] + '$' for i, w in enumerate(word)] p_word = '|'.join(p_word) for w in self.words: if w != word and re.match(p_word, w, re.I|re.U): neighbours += [w] return neighbours def read_dict(self, size): '''Loads every word of a specific size from the dictionnary into memory. ''' for l in open(self.dict_path): l = l.decode('latin-1').strip().lower() if len(l) == size: self.words.add(l) if __name__ == '__main__': import sys if len(sys.argv) not in [3, 4]: print 'Usage: python one_letter_game.py start_word end_word' else: g = OneLetterGame(dict_path = '/usr/share/dict/words') try: g.run(*sys.argv[1:]) except AssertionError, e: print e

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  • Constituent Experience Counts In Public Sector

    - by Michael Seback
      Businesses and government organizations are operating in an era of the empowered customer where service  and communication channels are challenged every day.  Consumers in the private sector have high expectations from purchasing gifts online, reading reviews on social sites, and expecting the companies they do business with to know and reward them.   In the Public Sector, constituents also expect government organizations to provide consistent and timely service across agencies and touch points.  Examples include requesting critical city services, applying for social assistance or reviewing insurance plans for a health insurance exchange. If an individual does not receive the services they need at the right time and place, it can create a dire situation – involving housing, food or healthcare assistance. Government organizations need to deliver a fast, reliable and personalized experience to constituents. Look at a few recent statistics from a Government focused survey: How do you define good customer service? 70 % improved services, 48% shortest time to provide information, 44% shortest time to resolve complaints What are ways/opportunities to improve customer service? 69% increased collaboration across agencies and 41% increased customer service channels Are you using data collected to make informed decisionsto improve customer service efforts? 39% data collection is limited, not used to improve decision making Source: Re-Imagining Customer Service in Government, 2012 Click here to see the highlights.  Would you like to get started – read Eight Steps to great constituent experiences for government.

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  • Decision Tree code golf

    - by Chris Jester-Young
    In Google Code Jam 2009, Round 1B, there is a problem called Decision Tree that lent itself to rather creative solutions. Post your shortest solution; I'll update the Accepted Answer to the current shortest entry on a semi-frequent basis, assuming you didn't just create a new language just to solve this problem. :-P Current rankings: 107 Perl 121 PostScript (binary) 136 Ruby 154 Arc 160 PostScript (ASCII85) 170 PostScript 192 Python 199 Common Lisp 214 LilyPond 222 JavaScript 273 Scheme 280 R 312 Haskell 314 PHP 339 m4 346 C 406 Fortran 462 Java 476 Java (well, kind of) 718 OCaml 759 F# 1741 sed C++ not qualified for now

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  • Explain BFS and DFS in terms of backtracking

    - by HH
    Wikipedia about DFS Depth-first search (DFS) is an algorithm for traversing or searching a tree, tree structure, or graph. One starts at the root (selecting some node as the root in the graph case) and explores as far as possible along each branch before backtracking. So is BFS? "an algorithm that choose a starting node, checks all nodes -- backtracks --, chooses the shortest path, chose neighbour nodes -- backtracks --, chose the shortest path -- finally finds the optimal path because of traversing each path due to continuos backtracking. Regex, find's pruning -- backtracking? The term backtracking confuseses due to its variety of use. UNIX find's pruning an SO-user explained with backtracking. Regex Buddy uses the term "catastrophic backtracking" if you do not limit the scope of your Regexes. It seems to be too wide umbrella-term. So: how do you define "Backtracking" GRAPH-theoretically? what is "backtracking" in BFS and DFS?

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  • route finding between two designation on maps in android?

    - by androidbase Praveen
    i want to just find a shortest path between the location on map. we have to pass the location's geopoint then click the button to get direction. it will show the shortest path like a blue line. how to do this? i search about this. many of them import a package com.google.googlenav.*;. where i have to get this? Any Idea???? Edit:got downloaded the Cloudemade API. how to draw the lines between the points.

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  • Interesting interview question. .Net

    - by rahul
    Coding Problem NumTrans There is an integer K. You are allowed to add to K any of its divisors not equal to 1and K. The same operation can be applied to the resulting number and so on. Notice that starting from the number 4, we can reach any composite number by applying several such operations. For example, the number 24 can be reached starting from 4 using 5 operations: 468121824 You will solve a more general problem. Given integers n and m, return the minimal number of the described operations necessary to transform n into m. Return -1 if m can't be obtained from n. Definition Method signature: int GetLeastCount (int n, int m) Constraints N will be between 4 and 100000, inclusive. M will be between N and 100000, inclusive. Examples 1) 4 576 Returns: 14 The shortest order of operations is: 468121827365481108162243324432576 2) 8748 83462 Returns: 10 The shortest order of operations is: 874813122196832624439366590497873283106834488346083462 3) 4 99991 Returns: -1 The number 99991 can't be obtained because it’s prime!

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  • What are algorithmic paradigms?

    - by Vaibhav Agarwal
    We generally talk about paradigms of programming as functional, procedural, object oriented, imperative etc but what should I reply when I am asked the paradigms of algorithms? For example are Travelling Salesman Problem, Dijkstra Shortest Path Algorithm, Euclid GCD Algorithm, Binary search, Kruskal's Minimum Spanning Tree, Tower of Hanoi paradigms of algorithms? Should I answer the data structures I would use to design these algorithms?

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  • Html5: How to handle RGB pixel with commands from prompt ? (just a browser)

    - by Rocket Surgeon
    In the browser tools, say in debugging (any browser will do, but IE9 preferred) how can I access things like html5 canvas and modify individual pixels by typing commands from prompt ? I know, it is possible to accomplish in miriad normal ways with preparing the markup and loading the page, but what is the shortest path ? The browser is running with some content, then I hit F12-Console- what exactly should I type to cause a canvas to change ? Thank you

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  • How an SEO Company Implements Search Engine Optimization

    Many of you would wonder how an SEO Company can place your site on the upper ranks of search engines to drive traffic to your page. There are plenty of resources online to help you achieve the same on your own, but their expertise enable to do so easily that shows results in the shortest possible time.

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  • Algorithm to map an area [on hold]

    - by user37843
    I want to create a crawler that starts in a room and from that room to move North,East,West and South until there aren't any new rooms to visit. I don't want to have duplicates and the output format per line to be something like this: current room, neighbour 1, neighbour 2 ... and in the end to apply BFS algorithm to find the shortest path between 2 rooms. Can anyone offer me some suggestion what to use? Thanks

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  • Top Three Advantages of Using Link Building Services

    Link building services are an integral part of internet marketing strategies for any website. It is one of the top methods of directing quality web traffic. It can be done by anyone who knows anything about internet marketing however experts in the field are able to optimize the process which gives the best results in the shortest amount of time.

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  • How to draw an RGB pixel with bare hands ? (no extra document just a browser)

    - by Rocket Surgeon
    In the browser tools, say in debugging (any browser will do, but IE9 preferred) how can I access things like html5 canvas and modify individual pixels by typing commands from prompt ? I know, it is possible to accomplish in miriad normal ways with preparing the markup and loading the page, but what is the shortest path ? The browser is running with some content, then I hit F12-Console- what exactly should I type to cause a canvas to change ? Thank you

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  • Join mp4 files in linux

    - by Jose Armando
    I want to join two mp4 files to create a single one. The video streams are encoded in h264 and the audio in aac. I can not re-encode the videos to another format due to computational reasons. Also, I cannot use any gui programs, all processing must be performed with linux command line utilities. FFmpeg cannot do this for mpeg4 files so instead I used MP4Box e.g. MP4Box -add video1.mp4 -cat video2.mp4 newvideo.mp4 unfortunately the audio gets all mixed up. I thought that the problem was that the audio was in aac so I transcoded it in mp3 and used again MP4Box. In this case the audio is fine for the first half of newvideo.mp4 (corresponding to video1.mp4) but then their is no audio and I cannot navigate in the video also. My next thought was that the audio and video streams had some small discrepancies in their lengths that I should fix. So for each input video I splitted the video and audio streams and then joined them with the -shortest option in ffmpeg. thus for the first video I ran avconv -y -i video1.mp4 -c copy -map 0:0 videostream1.mp4 avconv -y -i video1.mp4 -c copy -map 0:1 audiostream1.m4a avconv -y -i videostream1.mp4 -i audiostream1.m4a -c copy -shortest video1_aligned.mp4 similarly for the second video and then used MP4Box as previously. Unfortunately this didn't work either. The only success I had was when I joined the video streams separetely (i.e. videostream1.mp4 and videostream2.mp4) and the audio streams (i.e. audiostream1.m4a and audiostream2.m4a) and then joined the video and audio in a final file. However, the synchronization is lost for the second half of the video. Concretelly, there is a 1 sec delay of audio and video. Any suggestions are really welcome.

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  • FFmpeg overlay two videos, one input with transparency

    - by Gian B.
    I am trying to create a karaoke from a CD+G file (converted to AVI using FFmpeg) and add a video as a background of the lyrics. Here's a screenshot of a the output from CD+G conversion, for simplicity let's call this lyrics.avi http://imgur.com/wUwHUhV Now a have this video.mp4 file that I'd like to put behind this lyrics.avi Here's a sample of what I'm trying to achieve http://imgur.com/8GuWXtQ I'm sure most of you are familiar with karaoke. I haven't used FFmpeg much and I'm not really sure if what I want to achieve is possible with FFmpeg. Is it possible to overlay two videos, and add a transparency to one of the videos? In this case the colour black? How can I set the offset time of the lyrics.avi? Here's the command the I've tried so far: ffmpeg -i video.mp4 -i lyrics.avi -filter_complex "nullsrc=size=854x480 [base]; [0:v] setpts=PTS-STARTPTS, scale=854x480 [upperleft]; [1:v] setpts=PTS-STARTPTS, scale=854x200 [bottomleft]; [base][upperleft] overlay=shortest=1 [tmp1]; [tmp1][bottomleft] overlay=shortest=1:y=280" -c:v libx264 -y karaoke.mp4

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  • File Fix-it codegolf (GCJ 2010 1B-A)

    - by KirarinSnow
    Last year (2009), the Google Code Jam featured an interesting problem as the first problem in Round 1B: Decision Tree As the problem seemed tailored for Lisp-like languages, we spontaneously had an exciting codegolf here on SO, in which a few languages managed to solve the problem in fewer characters than any Lisp variety, using quite a number of different techniques. This year's Round 1B Problem A (File Fix-it) also seems tailored for a particular family of languages, Unix shell scripts. So continuing the "1B-A tradition" would be appropriate. :p But which language will end up with the shortest code? Let us codegolf and see! Problem description (adapted from official page): You are given T test cases. Each test case contains N lines that list the full path of all directories currently existing on your computer. For example: /home/awesome /home/awesome/wheeeeeee /home/awesome/wheeeeeee/codegolfrocks /home/thecakeisalie Next, you are given M lines that list the full path of directories you would like to create. They are in the same format as the previous examples. You can create a directory using the mkdir command, but you can only do so if the parent directory already exists. For example, to create the directories /pyonpyon/fumufumu/yeahyeah and /pyonpyon/fumufumu/yeahyeahyeah, you would need to use mkdir four times: mkdir /pyonpyon mkdir /pyonpyon/fumufumu mkdir /pyonpyon/fumufumu/yeahyeah mkdir /pyonpyon/fumufumu/yeahyeahyeah For each test case, return the number of times you have to call mkdir to create all the directories you would like to create. Input Input consists of a text file whose first line contains the integer T, the number of test cases. The rest of the file contains the test cases. Each test case begins with a line containing the integers N and M, separated by a space. The next N lines contain the path of each directory currently existing on your computer (not including the root directory /). This is a concatenation of one or more non-empty lowercase alphanumeric strings, each preceded by a single /. The following M lines contain the path of each directory you would like to create. Output For each case, print one line containing Case #X: Y, where X is the case number and Y is the solution. Limits 1 = T = 100. 0 = N = 100. 1 = M = 100. Each path contains at most 100 characters. Every path appears only once in the list of directories already on your computer, or in the list of desired directories. However, a path may appear on both lists, as in example case #3 below. If a directory is in the list of directories already on your computer, its parent directory will also be listed, with the exception of the root directory /. The input file is at most 100,000 bytes long. Example Larger sample test cases may be downloaded here. Input: 3 0 2 /home/sparkle/pyon /home/sparkle/cakes 1 3 /z /z/y /z/x /y/y 2 1 /moo /moo/wheeeee /moo Output: Case #1: 4 Case #2: 4 Case #3: 0 Code Golf Please post your shortest code in any language that solves this problem. Input and output may be handled via stdin and stdout or by other files of your choice. Please include a disclaimer if your code has the potential to modify or delete existing files when executed. Winner will be the shortest solution (by byte count) in a language with an implementation existing prior to the start of Round 1B 2010.

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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  • Suggestions of the easiest algorithms for some Graph operations

    - by Nazgulled
    Hi, The deadline for this project is closing in very quickly and I don't have much time to deal with what it's left. So, instead of looking for the best (and probably more complicated/time consuming) algorithms, I'm looking for the easiest algorithms to implement a few operations on a Graph structure. The operations I'll need to do is as follows: List all users in the graph network given a distance X List all users in the graph network given a distance X and the type of relation Calculate the shortest path between 2 users on the graph network given a type of relation Calculate the maximum distance between 2 users on the graph network Calculate the most distant connected users on the graph network A few notes about my Graph implementation: The edge node has 2 properties, one is of type char and another int. They represent the type of relation and weight, respectively. The Graph is implemented with linked lists, for both the vertices and edges. I mean, each vertex points to the next one and each vertex also points to the head of a different linked list, the edges for that specific vertex. What I know about what I need to do: I don't know if this is the easiest as I said above, but for the shortest path between 2 users, I believe the Dijkstra algorithm is what people seem to recommend pretty often so I think I'm going with that. I've been searching and searching and I'm finding it hard to implement this algorithm, does anyone know of any tutorial or something easy to understand so I can implement this algorithm myself? If possible, with C source code examples, it would help a lot. I see many examples with math notations but that just confuses me even more. Do you think it would help if I "converted" the graph to an adjacency matrix to represent the links weight and relation type? Would it be easier to perform the algorithm on that instead of the linked lists? I could easily implement a function to do that conversion when needed. I'm saying this because I got the feeling it would be easier after reading a couple of pages about the subject, but I could be wrong. I don't have any ideas about the other 4 operations, suggestions?

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  • How should I generate the partitions / pairs for the Chinese Postman problem?

    - by Simucal
    I'm working on a program for class that involves solving the Chinese Postman problem. Our assignment only requires us to write a program to solve it for a hard-coded graph but I'm attempting to solve it for the general case on my own. The part that is giving me trouble is generating the partitions of pairings for the odd vertices. For example, if I had the following labeled odd verticies in a graph: 1 2 3 4 5 6 I need to find all the possible pairings / partitions I can make with these vertices. I've figured out I'll have i paritions given: n = num of odd verticies k = n / 2 i = ((2k)(2k-1)(2k-2)...(k+1))/2 So, given the 6 odd verticies above, we will know that we need to generate i = 15 partitions. The 15 partions would look like: 1 2 3 4 5 6 1 2 3 5 4 6 1 2 3 6 4 5 ... 1 6 ... Then, for each partition, I take each pair and find the shortest distance between them and sum them for that partition. The partition with the total smallest distance between its pairs is selected, and I then double all the edges between the shortest path between the odd vertices (found in the selected partition). These represent the edges the postman will have to walk twice. At first I thought I had worked out an appropriate algorithm for generating these partitions / pairs but it is flawed. I found it wasn't a simple permutation/combination problem. Does anyone who has studied this problem before have any tips that can help point me in the right direction for generating these partitions?

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