tackling the railway station puzzle - a quest for minimized cost
The Railway Station Puzzle aims to optimize the placement of railway stations to minimize the number of stations and the average travel cost for families. This problem is inspired by historical railway expansion, requiring efficient computational solutions. To understand the intricacies and rules of this puzzle, explore the problem statement on GitHub.
The problem as described in the README of the repository and in an attached PDF is a practical component of a course in my university, heard some collegues talking about it and decided to try.
The task involves an NxM grid representing a map where each cell contains a number of families. The goal is to minimize the number of railway stations (A) and the average travel cost (B) to the nearest station. The travel cost is defined by distance with specified unit costs. The overall cost function is:
\[\text{Cost} = 1000A + 100B\]Component | Description |
---|---|
Objective | Minimize the number of stations and the average travel cost |
Initial State | An empty grid with no stations |
Possible Actions | Place a station in any cell |
Transition Model | Update grid state with the new station placement |
Cost | Calculated based on the number of stations and the average travel distance |
Successors | All possible grids with one additional station |
Solution | Grid configuration that meets the objective with minimum cost |
Constraints | Average travel cost must be less than 3 |
The problem is represented as a grid where each cell is a zone containing a number of families. The nodes are the zones, and edges represent the possible placements of stations.
This table succinctly encapsulates the problem’s components, providing a clear framework for the “Land Permutation Problem.” The constraints ensure that the number of borders in a successor state must not exceed that of the current state, guiding the search towards the objective.
Informed search algorithms use heuristics to guide the search process, making them more efficient than uninformed search methods. These algorithms prioritize exploring paths that are more likely to lead to the goal, thus reducing the search space and time.
A heuristic is a technique used to estimate the cost of reaching the goal from a given state. It provides an educated guess based on available information, helping to prioritize certain paths over others.
Heuristics allow algorithms to make decisions based on estimated future costs, leading to more efficient searches. By using heuristics, informed search algorithms can quickly discard less promising paths, focusing computational resources on more likely solutions.
A* combines the actual cost to reach a node and the heuristic estimated cost to the goal, ensuring that the path found is both optimal and efficient.
Best-First Search uses only the heuristic estimate to guide the search, always expanding the most promising node based on the heuristic value.
Informed search algorithms are chosen for their efficiency because they use heuristics to guide the search process. Unlike blind search methods, which explore all possible paths without direction, informed search algorithms focus on the most promising paths based on heuristic estimates. This reduces the search space and time required to find a solution. For the Railway Station Puzzle, using an informed search like Best-First Search ensures that both the number of stations and the average travel cost are minimized effectively, providing optimal results more efficiently.
Best-First Search (BFS) is used in your Railway Station Puzzle implementation for several reasons:
Best-First Search is a suitable choice for the Railway Station Puzzle because it leverages an effective heuristic to guide the search process, reducing the search space and computational overhead. By focusing on heuristic values, the algorithm can efficiently navigate towards solutions that minimize the total cost, making it a practical approach for this optimization problem.
The heuristic used in this problem balances the number of stations and the travel cost:
\[\text{Heuristic} = \sum (\text{Families} \times \text{MinDistance}) \times \left(1 + \frac{\text{Number of Stations}}{\text{Total Families}}\right)\]This ensures that the search process focuses on minimizing both the number of stations and the average travel cost, making it well-suited for the A* algorithm.
To solve the Railway Station Puzzle, the problem was implemented in a structured manner using a Best-First Search algorithm. The solution includes:
RailwayStation
class that defines the state space of the problem, including the map layout, station placements, sucessor state generation, heuristc calculation and cost calculations.BestFirst
class that implements the Best-First Search algorithm to find the optimal placement of stations.DistanceMapViewer
class to visualize the results using JavaFX.The RailwayStation class represents the state space, defining the layout of the map, the placement of stations, and the cost calculations. The cost calculation is done using the formula provided in the problem statement, the heuristic is calculated using the formula provided above and a set is used to prevent states that are already in the queue of being added again (and having the cost of calculating the heuristic again). These are all fundamental for the algorithm.
In the implementation of the search algorithms we used the tools provided to us by java, we use a PriorityQueue to store the generated states after each interaction, and for this we also overriden the compareTo method in the state to use the heuristic. We also use a HashSet to keep track of the states already explored and since it has the states we overriden the equals and hashCode.
So on every iteration, we get the state with the best heuristic from the Priority Queue, we calculate its cost, check if it is a valid solution, if it is, we compare it with the best solution we have so far. Generate its children and add them to the priority queue. The algorithm goes on until all the state space is explored or until a minute or 100000 evaluations (of the cost), have been met.
The DistanceMapViewer class visualizes the results using JavaFX. This class is responsible for presenting the map, station placements, and various statistics such as average cost, total cost, evaluations, and generations. The visualization provides a clear and interactive way to analyze the performance of the algorithm and the effectiveness of the station placements.
The table below presents the outcomes of applying the Best-First Search algorithm to the Railway Station Puzzle across 20 different instances. Each entry includes the number of stations placed, the average travel cost, the total cost, the number of evaluations, the number of states generated, and the execution time.
Instance | Stations | Average Cost | Total Cost | Evaluations | Generated States | Execution Time |
---|---|---|---|---|---|---|
1 | [[3, 1]] | 2.48 | 1247 | 100000 | 101653 | 0s |
2 | [[2, 2]] | 1.98 | 1197 | 100000 | 101009 | 0s |
3 | [[2, 3]] | 2.95 | 1295 | 100000 | 114061 | 1s |
4 | [[3, 4], [6, 2]] | 1.42 | 2141 | 100000 | 115284 | 1s |
5 | [[4, 3], [7, 6], [1, 2]] | 2.28 | 3227 | 100000 | 184671 | 4s |
6 | [[6, 4], [1, 2]] | 2.57 | 2256 | 100000 | 159621 | 2s |
7 | [[5, 4], [8, 7], [1, 6], [9, 2]] | 2.71 | 4270 | 100000 | 280044 | 10s |
8 | [[3, 4], [3, 9], [4, 0]] | 2.15 | 3215 | 100000 | 188545 | 4s |
9 | [[8, 4], [9, 11], [1, 7], [4, 2], [1, 11]] | 2.93 | 5293 | 100000 | 425080 | 29s |
10 | [[5, 8], [7, 2], [1, 6], [9, 9]] | 2.96 | 4296 | 100000 | 524928 | 17s |
11 | [[9, 5], [1, 9], [6, 1], [11, 10], [1, 2]] | 2.70 | 5270 | 100000 | 459776 | 22s |
12 | [[8, 12], [3, 5], [10, 3], [6, 9], [12, 13]] | 2.50 | 5249 | 100000 | 591103 | 26s |
13 | [[5, 10], [9, 15], [8, 3], [2, 8], [11, 7], [3, 1]] | 2.31 | 6231 | 100000 | 651655 | 50s |
14 | [[4, 5], [6, 12], [11, 1], [12, 15], [5, 2], [3, 7]] | 2.74 | 6273 | 100000 | 802805 | 32s |
15 | [[3, 15], [11, 5], [2, 7], [10, 15], [2, 2], [9, 8]] | 2.97 | 6297 | 50278 | 722772 | 60s |
16 | [[7, 10], [10, 3], [9, 14], [2, 11], [4, 2], [9, 6]] | 2.65 | 6265 | 100000 | 639612 | 35s |
17 | [[3, 14], [10, 4], [11, 15], [4, 3], [8, 11], [0, 8], [2, 17]] | 2.57 | 7257 | 10510 | 810996 | 60s |
18 | [[8, 9], [2, 3], [4, 14], [9, 15], [8, 1], [10, 7], [4, 7]] | 2.42 | 7241 | 100000 | 599432 | 43s |
19 | [[8, 12], [3, 4], [3, 13], [12, 9], [11, 15], [10, 2], [7, 17]] | 2.68 | 7268 | 9909 | 592817 | 60s |
20 | [[8, 4], [7, 14], [13, 15], [1, 8], [1, 2], [9, 1], [4, 16]] | 2.92 | 7291 | 6327 | 1252650 | 60s |
The results of the Best-First Search algorithm on the Railway Station Puzzle reveal several key points about its performance:
The table provides a comprehensive overview of the algorithm’s performance, reflecting its strengths in efficiently exploring large search spaces and generating numerous potential solutions. However, the instances that hit the 60-second limit reveal areas where the algorithm struggles with time complexity, suggesting that further optimizations or alternative approaches may be needed for more complex scenarios.
For readers interested in learning more about heuristic search algorithms and their applications, the following resources provide comprehensive explanations and examples:
These resources offer valuable insights and deeper understanding for anyone looking to expand their knowledge of heuristic search algorithms and their implementation in solving complex problems like the Railway Station Puzzle.