论文标题
向量TSP:类似赛马场的加速限制的旅行销售人员问题
Vector TSP: A Traveling Salesperson Problem with Racetrack-like Acceleration Constraints
论文作者
论文摘要
我们研究了旅行销售人员问题的新版本,称为\ vectortsp,在该问题中,旅行者受到离散加速约束的约束,如纸笔游戏赛道(也称为矢量赛车手)所定义。在此模型中,特定时间点的自由度取决于当前的速度,速度不受限制。 本文介绍了此问题并启动了研究,还讨论了与现有版本的TSP的主要区别。毫不奇怪,问题是NP-HARD。 \ vectortsp的一个关键特征是它以离散的组合方式处理加速度,使问题更适合算法研究。该问题涉及两层轨迹计划:(1)访问城市的顺序,以及(2)实现这种访问的物理轨迹,都相互交互。这种相互作用被形式化为高级旅行算法和轨迹甲骨文之间的交互协议,前者反复称呼后者。我们提出了轨迹甲骨文的精确实现,将a*算法适用于多个检查点的路径,其订购为\ emph {gishive}(此算法可能是独立的利益)。为了进一步激发问题,我们执行实验表明,首先要将实例求解为\ euclideantsp的天真方法,然后优化所产生的旅行的轨迹,通常是次优的,并且由简单(但专用)的启发术胜过。
We study a new version of the Traveling Salesperson Problem, called \VectorTSP, where the traveler is subject to discrete acceleration constraints, as defined in the paper-and-pencil game Racetrack (also known as Vector Racer). In this model, the degrees of freedom at a certain point in time depends on the current velocity, and the speed is not limited. The paper introduces this problem and initiates its study, discussing also the main differences with existing versions of TSP. Not surprisingly, the problem turns out to be NP-hard. A key feature of \VectorTSP is that it deals with acceleration in a discrete, combinatorial way, making the problem more amenable to algorithmic investigation. The problem involves two layers of trajectory planning: (1) the order in which cities are visited, and (2) the physical trajectory realizing such a visit, both interacting with each other. This interaction is formalized as an interactive protocol between a high-level tour algorithm and a trajectory oracle, the former calling the latter repeatedly. We present an exact implementation of the trajectory oracle, adapting the A* algorithm for paths over multiple checkpoints whose ordering is \emph{given} (this algorithm being possibly of independent interest). To motivate the problem further, we perform experiments showing that the naive approach consisting of solving the instance as an \EuclideanTSP first, then optimizing the trajectory of the resulting tour, is typically suboptimal and outperformed by simple (but dedicated) heuristics.