722 lines
28 KiB
C++
722 lines
28 KiB
C++
// Copyright 2010-2024 Google LLC
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef OR_TOOLS_ALGORITHMS_KNAPSACK_SOLVER_H_
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#define OR_TOOLS_ALGORITHMS_KNAPSACK_SOLVER_H_
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <vector>
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#include "absl/strings/string_view.h"
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#include "ortools/util/time_limit.h"
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namespace operations_research {
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class BaseKnapsackSolver;
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/** This library solves knapsack problems.
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*
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* Problems the library solves include:
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* - 0-1 knapsack problems,
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* - Multi-dimensional knapsack problems,
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*
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* Given n items, each with a profit and a weight, given a knapsack of
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* capacity c, the goal is to find a subset of items which fits inside c
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* and maximizes the total profit.
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* The knapsack problem can easily be extended from 1 to d dimensions.
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* As an example, this can be useful to constrain the maximum number of
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* items inside the knapsack.
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* Without loss of generality, profits and weights are assumed to be positive.
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*
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* From a mathematical point of view, the multi-dimensional knapsack problem
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* can be modeled by d linear constraints:
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*
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* ForEach(j:1..d)(Sum(i:1..n)(weight_ij * item_i) <= c_j
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* where item_i is a 0-1 integer variable.
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*
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* Then the goal is to maximize:
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*
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* Sum(i:1..n)(profit_i * item_i).
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*
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* There are several ways to solve knapsack problems. One of the most
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* efficient is based on dynamic programming (mainly when weights, profits
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* and dimensions are small, and the algorithm runs in pseudo polynomial time).
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* Unfortunately, when adding conflict constraints the problem becomes strongly
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* NP-hard, i.e. there is no pseudo-polynomial algorithm to solve it.
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* That's the reason why the most of the following code is based on branch and
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* bound search.
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*
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* For instance to solve a 2-dimensional knapsack problem with 9 items,
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* one just has to feed a profit vector with the 9 profits, a vector of 2
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* vectors for weights, and a vector of capacities.
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* E.g.:
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\b Python:
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\code{.py}
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profits = [ 1, 2, 3, 4, 5, 6, 7, 8, 9 ]
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weights = [ [ 1, 2, 3, 4, 5, 6, 7, 8, 9 ],
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[ 1, 1, 1, 1, 1, 1, 1, 1, 1 ]
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]
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capacities = [ 34, 4 ]
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solver = knapsack_solver.KnapsackSolver(
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knapsack_solver.SolverType
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.KNAPSACK_MULTIDIMENSION_BRANCH_AND_BOUND_SOLVER,
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'Multi-dimensional solver')
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solver.init(profits, weights, capacities)
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profit = solver.solve()
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\endcode
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\b C++:
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\code{.cpp}
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const std::vector<int64_t> profits = { 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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const std::vector<std::vector<int64_t>> weights =
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{ { 1, 2, 3, 4, 5, 6, 7, 8, 9 },
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{ 1, 1, 1, 1, 1, 1, 1, 1, 1 } };
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const std::vector<int64_t> capacities = { 34, 4 };
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KnapsackSolver solver(
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KnapsackSolver::KNAPSACK_MULTIDIMENSION_BRANCH_AND_BOUND_SOLVER,
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"Multi-dimensional solver");
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solver.Init(profits, weights, capacities);
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const int64_t profit = solver.Solve();
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\endcode
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\b Java:
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\code{.java}
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final long[] profits = { 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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final long[][] weights = { { 1, 2, 3, 4, 5, 6, 7, 8, 9 },
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{ 1, 1, 1, 1, 1, 1, 1, 1, 1 } };
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final long[] capacities = { 34, 4 };
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KnapsackSolver solver = new KnapsackSolver(
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KnapsackSolver.SolverType.KNAPSACK_MULTIDIMENSION_BRANCH_AND_BOUND_SOLVER,
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"Multi-dimensional solver");
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solver.init(profits, weights, capacities);
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final long profit = solver.solve();
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\endcode
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*/
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class KnapsackSolver {
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public:
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/** Enum controlling which underlying algorithm is used.
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*
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* This enum is passed to the constructor of the KnapsackSolver object.
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* It selects which solving method will be used.
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*/
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enum SolverType {
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/** Brute force method.
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*
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* Limited to 30 items and one dimension, this
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* solver uses a brute force algorithm, ie. explores all possible states.
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* Experiments show competitive performance for instances with less than
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* 15 items. */
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KNAPSACK_BRUTE_FORCE_SOLVER = 0,
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/** Optimized method for single dimension small problems
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*
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* Limited to 64 items and one dimension, this
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* solver uses a branch & bound algorithm. This solver is about 4 times
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* faster than KNAPSACK_MULTIDIMENSION_BRANCH_AND_BOUND_SOLVER.
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*/
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KNAPSACK_64ITEMS_SOLVER = 1,
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/** Dynamic Programming approach for single dimension problems
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*
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* Limited to one dimension, this solver is based on a dynamic programming
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* algorithm. The time and space complexity is O(capacity *
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* number_of_items).
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*/
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KNAPSACK_DYNAMIC_PROGRAMMING_SOLVER = 2,
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#if defined(USE_CBC)
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/** CBC Based Solver
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*
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* This solver can deal with both large number of items and several
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* dimensions. This solver is based on Integer Programming solver CBC.
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*/
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KNAPSACK_MULTIDIMENSION_CBC_MIP_SOLVER = 3,
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#endif // USE_CBC
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/** Generic Solver.
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*
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* This solver can deal with both large number of items and several
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* dimensions. This solver is based on branch and bound.
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*/
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KNAPSACK_MULTIDIMENSION_BRANCH_AND_BOUND_SOLVER = 5,
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#if defined(USE_SCIP)
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/** SCIP based solver
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*
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* This solver can deal with both large number of items and several
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* dimensions. This solver is based on Integer Programming solver SCIP.
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*/
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KNAPSACK_MULTIDIMENSION_SCIP_MIP_SOLVER = 6,
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#endif // USE_SCIP
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#if defined(USE_XPRESS)
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/** XPRESS based solver
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*
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* This solver can deal with both large number of items and several
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* dimensions. This solver is based on Integer Programming solver XPRESS.
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*/
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KNAPSACK_MULTIDIMENSION_XPRESS_MIP_SOLVER = 7,
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#endif
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#if defined(USE_CPLEX)
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/** CPLEX based solver
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*
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* This solver can deal with both large number of items and several
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* dimensions. This solver is based on Integer Programming solver CPLEX.
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*/
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KNAPSACK_MULTIDIMENSION_CPLEX_MIP_SOLVER = 8,
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#endif
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/** Divide and Conquer approach for single dimension problems
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*
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* Limited to one dimension, this solver is based on a divide and conquer
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* technique and is suitable for larger problems than Dynamic Programming
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* Solver. The time complexity is O(capacity * number_of_items) and the
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* space complexity is O(capacity + number_of_items).
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*/
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KNAPSACK_DIVIDE_AND_CONQUER_SOLVER = 9,
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/** CP-SAT based solver
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*
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* This solver can deal with both large number of items and several
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* dimensions. This solver is based on the CP-SAT solver
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*/
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KNAPSACK_MULTIDIMENSION_CP_SAT_SOLVER = 10,
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};
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explicit KnapsackSolver(const std::string& solver_name);
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KnapsackSolver(SolverType solver_type, const std::string& solver_name);
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#ifndef SWIG
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// This type is neither copyable nor movable.
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KnapsackSolver(const KnapsackSolver&) = delete;
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KnapsackSolver& operator=(const KnapsackSolver&) = delete;
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#endif
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virtual ~KnapsackSolver();
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/**
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* Initializes the solver and enters the problem to be solved.
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*/
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void Init(const std::vector<int64_t>& profits,
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const std::vector<std::vector<int64_t> >& weights,
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const std::vector<int64_t>& capacities);
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/**
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* Solves the problem and returns the profit of the optimal solution.
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*/
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int64_t Solve();
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/**
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* Returns true if the item 'item_id' is packed in the optimal knapsack.
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*/
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bool BestSolutionContains(int item_id) const;
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/**
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* Returns true if the solution was proven optimal.
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*/
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bool IsSolutionOptimal() const { return is_solution_optimal_; }
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std::string GetName() const;
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bool use_reduction() const { return use_reduction_; }
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void set_use_reduction(bool use_reduction) { use_reduction_ = use_reduction; }
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/** Time limit in seconds.
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*
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* When a finite time limit is set the solution obtained might not be optimal
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* if the limit is reached.
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*/
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void set_time_limit(double time_limit_seconds) {
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time_limit_seconds_ = time_limit_seconds;
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time_limit_ = std::make_unique<TimeLimit>(time_limit_seconds_);
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}
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private:
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// Trivial reduction of capacity constraints when the capacity is higher than
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// the sum of the weights of the items. Returns the number of reduced items.
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int ReduceCapacities(int num_items,
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const std::vector<std::vector<int64_t> >& weights,
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const std::vector<int64_t>& capacities,
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std::vector<std::vector<int64_t> >* reduced_weights,
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std::vector<int64_t>* reduced_capacities);
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int ReduceProblem(int num_items);
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void ComputeAdditionalProfit(const std::vector<int64_t>& profits);
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void InitReducedProblem(const std::vector<int64_t>& profits,
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const std::vector<std::vector<int64_t> >& weights,
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const std::vector<int64_t>& capacities);
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std::unique_ptr<BaseKnapsackSolver> solver_;
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std::vector<bool> known_value_;
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std::vector<bool> best_solution_;
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bool is_solution_optimal_ = false;
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std::vector<int> mapping_reduced_item_id_;
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bool is_problem_solved_;
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int64_t additional_profit_;
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bool use_reduction_;
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double time_limit_seconds_;
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std::unique_ptr<TimeLimit> time_limit_;
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};
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#if !defined(SWIG)
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// The following code defines needed classes for the KnapsackGenericSolver
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// class which is the entry point to extend knapsack with new constraints such
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// as conflicts between items.
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//
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// Constraints are enforced using KnapsackPropagator objects, in the current
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// code there is one propagator per dimension (KnapsackCapacityPropagator).
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// One of those propagators, named primary propagator, is used to guide the
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// search, i.e. decides which item should be assigned next.
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// Roughly speaking the search algorithm is:
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// - While not optimal
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// - Select next search node to expand
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// - Select next item_i to assign (using primary propagator)
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// - Generate a new search node where item_i is in the knapsack
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// - Check validity of this new partial solution (using propagators)
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// - If valid, add this new search node to the search
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// - Generate a new search node where item_i is not in the knapsack
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// - Check validity of this new partial solution (using propagators)
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// - If valid, add this new search node to the search
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//
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// TODO(user): Add a new propagator class for conflict constraint.
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// TODO(user): Add a new propagator class used as a guide when the problem has
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// several dimensions.
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// ----- KnapsackAssignment -----
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// KnapsackAssignment is a small struct used to pair an item with its
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// assignment. It is mainly used for search nodes and updates.
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struct KnapsackAssignment {
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KnapsackAssignment(int _item_id, bool _is_in)
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: item_id(_item_id), is_in(_is_in) {}
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int item_id;
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bool is_in;
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};
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// ----- KnapsackItem -----
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// KnapsackItem is a small struct to pair an item weight with its
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// corresponding profit.
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// The aim of the knapsack problem is to pack as many valuable items as
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// possible. A straight forward heuristic is to take those with the greatest
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// profit-per-unit-weight. This ratio is called efficiency in this
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// implementation. So items will be grouped in vectors, and sorted by
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// decreasing efficiency.
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// Note that profits are duplicated for each dimension. This is done to
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// simplify the code, especially the GetEfficiency method and vector sorting.
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// As there usually are only few dimensions, the overhead should not be an
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// issue.
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struct KnapsackItem {
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KnapsackItem(int _id, int64_t _weight, int64_t _profit)
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: id(_id), weight(_weight), profit(_profit) {}
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double GetEfficiency(int64_t profit_max) const {
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return (weight > 0)
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? static_cast<double>(profit) / static_cast<double>(weight)
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: static_cast<double>(profit_max);
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}
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// The 'id' field is used to retrieve the initial item in order to
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// communicate with other propagators and state.
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const int id;
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const int64_t weight;
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const int64_t profit;
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};
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typedef KnapsackItem* KnapsackItemPtr;
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// ----- KnapsackSearchNode -----
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// KnapsackSearchNode is a class used to describe a decision in the decision
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// search tree.
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// The node is defined by a pointer to the parent search node and an
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// assignment (see KnapsackAssignment).
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// As the current state is not explicitly stored in a search node, one should
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// go through the search tree to incrementally build a partial solution from
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// a previous search node.
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class KnapsackSearchNode {
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public:
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KnapsackSearchNode(const KnapsackSearchNode* parent,
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const KnapsackAssignment& assignment);
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#ifndef SWIG
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// This type is neither copyable nor movable.
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KnapsackSearchNode(const KnapsackSearchNode&) = delete;
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KnapsackSearchNode& operator=(const KnapsackSearchNode&) = delete;
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#endif
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int depth() const { return depth_; }
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const KnapsackSearchNode* parent() const { return parent_; }
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const KnapsackAssignment& assignment() const { return assignment_; }
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int64_t current_profit() const { return current_profit_; }
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void set_current_profit(int64_t profit) { current_profit_ = profit; }
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int64_t profit_upper_bound() const { return profit_upper_bound_; }
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void set_profit_upper_bound(int64_t profit) { profit_upper_bound_ = profit; }
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int next_item_id() const { return next_item_id_; }
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void set_next_item_id(int id) { next_item_id_ = id; }
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private:
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// 'depth' field is used to navigate efficiently through the search tree
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// (see KnapsackSearchPath).
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int depth_;
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const KnapsackSearchNode* const parent_;
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KnapsackAssignment assignment_;
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// 'current_profit' and 'profit_upper_bound' fields are used to sort search
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// nodes using a priority queue. That allows to pop the node with the best
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// upper bound, and more importantly to stop the search when optimality is
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// proved.
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int64_t current_profit_;
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int64_t profit_upper_bound_;
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// 'next_item_id' field allows to avoid an O(number_of_items) scan to find
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// next item to select. This is done for free by the upper bound computation.
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int next_item_id_;
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};
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// ----- KnapsackSearchPath -----
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// KnapsackSearchPath is a small class used to represent the path between a
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// node to another node in the search tree.
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// As the solution state is not stored for each search node, the state should
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// be rebuilt at each node. One simple solution is to apply all decisions
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// between the node 'to' and the root. This can be computed in
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// O(number_of_items).
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//
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// However, it is possible to achieve better average complexity. Two
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// consecutively explored nodes are usually close enough (i.e., much less than
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// number_of_items) to benefit from an incremental update from the node
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// 'from' to the node 'to'.
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//
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// The 'via' field is the common parent of 'from' field and 'to' field.
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// So the state can be built by reverting all decisions from 'from' to 'via'
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// and then applying all decisions from 'via' to 'to'.
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class KnapsackSearchPath {
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public:
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KnapsackSearchPath(const KnapsackSearchNode& from,
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const KnapsackSearchNode& to);
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#ifndef SWIG
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// This type is neither copyable nor movable.
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KnapsackSearchPath(const KnapsackSearchPath&) = delete;
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KnapsackSearchPath& operator=(const KnapsackSearchPath&) = delete;
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#endif
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void Init();
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const KnapsackSearchNode& from() const { return from_; }
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const KnapsackSearchNode& via() const { return *via_; }
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const KnapsackSearchNode& to() const { return to_; }
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const KnapsackSearchNode* MoveUpToDepth(const KnapsackSearchNode& node,
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int depth) const;
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private:
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const KnapsackSearchNode& from_;
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const KnapsackSearchNode* via_; // Computed in 'Init'.
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const KnapsackSearchNode& to_;
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};
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// ----- KnapsackState -----
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// KnapsackState represents a partial solution to the knapsack problem.
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class KnapsackState {
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public:
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KnapsackState();
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#ifndef SWIG
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// This type is neither copyable nor movable.
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KnapsackState(const KnapsackState&) = delete;
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KnapsackState& operator=(const KnapsackState&) = delete;
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#endif
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// Initializes vectors with number_of_items set to false (i.e. not bound yet).
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void Init(int number_of_items);
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// Updates the state by applying or reverting a decision.
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// Returns false if fails, i.e. trying to apply an inconsistent decision
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// to an already assigned item.
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bool UpdateState(bool revert, const KnapsackAssignment& assignment);
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int GetNumberOfItems() const { return is_bound_.size(); }
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bool is_bound(int id) const { return is_bound_.at(id); }
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bool is_in(int id) const { return is_in_.at(id); }
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private:
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// Vectors 'is_bound_' and 'is_in_' contain a boolean value for each item.
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// 'is_bound_(item_i)' is false when there is no decision for item_i yet.
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// When item_i is bound, 'is_in_(item_i)' represents the presence (true) or
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// the absence (false) of item_i in the current solution.
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std::vector<bool> is_bound_;
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std::vector<bool> is_in_;
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};
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// ----- KnapsackPropagator -----
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// KnapsackPropagator is the base class for modeling and propagating a
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// constraint given an assignment.
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//
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// When some work has to be done both by the base and the derived class,
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// a protected pure virtual method ending by 'Propagator' is defined.
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// For instance, 'Init' creates a vector of items, and then calls
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// 'InitPropagator' to let the derived class perform its own initialization.
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class KnapsackPropagator {
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public:
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explicit KnapsackPropagator(const KnapsackState& state);
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#ifndef SWIG
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// This type is neither copyable nor movable.
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KnapsackPropagator(const KnapsackPropagator&) = delete;
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KnapsackPropagator& operator=(const KnapsackPropagator&) = delete;
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#endif
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virtual ~KnapsackPropagator();
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// Initializes data structure and then calls InitPropagator.
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void Init(const std::vector<int64_t>& profits,
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const std::vector<int64_t>& weights);
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// Updates data structure and then calls UpdatePropagator.
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// Returns false when failure.
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bool Update(bool revert, const KnapsackAssignment& assignment);
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// ComputeProfitBounds should set 'profit_lower_bound_' and
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// 'profit_upper_bound_' which are constraint specific.
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virtual void ComputeProfitBounds() = 0;
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// Returns the id of next item to assign.
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// Returns kNoSelection when all items are bound.
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virtual int GetNextItemId() const = 0;
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int64_t current_profit() const { return current_profit_; }
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int64_t profit_lower_bound() const { return profit_lower_bound_; }
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int64_t profit_upper_bound() const { return profit_upper_bound_; }
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// Copies the current state into 'solution'.
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// All unbound items are set to false (i.e. not in the knapsack).
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// When 'has_one_propagator' is true, CopyCurrentSolutionPropagator is called
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// to have a better solution. When there is only one propagator
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// there is no need to check the solution with other propagators, so the
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// partial solution can be smartly completed.
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void CopyCurrentStateToSolution(bool has_one_propagator,
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std::vector<bool>* solution) const;
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protected:
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// Initializes data structure. This method is called after initialization
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// of KnapsackPropagator data structure.
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virtual void InitPropagator() = 0;
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// Updates internal data structure incrementally. This method is called
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// after update of KnapsackPropagator data structure.
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virtual bool UpdatePropagator(bool revert,
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const KnapsackAssignment& assignment) = 0;
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// Copies the current state into 'solution'.
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// Only unbound items have to be copied as CopyCurrentSolution was already
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// called with current state.
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// This method is useful when a propagator is able to find a better solution
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// than the blind instantiation to false of unbound items.
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virtual void CopyCurrentStateToSolutionPropagator(
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std::vector<bool>* solution) const = 0;
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const KnapsackState& state() const { return state_; }
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const std::vector<KnapsackItemPtr>& items() const { return items_; }
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void set_profit_lower_bound(int64_t profit) { profit_lower_bound_ = profit; }
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void set_profit_upper_bound(int64_t profit) { profit_upper_bound_ = profit; }
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private:
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std::vector<KnapsackItemPtr> items_;
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int64_t current_profit_;
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int64_t profit_lower_bound_;
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int64_t profit_upper_bound_;
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const KnapsackState& state_;
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};
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// ----- KnapsackCapacityPropagator -----
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// KnapsackCapacityPropagator is a KnapsackPropagator used to enforce
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// a capacity constraint.
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// As a KnapsackPropagator is supposed to compute profit lower and upper
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// bounds, and get the next item to select, it can be seen as a 0-1 Knapsack
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// solver. The most efficient way to compute the upper bound is to iterate on
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// items in profit-per-unit-weight decreasing order. The break item is
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// commonly defined as the first item for which there is not enough remaining
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// capacity. Selecting this break item as the next-item-to-assign usually
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// gives the best results (see Greenberg & Hegerich).
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//
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// This is exactly what is implemented in this class.
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//
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// When there is only one propagator, it is possible to compute a better
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// profit lower bound almost for free. During the scan to find the
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// break element all unbound items are added just as if they were part of
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// the current solution. This is used in both ComputeProfitBounds and
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// CopyCurrentSolutionPropagator.
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// For incrementality reasons, the ith item should be accessible in O(1). That's
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// the reason why the item vector has to be duplicated 'sorted_items_'.
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class KnapsackCapacityPropagator : public KnapsackPropagator {
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public:
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KnapsackCapacityPropagator(const KnapsackState& state, int64_t capacity);
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#ifndef SWIG
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// This type is neither copyable nor movable.
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KnapsackCapacityPropagator(const KnapsackCapacityPropagator&) = delete;
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KnapsackCapacityPropagator& operator=(const KnapsackCapacityPropagator&) =
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delete;
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#endif
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~KnapsackCapacityPropagator() override;
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void ComputeProfitBounds() override;
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int GetNextItemId() const override { return break_item_id_; }
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protected:
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// Initializes KnapsackCapacityPropagator (e.g., sort items in decreasing
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// order).
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void InitPropagator() override;
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// Updates internal data structure incrementally (i.e., 'consumed_capacity_')
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// to avoid a O(number_of_items) scan.
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bool UpdatePropagator(bool revert,
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const KnapsackAssignment& assignment) override;
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void CopyCurrentStateToSolutionPropagator(
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std::vector<bool>* solution) const override;
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private:
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// An obvious additional profit upper bound corresponds to the linear
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// relaxation: remaining_capacity * efficiency of the break item.
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// It is possible to do better in O(1), using Martello-Toth bound U2.
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// The main idea is to enforce integrality constraint on the break item,
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// ie. either the break item is part of the solution, either it is not.
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// So basically the linear relaxation is done on the item before the break
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// item, or the one after the break item.
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// This is what GetAdditionalProfit method implements.
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int64_t GetAdditionalProfit(int64_t remaining_capacity,
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int break_item_id) const;
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const int64_t capacity_;
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int64_t consumed_capacity_;
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int break_item_id_;
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std::vector<KnapsackItemPtr> sorted_items_;
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int64_t profit_max_;
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};
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// ----- BaseKnapsackSolver -----
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// This is the base class for knapsack solvers.
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class BaseKnapsackSolver {
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public:
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explicit BaseKnapsackSolver(absl::string_view solver_name)
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: solver_name_(solver_name) {}
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virtual ~BaseKnapsackSolver() = default;
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// Initializes the solver and enters the problem to be solved.
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virtual void Init(const std::vector<int64_t>& profits,
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const std::vector<std::vector<int64_t> >& weights,
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const std::vector<int64_t>& capacities) = 0;
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// Gets the lower and upper bound when the item is in or out of the knapsack.
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// To ensure objects are correctly initialized, this method should not be
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// called before ::Init.
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virtual void GetLowerAndUpperBoundWhenItem(int item_id, bool is_item_in,
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int64_t* lower_bound,
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int64_t* upper_bound);
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// Solves the problem and returns the profit of the optimal solution.
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virtual int64_t Solve(TimeLimit* time_limit, double time_limit_in_seconds,
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bool* is_solution_optimal) = 0;
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// Returns true if the item 'item_id' is packed in the optimal knapsack.
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virtual bool best_solution(int item_id) const = 0;
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virtual std::string GetName() const { return solver_name_; }
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private:
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const std::string solver_name_;
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};
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// ----- KnapsackGenericSolver -----
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// KnapsackGenericSolver is the multi-dimensional knapsack solver class.
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// In the current implementation, the next item to assign is given by the
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// primary propagator. Using SetPrimaryPropagator allows changing the default
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// (propagator of the first dimension), and selecting another dimension when
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// more constrained.
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// TODO(user): In the case of a multi-dimensional knapsack problem, implement
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// an aggregated propagator to combine all dimensions and give a better guide
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// to select the next item (see, for instance, Dobson's aggregated efficiency).
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class KnapsackGenericSolver : public BaseKnapsackSolver {
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public:
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explicit KnapsackGenericSolver(const std::string& solver_name);
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#ifndef SWIG
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// This type is neither copyable nor movable.
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KnapsackGenericSolver(const KnapsackGenericSolver&) = delete;
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KnapsackGenericSolver& operator=(const KnapsackGenericSolver&) = delete;
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#endif
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~KnapsackGenericSolver() override;
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// Initializes the solver and enters the problem to be solved.
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void Init(const std::vector<int64_t>& profits,
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const std::vector<std::vector<int64_t> >& weights,
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const std::vector<int64_t>& capacities) override;
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int GetNumberOfItems() const { return state_.GetNumberOfItems(); }
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void GetLowerAndUpperBoundWhenItem(int item_id, bool is_item_in,
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int64_t* lower_bound,
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int64_t* upper_bound) override;
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// Sets which propagator should be used to guide the search.
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// 'primary_propagator_id' should be in 0..p-1 with p the number of
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// propagators.
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void set_primary_propagator_id(int primary_propagator_id) {
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primary_propagator_id_ = primary_propagator_id;
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}
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// Solves the problem and returns the profit of the optimal solution.
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int64_t Solve(TimeLimit* time_limit, double time_limit_in_seconds,
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bool* is_solution_optimal) override;
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// Returns true if the item 'item_id' is packed in the optimal knapsack.
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bool best_solution(int item_id) const override {
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return best_solution_.at(item_id);
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}
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private:
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// Clears internal data structure.
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void Clear();
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// Updates all propagators reverting/applying all decision on the path.
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// Returns true if fails. Note that, even if fails, all propagators should
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// be updated to be in a stable state in order to stay incremental.
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bool UpdatePropagators(const KnapsackSearchPath& path);
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// Updates all propagators reverting/applying one decision.
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// Return true if fails. Note that, even if fails, all propagators should
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// be updated to be in a stable state in order to stay incremental.
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bool IncrementalUpdate(bool revert, const KnapsackAssignment& assignment);
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// Updates the best solution if the current solution has a better profit.
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void UpdateBestSolution();
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// Returns true if new relevant search node was added to the nodes array, that
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// means this node should be added to the search queue too.
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bool MakeNewNode(const KnapsackSearchNode& node, bool is_in);
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// Gets the aggregated (min) profit upper bound among all propagators.
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int64_t GetAggregatedProfitUpperBound() const;
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bool HasOnePropagator() const { return propagators_.size() == 1; }
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int64_t GetCurrentProfit() const {
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return propagators_.at(primary_propagator_id_)->current_profit();
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}
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int64_t GetNextItemId() const {
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return propagators_.at(primary_propagator_id_)->GetNextItemId();
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}
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std::vector<KnapsackPropagator*> propagators_;
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int primary_propagator_id_;
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std::vector<KnapsackSearchNode*> search_nodes_;
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KnapsackState state_;
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int64_t best_solution_profit_;
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std::vector<bool> best_solution_;
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};
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#endif // SWIG
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} // namespace operations_research
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#endif // OR_TOOLS_ALGORITHMS_KNAPSACK_SOLVER_H_
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