Re:Using Hilbert Curves to 100% Zelda
by modalduality on Sunday July 23, 2017 @12:03AM
(#14830849)
Right, but then the problem is no longer linear and approximating is more difficult. I'm not exactly sure what you mean by "exponential weight" in a linear program, do you have an example?
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I am not sure what your asking? Your just assigning constants for weights on each trip a>b = K1, a>c = K2.
I am saying you may map K1 as √((x1-x2)^2+(y1-y2)^2) to find least distance, but TSP allows for arbitrary constants. So remove the √ and long trips will be strongly avoided.
PS: As far as I know you can use any arbitrary set of constants then use a linear solver. Or am I forgetting about something?
So say you have a graph on distance, d, that you want to weight based on a preference, p, from 0-5 going from least preferred to most preferred.
You might make your weight function as w(d, p) = d * (2 ^ p)
Re:Using Hilbert Curves to 100% Zelda
by modalduality on Sunday July 23, 2017 @01:52AM
(#14831058)
That's fine, but `p` is a variable, not a constant, in the original post's case, right?