Re:Using Hilbert Curves to 100% Zelda
by Retric on Sunday July 23, 2017 @02:33PM
(#14833674)
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?
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?