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Hungarian Maximum Matching Algorithm
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The Hungarian matching algorithm , also called the Kuhn-Munkres algorithm, is a \(O\big(|V|^3\big)\) algorithm that can be used to find maximum-weight matchings in bipartite graphs , which is sometimes called the assignment problem . A bipartite graph can easily be represented by an adjacency matrix , where the weights of edges are the entries. Thinking about the graph in terms of an adjacency matrix is useful for the Hungarian algorithm.
A matching corresponds to a choice of 1s in the adjacency matrix, with at most one 1 in each row and in each column.
The Hungarian algorithm solves the following problem:
In a complete bipartite graph \(G\), find the maximum-weight matching. (Recall that a maximum-weight matching is also a perfect matching.)
This can also be adapted to find the minimum-weight matching.
Say you are having a party and you want a musician to perform, a chef to prepare food, and a cleaning service to help clean up after the party. There are three companies that provide each of these three services, but one company can only provide one service at a time (i.e. Company B cannot provide both the cleaners and the chef). You are deciding which company you should purchase each service from in order to minimize the cost of the party. You realize that is an example of the assignment problem, and set out to make a graph out of the following information: \(\quad\) Company\(\quad\) \(\quad\) Cost for Musician\(\quad\) \(\quad\) Cost for Chef\(\quad\) \(\quad\) Cost for Cleaners\(\quad\) \(\quad\) Company A\(\quad\) \(\quad\) $108\(\quad\) \(\quad\) $125\(\quad\) \(\quad\) $150\(\quad\) \(\quad\) Company B\(\quad\) \(\quad\) $150\(\quad\) \(\quad\) $135\(\quad\) \(\quad\) $175\(\quad\) \(\quad\) Company C\(\quad\) \(\quad\) $122\(\quad\) \(\quad\) $148\(\quad\) \(\quad\) $250\(\quad\) Can you model this table as a graph? What are the nodes? What are the edges? Show Answer The nodes are the companies and the services. The edges are weighted by the price.
What are some ways to solve the problem above? Since the table above can be thought of as a \(3 \times 3\) matrix, one could certainly solve this problem using brute force, checking every combination and seeing what yields the lowest price. However, there are \(n!\) combinations to check, and for large \(n\), this method becomes very inefficient very quickly.
The Hungarian Algorithm Using an Adjacency Matrix
The hungarian algorithm using a graph.
With the cost matrix from the example above in mind, the Hungarian algorithm operates on this key idea: if a number is added to or subtracted from all of the entries of any one row or column of a cost matrix, then an optimal assignment for the resulting cost matrix is also an optimal assignment for the original cost matrix.
The Hungarian Method [1] Subtract the smallest entry in each row from all the other entries in the row. This will make the smallest entry in the row now equal to 0. Subtract the smallest entry in each column from all the other entries in the column. This will make the smallest entry in the column now equal to 0. Draw lines through the row and columns that have the 0 entries such that the fewest lines possible are drawn. If there are \(n\) lines drawn, an optimal assignment of zeros is possible and the algorithm is finished. If the number of lines is less than \(n\), then the optimal number of zeroes is not yet reached. Go to the next step. Find the smallest entry not covered by any line. Subtract this entry from each row that isn’t crossed out, and then add it to each column that is crossed out. Then, go back to Step 3.
Solve for the optimal solution for the example in the introduction using the Hungarian algorithm described above. Here is the initial adjacency matrix: Subtract the smallest value in each row from the other values in the row: Now, subtract the smallest value in each column from all other values in the column: Draw lines through the row and columns that have the 0 entries such that the fewest possible lines are drawn: There are 2 lines drawn, and 2 is less than 3, so there is not yet the optimal number of zeroes. Find the smallest entry not covered by any line. Subtract this entry from each row that isn’t crossed out, and then add it to each column that is crossed out. Then, go back to Step 3. 2 is the smallest entry. First, subtract from the uncovered rows: Now add to the covered columns: Now go back to step 3, drawing lines through the rows and columns that have 0 entries: There are 3 lines (which is \(n\)), so we are done. The assignment will be where the 0's are in the matrix such that only one 0 per row and column is part of the assignment. Replace the original values: The Hungarian algorithm tells us that it is cheapest to go with the musician from company C, the chef from company B, and the cleaners from company A. We can verify this by brute force. 108 + 135 + 250 = 493 108 + 148 + 175 = 431 150 + 125 + 250 = 525 150 + 148 + 150 = 448 122 + 125 + 175 = 422 122 + 135 + 150 = 407. We can see that 407 is the lowest price and matches the assignment the Hungarian algorithm determined. \(_\square\)
The Hungarian algorithm can also be executed by manipulating the weights of the bipartite graph in order to find a stable, maximum (or minimum) weight matching. This can be done by finding a feasible labeling of a graph that is perfectly matched, where a perfect matching is denoted as every vertex having exactly one edge of the matching.
How do we know that this creates a maximum-weight matching?
A feasible labeling on a perfect match returns a maximum-weighted matching. Suppose each edge \(e\) in the graph \(G\) connects two vertices, and every vertex \(v\) is covered exactly once. With this, we have the following inequality: \[w(M’) = \sum_{e\ \epsilon\ E} w(e) \leq \sum_{e\ \epsilon\ E } \big(l(e_x) + l(e_y)\big) = \sum_{v\ \epsilon\ V} l(v),\] where \(M’\) is any perfect matching in \(G\) created by a random assignment of vertices, and \(l(x)\) is a numeric label to node \(x\). This means that \(\sum_{v\ \epsilon\ V}\ l(v)\) is an upper bound on the cost of any perfect matching. Now let \(M\) be a perfect match in \(G\), then \[w(M) = \sum_{e\ \epsilon\ E} w(e) = \sum_{v\ \epsilon\ V}\ l(v).\] So \(w(M’) \leq w(M)\) and \(M\) is optimal. \(_\square\)
Start the algorithm by assigning any weight to each individual node in order to form a feasible labeling of the graph \(G\). This labeling will be improved upon by finding augmenting paths for the assignment until the optimal one is found.
A feasible labeling is a labeling such that
\(l(x) + l(y) \geq w(x,y)\ \forall x \in X, y \in Y\), where \(X\) is the set of nodes on one side of the bipartite graph, \(Y\) is the other set of nodes, \(l(x)\) is the label of \(x\), etc., and \(w(x,y)\) is the weight of the edge between \(x\) and \(y\).
A simple feasible labeling is just to label a node with the number of the largest weight from an edge going into the node. This is certain to be a feasible labeling because if \(A\) is a node connected to \(B\), the label of \(A\) plus the label of \(B\) is greater than or equal to the weight \(w(x,y)\) for all \(y\) and \(x\).
A feasible labeling of nodes, where labels are in red [2] .
Imagine there are four soccer players and each can play a few positions in the field. The team manager has quantified their skill level playing each position to make assignments easier.
How can players be assigned to positions in order to maximize the amount of skill points they provide?
The algorithm starts by labeling all nodes on one side of the graph with the maximum weight. This can be done by finding the maximum-weighted edge and labeling the adjacent node with it. Additionally, match the graph with those edges. If a node has two maximum edges, don’t connect them.
Although Eva is the best suited to play defense, she can't play defense and mid at the same time!
If the matching is perfect, the algorithm is done as there is a perfect matching of maximum weights. Otherwise, there will be two nodes that are not connected to any other node, like Tom and Defense. If this is the case, begin iterating.
Improve the labeling by finding the non-zero label vertex without a match, and try to find the best assignment for it. Formally, the Hungarian matching algorithm can be executed as defined below:
The Hungarian Algorithm for Graphs [3] Given: the labeling \(l\), an equality graph \(G_l = (V, E_l)\), an initial matching \(M\) in \(G_l\), and an unmatched vertex \(u \in V\) and \(u \notin M\) Augmenting the matching A path is augmenting for \(M\) in \(G_l\) if it alternates between edges in the matching and edges not in the matching, and the first and last vertices are free vertices , or unmatched, in \(M\). We will keep track of a candidate augmenting path starting at the vertex \(u\). If the algorithm finds an unmatched vertex \(v\), add on to the existing augmenting path \(p\) by adding the \(u\) to \(v\) segment. Flip the matching by replacing the edges in \(M\) with the edges in the augmenting path that are not in \(M\) \((\)in other words, the edges in \(E_l - M).\) Improving the labeling \(S \subseteq X\) and \(T \subseteq Y,\) where \(S\) and \(T\) represent the candidate augmenting alternating path between the matching and the edges not in the matching. Let \(N_l(S)\) be the neighbors to each node that is in \(S\) along edges in \(E_l\) such that \(N_l(S) = \{v|\forall u \in S: (u,v) \in E_l\}\). If \(N_l(S) = T\), then we cannot increase the size of the alternating path (and therefore can't further augment), so we need to improve the labeling. Let \(\delta_l\) be the minimum of \(l(u) + l(v) - w(u,v)\) over all of the \(u \in S\) and \(v \notin T\). Improve the labeling \(l\) to \(l'\): If \(r \in S,\) then \(l'(r) = l(r) - \delta_l,\) If \(r \in T,\) then \(l'(r) = l(r) + \delta_l.\) If \(r \notin S\) and \(r \notin T,\) then \(l'(r) = l(r).\) \(l'\) is a valid labeling and \(E_l \subset E_{l'}.\) Putting it all together: The Hungarian Algorithm Start with some matching \(M\), a valid labeling \(l\), where \(l\) is defined as the labelling \(\forall x \in X, y \in Y| l(y) = 0, l(x) = \text{ max}_{y \in Y}(w\big(x, y)\big)\). Do these steps until a perfect matching is found \((\)when \(M\) is perfect\():\) (a) Look for an augmenting path in \(M.\) (b) If an augmenting path does not exist, improve the labeling and then go back to step (a).
Each step will increase the size of the matching \(M\) or it will increase the size of the set of labeled edges, \(E_l\). This means that the process will eventually terminate since there are only so many edges in the graph \(G\). [4]
When the process terminates, \(M\) will be a perfect matching. By the Kuhn-Munkres theorem , this means that the matching is a maximum-weight matching.
The algorithm defined above can be implemented in the soccer scenario. First, the conflicting node is identified, implying that there is an alternating tree that must be reconfigured.
There is an alternating path between defense, Eva, mid, and Tom.
To find the best appropriate node, find the minimum \(\delta_l\), as defined in step 4 above, where \(l_u\) is the label for player \(u,\) \(l_v\) is the label for position \(v,\) and \(w_{u, v}\) is the weight on that edge.
The \(\delta_l\) of each unmatched node is computed, where the minimum is found to be a value of 2, between Tom playing mid \((8 + 0 – 6 = 2).\)
The labels are then augmented and the new edges are graphed in the example. Notice that defense and mid went down by 2 points, whereas Eva’s skillset got back two points. However, this is expected as Eva can't play in both positions at once.
Augmenting path leads to relabeling of nodes, which gives rise to the maximum-weighted path.
These new edges complete the perfect matching of the graph, which implies that a maximum-weighted graph has been found and the algorithm can terminate.
The complexity of the algorithm will be analyzed using the graph-based technique as a reference, yet the result is the same as for the matrix-based one.
Algorithm analysis [3] At each \(a\) or \(b\) step, the algorithm adds one edge to the matching and this happens \(O\big(|V|\big)\) times. It takes \(O\big(|V|\big)\) time to find the right vertex for the augmenting (if there is one at all), and it is \(O\big(|V|\big)\) time to flip the matching. Improving the labeling takes \(O\big(|V|\big)\) time to find \(\delta_l\) and to update the labelling accordingly. We might have to improve the labeling up to \(O\big(|V|\big)\) times if there is no augmenting path. This makes for a total of \(O\big(|V|^2\big)\) time. In all, there are \(O\big(|V|\big)\) iterations each taking \(O\big(|V|\big)\) work, leading to a total running time of \(O\big(|V|^3\big)\).
- Matching Algorithms
- Bruff, D. The Assignment Problem and the Hungarian Method . Retrieved June 26, 2016, from http://www.math.harvard.edu/archive/20_spring_05/handouts/assignment_overheads.pdf
- Golin, M. Bipartite Matching & the Hungarian Method . Retrieved Retrieved June 26th, 2016, from http://www.cse.ust.hk/~golin/COMP572/Notes/Matching.pdf
- Grinman, A. The Hungarian Algorithm for Weighted Bipartite Graphs . Retrieved June 26, 2016, from http://math.mit.edu/~rpeng/18434/hungarianAlgorithm.pdf
- Golin, M. Bipartite Matching & the Hungarian Method . Retrieved June 26, 2016, from http://www.cse.ust.hk/~golin/COMP572/Notes/Matching.pdf
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Solving assignment problem using min-cost-flow ¶
The assignment problem has two equivalent statements:
- Given a square matrix $A[1..N, 1..N]$ , you need to select $N$ elements in it so that exactly one element is selected in each row and column, and the sum of the values of these elements is the smallest.
- There are $N$ orders and $N$ machines. The cost of manufacturing on each machine is known for each order. Only one order can be performed on each machine. It is required to assign all orders to the machines so that the total cost is minimized.
Here we will consider the solution of the problem based on the algorithm for finding the minimum cost flow (min-cost-flow) , solving the assignment problem in $\mathcal{O}(N^3)$ .
Description ¶
Let's build a bipartite network: there is a source $S$ , a drain $T$ , in the first part there are $N$ vertices (corresponding to rows of the matrix, or orders), in the second there are also $N$ vertices (corresponding to the columns of the matrix, or machines). Between each vertex $i$ of the first set and each vertex $j$ of the second set, we draw an edge with bandwidth 1 and cost $A_{ij}$ . From the source $S$ we draw edges to all vertices $i$ of the first set with bandwidth 1 and cost 0. We draw an edge with bandwidth 1 and cost 0 from each vertex of the second set $j$ to the drain $T$ .
We find in the resulting network the maximum flow of the minimum cost. Obviously, the value of the flow will be $N$ . Further, for each vertex $i$ of the first segment there is exactly one vertex $j$ of the second segment, such that the flow $F_{ij}$ = 1. Finally, this is a one-to-one correspondence between the vertices of the first segment and the vertices of the second part, which is the solution to the problem (since the found flow has a minimal cost, then the sum of the costs of the selected edges will be the lowest possible, which is the optimality criterion).
The complexity of this solution of the assignment problem depends on the algorithm by which the search for the maximum flow of the minimum cost is performed. The complexity will be $\mathcal{O}(N^3)$ using Dijkstra or $\mathcal{O}(N^4)$ using Bellman-Ford . This is due to the fact that the flow is of size $O(N)$ and each iteration of Dijkstra algorithm can be performed in $O(N^2)$ , while it is $O(N^3)$ for Bellman-Ford.
Implementation ¶
The implementation given here is long, it can probably be significantly reduced. It uses the SPFA algorithm for finding shortest paths.
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Algorithms in Graph Theory written in Java, C++, and Python
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Algorithms on graphs.
Assignments in Java, C++, Python for Algorithms on Graphs on Coursera
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Study Notes
Programming Assignment 1: Decomposition of Graphs
Problem: Finding an Exit from a Maze Problem: Adding Exits to a Maze
Programming Assignment 2: Decomposition of Graphs
Problem: Checking Consistency of CS Curriculum Problem: Determining an Order of Courses Advanced Problem: Checking Whether Any Intersection in a City is Reachable from Any Other
Programming Assignment 3: Paths in Graphs
Problem: Computing the Minimum Number of Flight Segments Problem: Checking whether a Graph is Bipartite
Programming Assignment 4: Paths in Graphs
Problem: Computing the Minimum Cost of a Flight Problem: Detecting Anomalies in Currency Exchange Rates Advanced Problem: Exchanging Money Optimally
Programming Assignment 5: Minimum Spanning Trees
Problem: Building Roads to Connect Cities Problem: Clustering
Programming Assignment 6: Advanced Shortest Paths
Problem: Friend Suggestion Problem: Compute Distance Faster Using Coordinates
Contributors 3
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GRAPH | VERTICES | EDGES |
---|---|---|
Communication | telephones, computers | fiber optic cable |
Circuits | gates, registers, processors | wires |
Mechanical | joints | rods, beams, springs |
Hydraulic | reservoirs, pumping stations | pipelines |
Financial | stocks, currency | transactions |
Transportation | street intersections, airports | highways, air routes |
Scheduling | tasks | precedence constraints |
Software systems | functions | function calls |
Internet | web pages | hyperlinks |
Games | board positions | legal moves |
Social networks | people, actors, terrorists | friendships, movie casts, associations |
Protein interaction networks | proteins | protein-protein interactions |
Genetic regulatory networks | genes | regulatory interactions |
Ecological food web | species | predator-prey relationships |
Neural networks | neurons | synapses |
Infectious disease | people | infections |
Electrical power grid | transmission stations | cable |
Chemical compounds | molecules | chemical bonds |
Phone records | People | phone calls |
Java programs in this chapter.
REF PROGRAM DESCRIPTION / JAVADOC - Graph.java undirected graph - GraphGenerator.java generate random graphs - DepthFirstSearch.java depth-first search in a graph - NonrecursiveDFS.java DFS in a graph (nonrecursive) 4.1 DepthFirstPaths.java paths in a graph (DFS) 4.2 BreadthFirstPaths.java paths in a graph (BFS) 4.3 CC.java connected components of a graph - Bipartite.java bipartite or odd cycle (DFS) - BipartiteX.java bipartite or odd cycle (BFS) - Cycle.java cycle in a graph - EulerianCycle.java Eulerian cycle in a graph - EulerianPath.java Eulerian path in a graph - SymbolGraph.java symbol graph - DegreesOfSeparation.java degrees of separation - Digraph.java directed graph - DigraphGenerator.java generate random digraphs 4.4 DirectedDFS.java depth-first search in a digraph - NonrecursiveDirectedDFS.java DFS in a digraph (nonrecursive) - DepthFirstDirectedPaths.java paths in a digraph (DFS) - BreadthFirstDirectedPaths.java paths in a digraph (BFS) - DirectedCycle.java cycle in a digraph - DirectedCycleX.java cycle in a digraph (nonrecursive) - DirectedEulerianCycle.java Eulerian cycle in a digraph - DirectedEulerianPath.java Eulerian path in a digraph - DepthFirstOrder.java depth-first order in a digraph 4.5 Topological.java topological order in a DAG - TopologicalX.java topological order (nonrecursive) - TransitiveClosure.java transitive closure - SymbolDigraph.java symbol digraph 4.6 KosarajuSharirSCC.java strong components (Kosaraju–Sharir) - TarjanSCC.java strong components (Tarjan) - GabowSCC.java strong components (Gabow) - EdgeWeightedGraph.java edge-weighted graph - Edge.java weighted edge - LazyPrimMST.java MST (lazy Prim) 4.7 PrimMST.java MST (Prim) 4.8 KruskalMST.java MST (Kruskal) - BoruvkaMST.java MST (Boruvka) - EdgeWeightedDigraph.java edge-weighted digraph - DirectedEdge.java weighted, directed edge 4.9 DijkstraSP.java shortest paths (Dijkstra) - DijkstraUndirectedSP.java undirected shortest paths (Dijkstra) - DijkstraAllPairsSP.java all-pairs shortest paths 4.10 AcyclicSP.java shortest paths in a DAG - AcyclicLP.java longest paths in a DAG - CPM.java critical path method 4.11 BellmanFordSP.java shortest paths (Bellman–Ford) - EdgeWeightedDirectedCycle.java cycle in an edge-weighted digraph - Arbitrage.java arbitrage detection - FloydWarshall.java all-pairs shortest paths (dense) - AdjMatrixEdgeWeightedDigraph.java edge-weighted graph (dense)
Graph algorithms
Graph coloring algorithms.
- Scheduling algorithms: imagine having a set of jobs to do, and a number of workers, you need to assign each worker a job during some time slot (for simplification, assume each job requires one time slot). Jobs can be scheduled in any order, but pairs of jobs may be in conflict in the sense that they may not be assigned to the same time slot, for example because they both rely on a shared resource. The corresponding graph contains a vertex for every job and an edge for every conflicting pair of jobs. If you have an unlimited number of workers, the chromatic number of the graph is exactly the optimal time to finish all jobs without conflicts.
- Register allocation: a compiler is a computer programs that transforms source code from a high-level language (such as C, Java or OCaml) to machine code. This is usually done is several steps, and one of the last steps consists in allocating registers to the most frequently used values of the program, while putting the other ones in memory. We can model this as a graph coloring problem: the compiler constructs an interference graph, where vertices are symbolic registers and an edge connects two nodes if they are needed at the same time. If the graph can be colored with k colors then the variables can be stored in k registers.
- Pattern matching also has applications in graph coloring.
In this section we will see how to color a graph with k colors. We say that a graph is k-colorable if and only if it can be colored using k or fewer colors.
2-colorability
There is a simple algorithm for determining whether a graph is 2-colorable and assigning colors to its vertices: do a breadth-first search, assigning "red" to the first layer, "blue" to the second layer, "red" to the third layer, etc. Then go over all the edges and check whether the two endpoints of this edge have different colors. This algorithm is O (| V |+| E |) and the last step ensures its correctness.
k-colorability for k>2
For k > 2 however, the problem is much more difficult. For those interested in complexity theory, it can be shown that deciding whether a given graph is k-colorable for k > 2 is an NP-complete problem. The first algorithm that can be thought of is brute-force search: consider every possible assignment of k colors to the vertices, and check whether any of them are correct. This of course is very expensive, on the order of O (( n +1)!) , and impractical. Therefore we have to think of a better algorithm.
A greedy algorithm for finding a non-optimal coloring
Here we will present an algorithm called greedy coloring for coloring a graph. In general, the algorithm does not give the lowest k for which there exists a k-coloring, but tries to find a reasonable coloring while still being reasonably expensive. This is known as an approximation algorithm : we don't find the best solution, but we still find some reasonable solution.
The algorithm is as follows: Consider the vertices in a specific order v 1 ,..., v n and assign to v i the smallest available color not used by v i 's neighbors among v 1 ,..., v i − 1 , adding a fresh color if needed. This algorithm finds a reasonable coloring and is O (| V |+| E |) .
The five color theorem and the four color theorem
A planar graph is a graph which can be embedded in the plane, i.e., it can be drawn on the plane in such a way that its edges intersect only at their endpoints. For a long time, it has been known that any planar graph is 5-colorable, this is known as the five color theorem; the proof is usually done by contradiction and can be found on wikipedia .
For a long time, a conjecture was that any planar graph was 4-colorable, since all the known planar graphs (and maps) had been four-colorable. The conjecture was proposed in 1852, and finally proven in 1976 by Kenneth Appel and Wolfgang Haken using a proof by computer (K. Appel and W. Haken, "Every map is four colorable", Bulletin of the American Mathematical Society 82 (1976), 711–12). The proof was also formalized in the Coq theorem prover by Georges Gonthier .
PageRank is an algorithm first used by the Google search engine which tries to rank how important a web page is by giving it a score (or page rank). Described by Google, "PageRank relies on the uniquely democratic nature of the web by using its vast link structure as an indicator of an individual page's value. In essence, Google interprets a link from page A to page B as a vote, by page A, for page B. But, Google looks at more than the sheer volume of votes, or links a page receives; it also analyzes the page that casts the vote. Votes cast by pages that are themselves "important" weigh more heavily and help to make other pages "important".
First of all, the web can be seen as very big graph, with the vertices being the web pages, and the edges being the links between web pages. The first idea is that the more a web page is linked to, the more valuable it is. Therefore the idea is to have in-degree in the web graph as a measure of a page's "value". The second idea is that one might want to weight the incoming links proportional to the value of the referring pages. This is now a recursive problem, which is not easily solveable.
A simplified algorithm
PageRank can be seen as a probability distribution used to represent the likelihood that a person (usually called the surfer) randomly clicking on links will arrive at any particular page. Here, we will take this assumptions, and so the different scores will be number between 0 and 1, adding up to 1. The algorithm presented here is an iterative algorithm and it is simplified.
Let us work out an example on four pages A, B, C and D. Since there are four pages, we initialize the values of the PR (PageRanks) to 0.25 each. Let us say pages B, C and D point to A, and that B has 2 outgoing edges, C one and D three. A simplistic view would compute the new PR(A) as PR(A)=PR(B)+PR(C)+PR(D). However the pageranks have to be normalized by the number of outgoing edges of each page, and we get PR(A)=PR(B)/2+PR(C)/2+PR(D)/3. More generally, if L(P) is the number of outgoing links for page P, then PR(A)=PR(B)/L(B)+PR(C)/L(C)+PR(D)/L(D). In the most general case, the new PR(P) is the sum of all the PR(Q)/L(Q), for all Q pointing to P.
Actually, the imaginary surfer has to stop clicking at some point. In the PageRank theory, the probability that the surfer stops clicking is called the dumping factor and is denoted 1-d (d being the probability that he continues to click. That is, the new PageRank of A is: PR(A)=1-d+d(PR(B)/L(B)+PR(C)/L(C)+PR(D)/L(D)+...).
It can be shown that this algorithm converges. In the limit it can be solved as an eigenvector problem on a matrix representation of the graph, but we won't go into details about that.
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Lowest Cost non-bipartite assignment problem
Any ideas of how to implement an efficient algorithm (better than O(n 2 )) to solve the assignment problem in a non-bipartite graph?
The main idea is the following:
I have two identical sets, lets say S1 = [A,B,C,D] , and S2 = [A,B,C,D] , and there are some edges between different elements of the sets, with a given cost, e.g. A->B (cost 4) , B->C (cost 3) , C->A (cost 10) , D->A (cost 6) .
I want to find the best assignation such that: the amount of assigned elements is maximum with the lowest total cost. (The amount of assigned elements is more important).
So for this example, the best assignation would be:
[A,B,C,D] where assigned and the cost is minimum: 9
Another one, but not the best would be:
The rest cannot be assigned caused A has already been assigned, thus the assignation is not the maximum as possible
I've designed a greedy solution in O(n 2 ) that is too slow.
The size of the sets is usually small (5-10) elements.
- variable-assignment
- graph-theory
- What's the significance of having two sets? – Mark Elliot Commented Nov 10, 2010 at 0:21
- Your costs list does not match the assignations in your examples. Perhaps some explanation is missing – Dr. belisarius Commented Nov 10, 2010 at 0:46
- You're right (erasing mistake :P). I've just edited the cost list – Javierfdr Commented Nov 10, 2010 at 1:23
- How O(n^2) for 4 or 5 item is slow? – Saeed Amiri Commented Nov 10, 2010 at 10:49
- Because there can be many edges connecting the nodes (elements). Also, the algorithm is executed many times (many different assignments are required), which in sum makes the O(n^2) to affect the general performance – Javierfdr Commented Nov 12, 2010 at 6:00
2 Answers 2
I'll assume you have an undirected graph and you want to select a maximal number of edges such that no two edges are incident on the same node (node = set element in your description). You also want to break ties using minimal total cost of the selected edges. Let me know if this doesn't fit what you're asking for.
Create the dual graph of the one above (one node for each original edge, two nodes are connected if the corresponding original edges are incident to the same vertex). You are then looking for a maximum independent set of the dual nodes. That's an NP-hard problem, unfortunately. And that's just for the maximum count of edges, it's probably slightly harder to break ties using weights. Luckily for you, your N is 5-10 so you may be able to brute force it.
- Yep, the problem is more or like you describe it. It is definitely NP-hard, when thinking of it as the maximum independent set problem. I wanted to know if there were any other solution smarter than my sort of "constrained brute force", that avoids the adaptation to another NP-hard problem, given the small amount of nodes. Thx for your answer – Javierfdr Commented Nov 10, 2010 at 3:56
- Your proof that this is NP-hard is wrong. You don't prove NP-hardness by reducing the problem to an NP-hard problem, you prove it by reducing an NP-hard problem to the problem you're trying to solve. Also, if I understand the question correctly this isn't NP-hard. – IVlad Commented Nov 10, 2010 at 7:15
- You're right, that's not a proof-providing reduction direction. I never claimed it was. – Keith Randall Commented Nov 10, 2010 at 17:06
Sounds like you want a maximum non-bipartite matching: 1 , 2 .
The algorithm is pretty difficult to implement and I haven't seen any implementations around, especially if you want the minimum cost. For such small input, you're better off brute forcing it in my opinion.
How did you solve it with a greedy algorithm? Are you sure it works?
- IVlad is right here. Greedy approaches normally do not work for this one. bipartite matching is very similar to the maximum flow problem. – guruslan Commented Nov 10, 2010 at 13:08
- I've checked Edmond's algorithm. It is quite difficult to implement indeed. I didn't try it because the greedy solution was giving acceptable results... Although the graph size is small, I have to calculate the assignment plenty of times, so brute force is just to heavy. The greedy solution does not always calculate the best assignment, but it does give acceptable solutions. Thx – Javierfdr Commented Nov 10, 2010 at 23:02
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IMAGES
VIDEO
COMMENTS
Examples of assignment problems VUGRAPH 3 •Assignment problem Also known as weighted bipartite matching problem •Bipartite graph Has two sets of nodes , ⇒ = ∪ And a set of edges 𝐸connecting them •A matching on a bipartite graph G = (S, T, E) is a subset of edges ∈
The assignment problem consists of finding, in a weighted bipartite graph, a matching of a given size, in which the sum of weights of the edges is minimum. If the numbers of agents and tasks are equal, then the problem is called balanced assignment. Otherwise, it is called unbalanced assignment. [1] If the total cost of the assignment for all ...
The Hungarian matching algorithm, also called the Kuhn-Munkres algorithm, is a \(O\big(|V|^3\big)\) algorithm that can be used to find maximum-weight matchings in bipartite graphs, which is sometimes called the assignment problem.A bipartite graph can easily be represented by an adjacency matrix, where the weights of edges are the entries.Thinking about the graph in terms of an adjacency ...
The algorithm maintains a matching M and compatible prices p. Pf. Follows from Lemmas 2 and 3 and initial choice of prices. ! Theorem. The algorithm returns a min cost perfect matching. Pf. Upon termination M is a perfect matching, and p are compatible Optimality follows from Observation 2. ! Theorem. The algorithm can be implemented in O(n 3 ...
The Hungarian algorithm, aka Munkres assignment algorithm, utilizes the following theorem for polynomial runtime complexity (worst case O(n 3)) and guaranteed optimality: If a number is added to or subtracted from all of the entries of any one row or column of a cost matrix, then an optimal assignment for the resulting cost matrix is also an ...
We'll handle the assignment problem with the Hungarian algorithm (or Kuhn-Munkres algorithm). I'll illustrate two different implementations of this algorithm, both graph theoretic, one easy and fast to implement with O (n4) complexity, and the other one with O (n3) complexity, but harder to implement.
The Hungarian algorithm can be seen as the Successive Shortest Path Algorithm, adapted for the assignment problem. Without going into the details, let's provide an intuition regarding the connection between them. The Successive Path algorithm uses a modified version of Johnson's algorithm as reweighting technique.
The Hungarian method is a combinatorial optimization algorithm which solves the assignment problem in polynomial time . Later it was discovered that it was a primal-dual Simplex method.. It was developed and published by Harold Kuhn in 1955, who gave the name "Hungarian method" because the algorithm was largely based on the earlier works of two Hungarian mathematicians: Denes Konig and Jeno ...
Topological Sort (faster version) Precompute the number of incoming edges deg(v) for each node v. Put all nodes v with deg(v) = 0 into a queue Q Repeat until Q becomes empty: Take v from Q. For each edge v → u: Decrement deg(u) (essentially removing the edge v → u) If deg(u) = 0, push u to Q. Time complexity: Θ(n + m)
The textbook Algorithms, 4th Edition by Robert Sedgewick and Kevin Wayne surveys the most important algorithms and data structures in use today. ... Programming assignments. Creative programming assignments that we have used at Princeton. ... Chapter 4: Graphs surveys the most important graph-processing problems, including depth-first search ...
Graphs and Graph Algorithms Chapter 181 works through a series of increasingly sophisticated representations of a graph, which is the most generic of all linked data structures. As with all of our linked structures, ... Assignment 2, though it's careful to recognize that individual arcs cost different amounts.
Graph is a non-linear data structure consisting of vertices and edges. The vertices are sometimes also referred to as nodes and the edges are lines or arcs that connect any two nodes in the graph. More formally a Graph is composed of a set of vertices ( V ) and a set of edges ( E ). The graph is denoted by G (V, E).
Result of Hungarian algorithm on a graph. Image by author. The assignment can be read out from this graph by picking all the edges that are highlighted in green. That is (P1,T4), (P2,T1), (P3,T3) and (P4,T2) resulting in a total cost of 8+10+11+7 = 36. An animation of the whole process can be seen in the GIF here.
The complexity of this solution of the assignment problem depends on the algorithm by which the search for the maximum flow of the minimum cost is performed. The complexity will be O (N 3) using Dijkstra or O (N 4) using Bellman-Ford. This is due to the fact that the flow is of size O (N) and each iteration of Dijkstra algorithm can be ...
Algorithms in Graph Theory written in Java, C++, and Python - GitHub - akueisara/algo-on-graphs: Algorithms in Graph Theory written in Java, C++, and Python ... Programming Assignment 3: Paths in Graphs. Problem: Computing the Minimum Number of Flight Segments Problem: Checking whether a Graph is Bipartite. Week 4.
4.1 Undirected Graphs introduces the graph data type, including depth-first search and breadth-first search. 4.2 Directed Graphs introduces the digraph data type, including topological sort and strong components. 4.3 Minimum Spanning Trees describes the minimum spanning tree problem and two classic algorithms for solving it: Prim and Kruskal.
Graph coloring algorithms. Given an undirected graph, a graph coloring is an assignment of labels traditionally called "colors" to each vertex. A graph coloring must have a special property: given two adjacent vertices, i.e., such that there exists an edge between them, they must not share the same color. The origin of the problem comes from ...
algorithm; search; graph; variable-assignment; graph-theory; Share. Follow edited Nov 10, 2010 at 7:22. Bart Kiers. 169k 37 37 gold badges 304 304 silver badges 293 293 bronze badges. asked Nov 10, 2010 at 0:19. Javierfdr Javierfdr. 1,152 1 1 gold badge 14 14 silver badges 22 22 bronze badges. 5.
In this course we focus on basic graph algorithms. Problems arising in communication networks, social networks and transportation networks are naturally modelled as problems on graphs. Graph algorithms are among the extensively investigated and applied topics in computer science. ... Average assignment score = 25% of average of best 6 ...
Graph Data Structure is a non-linear data structure consisting of vertices and edges. It is useful in fields such as social network analysis, recommendation systems, and computer networks. In the field of sports data science, graph data structure can be used to analyze and understand the dynamics of team performance and player interactions on the field.