Prev: Last Call for Papers Reminder (extended): The World Congress on Engineering WCE 2010
Next: P = 1/2N2P Conjecture
From: BobDobbs on 19 Mar 2010 15:21 So in Eve Online... there is an interesting example of the travelling salesman problem. This might not sound very clear as it is much easier to understand if you see it... but I will try. So when you blow up ships... they leave wreckage which you might want to "loot" to get items from. They are scattered about in 3d space. In order to loot... you must be within 2500 meters of the wreck. So I suppose you could view it as a group of 5000 meter diameter spheres that you have to "touch" in order to visit. Keep in mind... a field where you have wrecks can be 100km x 100km. When I was playing it became obvious that this was the travelling salesman problem at least as far as complexity is concerned... except that you don't have to roundtrip back to your starting location. As I got a little farther into the game... I got a tractor beam. Here... if you are less than 20km from a wreck.. you can pull it to you. Often ships are in clusters so instead of visiting each wreck... and if lots of wrecks are within 20km from a particular position.. you can simply navigate to that position and stop your ship... then just tractor everything within range to you. You can then move to another cluster and do the same. Finally... there is a salvager that can pull useful materials from the wrecks... apart from the cargo. It only works within 5km. Salvaging can fail on an attempt so it often takes longer to salvage than to tractor a wreck within range... so I get most of the ships clustered around me and concurrently try to salvage them (generally I have everything tractored in and have to wait for salvaging to finish). The detail here is that with the tractor... when I am getting low on wrecks within range.. I can start moving towards a new cluster while still tractoring items from the first cluster towards me. With a salvager.. I can't really do this because I have maybe 10 wrecks pulled in around me from the tractor all within range of the salvager.. but if I start to try to move to another cluster before I have finished salvaging... I will move out of range of the 10 wrecks that I so carefully clustered around me with the tractor. So anyway... might sound weird since I can't show you guys visually.. but I was wondering which of these flavors (no tractor or salvager, only tractor, both tractor and salvager) seems the most computationally complex. For example... the nearest neighbor heuristic for TSP works fairly well for the first... however it wastes a bunch of time if you apply it to the tractor beam scenario. A human player often looks at the field spatially and finds a path that moves them within tractor range of as many ships as possible. I would imagine even determining what constitutes a cluster could be tricky. I was thinking you might be able to cut the field into cubes and perhaps determine hotspots of ships (ie a cluster). Anyway... any thoughts? |