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Learning to Solve Combinatorial Optimization Problems on Real-World Graphs in Linear Time

Section II

Slides by: Giovanni Rivera

The paper can be found here: https://arxiv.org/pdf/2006.03750.pdf

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2. Unified Framework

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Defining the problem space

Suppose we have a weighted graph, G, defined as:

Where,

V = {v , v , …, v } represents vertices (nodes)� E = {ei,j | i, j ∈ V} represents edgesW = {wi,j | i, j ∈ V} represents the weights of� the edges

N(i) = {vj | ei,jE} represents the neighbors of� v (node i)

1

2

i

n

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Defining the problem space (cont’d)

G’s edge-to-vertex dual (line graph) is defined as:

Where,

V* = {(i, j) | ei,j V} represents edgesE* = {vi | i ∈ V} represents nodesW* = {wi,j | i, j ∈ V} represents the weightsof the nodes

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Defining problems over graphs

  • Minimum Spanning Tree (MST)
    • Goal: Find the tree along all nodes with the minimum sum of weights
      • Boruvka’s [48], Prim’s [53 ] and Kruskal’s algorithm [37]
      • Time Complexity:�O(|E| log |V|)
  • Single-Source Shortest Path (SSP)
    • Goal: Find the shortest paths from the source node to all other nodes
      • Dijkstra’s algorithm [ 21]
        • Time Complexity O(|V| log |V| + |E|)
      • Bellman- Ford [7]
        • Time Complexity O(|V| |E|).
      • Floyd–Warshall algorithm [18]
        • Time Complexity O(|V|3)

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Defining problems over graphs

  • Traveling Salesman Problem (TSP)
    • Goal: Find the shortest tour that visits all cities once and returns to the starting city.
    • Approximation Algorithms
      • LKH [42], Christofides [17], 2-opt [41, 1], Farthest Insertion and Nearest Neighbor [55]
    • Exact Algorithms
      • Concorde [5], Gurobi [50] (Integer Linear Programming, ILP)
  • Vehicle Routing Problem (VRP)
    • Goal: Find the optimal routes for each vehicle to visit a unique subset of cities
    • TSP is a special case of VRP with one vehicle

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Graph Generation

  • Learning MST and SSP
    • Type:
      • Erdős-Rényi (ER) [24]
      • Barabási-Albert (BA) [3]
      • Stochastic block model (SBM) [28]
      • Watts-Strogatz (WS) [67]
      • Random regular (RR) [60 , 34]
    • Weights:
      • Uniformly distributed from [0, 1]
  • Learning TSP and VRP
    • Type:
      • Complete graphs
  • Nodes:
    • Uniformly distributed from [0,1]2
  • Weights:
    • Distance between nodes

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Learning Graph Algorithms as Single Player Games

The paper uses a search tree to represent the reinforcement learning approach.

The root represents an initial (random) state.

The leaves represent the possible solutions based on each state-action pair, following a neural network.

Reaching a leaf represents obtaining a reward (or cost) from an action.

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Learning Graph Algorithms (cont’d)

“When the predictions of our neural network capture the global structure of the problem, this mechanism is very efficient.

On the other hand, even if the network makes poor predictions for a particular problem, the search will still find the solution if run for a sufficiently long (possibly exponential) time.

The network is re-trained using the results of the evaluation oracle on the leaf nodes reached by the search to improve its predictions”