The Physical Travelling Salesman Challenge
mikejuk writes "You probably know that the traveling salesman problem is one of the classics of computer science theory. Now we have a new challenge — the Physical Travelling Salesman Problem and anyone can join in. All you have to do is visit each city once using an optimal route. The new element is that you now have to drive between the cities using a 'car' that has inertia and friction — see the video. You can submit an AI bot to solve the problem or drive the course yourself."
Sounds like a relative of the ICFP 2008 contest: http://www.cs.uchicago.edu/newsletter/353
I thought the point of the actual mathematical problem was to mathematically conclude the best possible path, with the understanding that it wouldn't be real-world achievable but that one would use that as a guideline to strive for.
This little game they came up with removes the math portion of the experiment entirely, and while it adds the acceleration changes due to mass, one could have just introduced those acceleration changes into the original problem mathematically.
I don't understand what the little game is actually for. It's not entertaining enough despite their attempts to compare it to Crazy Taxi and others, and without there being math involved in plotting the route I don't see how one practices the theory beyond a child's level.
Do not look into laser with remaining eye.
The traveling salesman problem is based on a table of distances between the city pairs. It doesn't matter to the problem HOW those distances are calculated, or even if they include other variables. So this can be trivially reduced to the classic version of the problem.
Hi, I'm the organiser of the competition. The PTSP is meant to be a benchmark where different AI techniques can be tried and tested. This game gathers many of the features that real-time video games have (pathfinding, navigation, obstacle avoidance...). The objective is to provide a benchmark where new AI techniques can be tested and potentially exported to real time games. Of course the objective is not to solve the TSP. Actually, it's been seen that optimal TSP solutions, if we just consider the distances between the waypoints, do not create optimal PTSP paths. This makes the problem harder than just applying one of the very well known techniques to solve the TSP. Currently we have a couple of submissions that are behaving quite well, but there could be still room for improvement! Cheers, Diego.
Last I knew the "pure" problem was "Hard" because it counted minor variants that were off by a mile as "invalid answers". Whereas the "Approximations" came out really fast because in the real world you didn't care about an extra time.
I recommend a variant: "Real time travelling salesman": You have a set of points, a starting point, and the times to travel between the points in second. You start a computer program which outputs the points to visit in the order they are visited. Here's what makes it "real time": You can start travelling to the each point only when the computer has output that point. The computer program can continue working on the next point while driving.
My AI found traveling places to sell people things to be illogical, so I had to revise its instructions. The new ones read "You are to travel to each city to kill all humans. In order to most efficiently kill all humans, you must visit each city only once. What is your route?"
Note to cities: If an AI arrives to kill all humans, you can avoid it by leaving the city briefly and then returning once it's left. It's so cute, that way...
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
What's next, the Relativistic Travelling Salesman problem? How about that for a challenge!
The three laws of thermodynamics:(1) You can't win. (2) You can't break even. (3) You can't even quit.