I'm looking for an efficient algorithm that is able to find an as random as possible Hamiltonian path in a bidirectional N*M grid.
Does anyone know where I can find, or how to go about constructing such an algorithm?
I've already found an efficient approach (see image below). The end result here is a Hamiltonian cycle. Removing a random edge will make it a Hamiltonian path. This algorithm is efficient, but does not provide enough randomness. This approach will always have the begin and end point of the path right next to each other, while I'd like to have those in random locations. Space-filling curve http://img593.imageshack.us/img593/8060/sfc.png Image taken from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.35.3648&rep=rep1&type=pdf
An early exact algorithm for finding a Hamiltonian cycle on a directed graph was the enumerative algorithm of Martello. A search procedure by Frank Rubin divides the edges of the graph into three classes: those that must be in the path, those that cannot be in the path, and undecided.
Depth first search and backtracking can also help to check whether a Hamiltonian path exists in a graph or not. Simply apply depth first search starting from every vertex v and do labeling of all the vertices. All the vertices are labelled as either "IN STACK" or "NOT IN STACK".
Hamiltonian Path in an undirected graph is a path that visits each vertex exactly once. A Hamiltonian cycle (or Hamiltonian circuit) is a Hamiltonian Path such that there is an edge (in the graph) from the last vertex to the first vertex of the Hamiltonian Path.
Simple way of solving the Hamiltonian Path problem would be to permutate all possible paths and see if edges exist on all the adjacent nodes in the permutation. If the graph is a complete graph, then naturally all generated permutations would quality as a Hamiltonian path.
First of all, the algorithm displayed on your image from the pdf file is not a solution to the Hamilton path problem but a solution to a maze generation as the final path has several branches.
To find algorithms for a maze generation, see: https://en.wikipedia.org/wiki/Maze_generation_algorithm
Now here is a simple algorithm to generate a Hamiltonian path on a N*M 2D grid:
Let a NM grid be (for instance, 45):
O-O-O-O-O | | | | | O-O-O-O-O | | | | | O-O-O-O-O | | | | | O-O-O-O-O
Let's start from the East/North corner and let's create a simple zigzag to the West and to the East:
O-O-O-O-O
|
O-O-O-O-O
|
O-O-O-O-O
|
O-O-O-O-O
Now we have a Hamiltonian path.
Let's search two glued edges which one front of the other. They are the beginning and the end of a loop:
O-O-O-O-O
|
O-OXO-O-O
|
O-OXO-O-O
|
O-O-O-O-O
Ensure that there is at least one edge inside the loop that is glued to an edge outside the loop, otherwise, go to step 3:
O-O-O-O-O
|
O-OXO-O-O
|
O-OXOxO-O
|
O-O-OxO-O
Shortcut the loop:
O-O-O-O-O
|
O-O O-O-O
| | |
O-O OxO-O
|
O-O-OxO-O
Reattach the loop by the two other glued edges:
O-O-O-O-O
|
O-O O-O-O
| | |
O-O O O-O
| | |
O-O-O O-O
If the Hamiltonian path is not randomized enough, go to step 3.
Only the start and the end will not move. To randomize the end or the start, you can replace the initial zigzag by another algorithm:
The result may look like that:
O-O-O-O-O
|
O-O-O-O O
| | |
O O-O O O
| | | |
O-O-O O-O
With this algorithm, the start remains on a corner but the end can be anywhere. To randomize the start AND the end, you can apply an algorithm that you can iterate as many times as you want either on the start or on the end. Let's take the start:
| v O-O-O-O-O | O-O-O-O O | | | O O-O O O | | | | O-O-O O-O
O-O-O-O-O | ->O-O-O-O O | | | O O-O O O | | | | O-O-O O-O
O-O-O-O-O | OXO-O-O O | | | O O-O O O | | | | O-O-O O-O
O-O-O-O-O | | O O-O-O O | | | O O-O O O | | | | O-O-O O-O
The start has moved two cells. The start and the end are as on a checkerboard and they only can move on a case with the same color.
Now your path is completely randomized.
Here is the whole algorithm in Python. You can run it here: http://www.compileonline.com/execute_python3_online.php
The result is stored in an array (self.gameGrid
) that is logged twice (with arrows and with nodes and lines). The first two glued edges are called a permutation and the second ones are called an intersection.
import random
import enum
class From(enum.Enum):
NOWHERE = 1
NORTH = 2
EAST = 3
SOUTH = 4
WEST = 5
class Hamiltonian:
def __init__(self, width: int, height: int, start: tuple = (0, 0)):
self.arcs = {From.NORTH: (0, -1), From.SOUTH: (0, 1), From.EAST: (1, 0), From.WEST: (-1, 0)}
self.width = width
self.height = height
self.start = start
self.grid = {(i, j): self._zig_zag(i, j) for i in range(width) for j in range(height)}
self.grid[start] = From.NOWHERE
self.curr_loop = []
def generate(self, count: int = 100):
for i in range(count):
sp = self._split_grid()
self._modify_path(sp)
tu = self._mend_grid(sp)
self._modify_path(tu)
def _modify_path(self, spl):
pt_a, pt_b = spl
pta, ptb = self.grid[pt_a], self.grid[pt_b]
orientation = pta
if orientation in [From.NORTH, From.SOUTH]:
if pt_a[0] < pt_b[0]:
pta, ptb = From.EAST, From.WEST
else:
pta, ptb = From.WEST, From.EAST
else:
if pt_a[1] < pt_b[1]:
pta, ptb = From.SOUTH, From.NORTH
else:
pta, ptb = From.NORTH, From.SOUTH
self.grid[pt_a] = pta
self.grid[pt_b] = ptb
def _move(self, pt) -> [tuple, None]:
if pt in self.grid and self.grid[pt] != From.NOWHERE:
(x, y), (dx, dy) = pt, self.arcs[self.grid[pt]]
if (x + dx, y + dy) in self.grid:
return x + dx, y + dy
return None
def _set_loop(self, start, stop):
self.curr_loop = []
point = start
while point and len(self.curr_loop) <= len(self.grid) and point != stop and self.grid[point] != From.NOWHERE:
point = self._move(point)
self.curr_loop.append(point)
return point == stop
def _split_grid(self) -> tuple:
candidates = []
for pt, dx in self.grid.items():
x, y = pt
if dx == From.NORTH:
cx = (x+1, y - 1)
if cx in self.grid and self.grid[cx] == From.SOUTH:
candidates.append((pt, cx))
elif dx == From.SOUTH:
cx = (x+1, y + 1)
if cx in self.grid and self.grid[cx] == From.NORTH:
candidates.append((pt, cx))
elif dx == From.EAST:
cx = (x + 1, y + 1)
if cx in self.grid and self.grid[cx] == From.WEST:
candidates.append((pt, cx))
elif dx == From.WEST:
cx = (x - 1, y + 1)
if cx in self.grid and self.grid[cx] == From.EAST:
candidates.append((pt, cx))
if len(candidates) > 0:
start, end = random.choice(candidates)
if self._set_loop(start, end):
return start, end
elif not self._set_loop(end, start):
raise Exception('Cannot split. Loop failed.')
return end, start
def _mend_grid(self, sp):
candidates = []
for pt, dx in self.grid.items():
(x, y), lx = pt, pt in self.curr_loop
if dx == From.NORTH:
cx = (x+1, y - 1)
rx = cx in self.curr_loop
if cx in self.grid and self.grid[cx] == From.SOUTH and rx != lx:
candidates.append((pt, cx))
elif dx == From.SOUTH:
cx = (x+1, y + 1)
rx = cx in self.curr_loop
if cx in self.grid and self.grid[cx] == From.NORTH and rx != lx:
candidates.append((pt, cx))
elif dx == From.EAST:
cx = (x + 1, y + 1)
rx = cx in self.curr_loop
if cx in self.grid and self.grid[cx] == From.WEST and rx != lx:
candidates.append((pt, cx))
elif dx == From.WEST:
cx = (x - 1, y + 1)
rx = cx in self.curr_loop
if cx in self.grid and self.grid[cx] == From.EAST and rx != lx:
candidates.append((pt, cx))
a, b = sp
if (a, b) in candidates:
candidates.remove((a, b))
elif (b, a) in candidates:
candidates.remove((b, a))
if len(candidates) > 0:
return random.choice(candidates)
else:
return sp
def _zig_zag(self, x: int, y: int) -> From:
even = y % 2 == 0
if (x == 0 and even) or (x == self.width - 1 and not even):
return From.NORTH
return From.WEST if even else From.EAST
def print_path(self):
result_str = ''
for y in range(self.height):
for x in range(self.width):
if (self.grid[x, y] == From.NORTH) or ((y > 0) and (self.grid[x, y - 1] == From.SOUTH)):
result_str = result_str + ' |'
else:
result_str = result_str + ' '
result_str = result_str + ' \n'
for x in range(self.width):
if (self.grid[x, y] == From.WEST) or ((x > 0) and (self.grid[x - 1, y] == From.EAST)):
result_str = result_str + '-O'
else:
result_str = result_str + ' O'
result_str = result_str + ' \n'
print(result_str)
if __name__ == '__main__':
h = Hamiltonian(5, 5)
h.generate(500)
h.print_path()
This paper describes a method:
Oberdorf, R.; Ferguson, A.; Jacobsen, J.L.; Kondev, J. - Secondary Structures in Long Compact Polymers (arXiv.org)
The method roughly consists of the following: start with a zig-zag pattern (a non-random Hamiltonian path on the grid) and repeatedly apply a transformation (called "backbite") to the path. A backbite consists of adding an edge from one of the endpoints A to an adjacent vertex B other than the one A is connected to (thus creating a loop), and then remove the edge that starts in B that is not the one just added and that causes a loop (there will always be only one causing a loop other than the one just added).
The authors add some conditions to obtain rough uniformity (including an estimation on how many times to apply the backbite move). Details in the paper.
The authors also prove empirically that the probability of their method generating adjacent endpoints approximately matches the theoretical probability in uniform random Hamiltonian paths.
There is an implementation of the algorithm in JavaScript here: Hamiltonian Path Generator
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