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// Copyright 2020 Xavier Gillard
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//! # DDO
//! DDO is a truly generic framework to develop MDD-based combinatorial
//! optimization solvers in Rust. Its goal is to let you describe your
//! optimization problem as a dynamic program (see `Problem`) along with a
//! `Relaxation`. When the dynamic program of the problem is considered as a
//! transition system, the relaxation serves the purpose of merging different
//! nodes of the transition system into an other node standing for them all.
//! In that setup, the sole condition to ensure the correctness of the
//! optimization algorithm is that the replacement node must be an over
//! approximation of all what is feasible from the merged nodes.
//!
//! ## Side benefit
//! As a side benefit from using `ddo`, you will be able to exploit all of your
//! hardware to solve your optimization in parallel.
//!
//! ## Quick Example
//! The following presents a minimalistic use of ddo. It implements a solver for
//! the knapsack problem which uses all the available computing resources to
//! complete its task. This example is shown for illustration purpose because
//! it is pretty simple and chances are high anybody is already comfortable with
//! the problem definition.
//!
//! #### Note:
//! The `example` folder of our repository contains many other examples in
//! addition to this one. So please consider checking them out for further
//! details.
//!
//! #### Describe the problem as dynamic program
//! The first thing to do in this example is to describe the binary knapsack
//! problem in terms of a dynamic program. Here, the state of a node, is a simple
//! structure that comprises the remaining capacity of the sack (usize) and
//! a depth to denote the number of variables that have already been assigned.
//! ```
//! /// In our DP model, we consider a state that simply consists of the remaining
//! /// capacity in the knapsack. Additionally, we also consider the *depth* (number
//! /// of assigned variables) as part of the state since it useful when it comes to
//! /// determine the next variable to branch on.
//! #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
//! struct KnapsackState {
//! /// the number of variables that have already been decided upon in the complete
//! /// problem.
//! depth: usize,
//! /// the remaining capacity in the knapsack. That is the maximum load the sack
//! /// can bear without cracking **given what is already in the sack**.
//! capacity: usize
//! }
//! ```
//!
//! Additionally, we also define a Knapsack structure to store the parameters
//! of the instance being solved. Knapsack is the structure that actually
//! implements the dynamic programming model for the problem at hand.
//! ```
//! use ddo::*;
//! #
//! # #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
//! # struct KnapsackState {
//! # depth: usize,
//! # capacity: usize
//! # }
//! #
//! /// This structure represents a particular instance of the knapsack problem.
//! /// This is the structure that will implement the knapsack model.
//! ///
//! /// The problem definition is quite easy to understand: there is a knapsack having
//! /// a maximum (weight) capacity, and a set of items to chose from. Each of these
//! /// items having a weight and a profit, the goal is to select the best subset of
//! /// the items to place them in the sack so as to maximize the profit.
//! struct Knapsack {
//! /// The maximum capacity of the sack (when empty)
//! capacity: usize,
//! /// the profit of each item
//! profit: Vec<usize>,
//! /// the weight of each item.
//! weight: Vec<usize>,
//! }
//!
//! /// For each variable in the decision problem, there are two possible choices:
//! /// either we take the item in the sack, or we decide to leave it out. This
//! /// constant is used to indicate that the item is to be taken in the sack.
//! const TAKE_IT: isize = 1;
//! /// For each variable in the decision problem, there are two possible choices:
//! /// either we take the item in the sack, or we decide to leave it out. This
//! /// constant is used to indicate that the item is to be left out of the sack.
//! const LEAVE_IT_OUT: isize = 0;
//!
//! /// This is how you implement the labeled transition system (LTS) semantics of
//! /// a simple dynamic program solving the knapsack problem. The definition of
//! /// each of the methods should be pretty clear and easy to grasp. Should you
//! /// want more details on the role of each of these methods, then you are
//! /// encouraged to go checking the documentation of the `Problem` trait.
//! impl Problem for Knapsack {
//! // This associated type indicates that the type which is used to represent
//! // a state of the knapsack problem is `KnapsackState`. Hence the state-space
//! // of the problem consists of the set of KnapsackStates that can be represented
//! type State = KnapsackState;
//!
//! // This method is used to tell the number of variables in the knapsack instance
//! // you are willing to solve. In the literature, it is often referred to as 'N'.
//! fn nb_variables(&self) -> usize {
//! self.profit.len()
//! }
//! // This method returns the initial state of your DP model. In our case, that
//! // is nothing but an empty sack.
//! fn initial_state(&self) -> Self::State {
//! KnapsackState{ depth: 0, capacity: self.capacity }
//! }
//! // This method returns the initial value of the DP. This value accounts for the
//! // constant factors that have an impact on the final objective. In the case of
//! // the knapsack, when the sack is empty, the objective value is 0. Hence the
//! // initial value is zero as well.
//! fn initial_value(&self) -> isize {
//! 0
//! }
//! // This method implements a transition in the DP model. It yields a new sate
//! // based on a decision (affectation of a value to a variable) which is made from
//! // a given state.
//! fn transition(&self, state: &Self::State, dec: Decision) -> Self::State {
//! let mut ret = state.clone();
//! ret.depth += 1;
//! if dec.value == TAKE_IT {
//! ret.capacity -= self.weight[dec.variable.id()]
//! }
//! ret
//! }
//! // This method is analogous to the transition function. But instead to returning
//! // the next state when a decision is made, it returns the "cost", that is the
//! // impact of making that decision on the objective function.
//! fn transition_cost(&self, _state: &Self::State, _next: &Self::State, dec: Decision) -> isize {
//! self.profit[dec.variable.id()] as isize * dec.value
//! }
//! // This method is used to determine the order in which the variables will be branched
//! // on when solving the knapsack. In this case, we implement a basic scheme telling that
//! // the variables are selected in order (0, 1, 2, ... , N).
//! fn next_variable(&self, depth: usize, _: &mut dyn Iterator<Item = &Self::State>) -> Option<Variable> {
//! let n = self.nb_variables();
//! if depth < n {
//! Some(Variable(depth))
//! } else {
//! None
//! }
//! }
//! // If you followed this example until now, you might be surprised not to have seen
//! // any mention of the domain of the variables. Search no more. This function is
//! // designed to perform a call to the callback `f` for each possible decision regarding
//! // a given state and variable. In other words, it calls the callback `f` for each value
//! // in the domain of `variable` given that the current state is `state`.
//! fn for_each_in_domain(&self, variable: Variable, state: &Self::State, f: &mut dyn DecisionCallback)
//! {
//! if state.capacity >= self.weight[variable.id()] {
//! f.apply(Decision { variable, value: TAKE_IT });
//! f.apply(Decision { variable, value: LEAVE_IT_OUT });
//! } else {
//! f.apply(Decision { variable, value: LEAVE_IT_OUT });
//! }
//! }
//! }
//! ```
//!
//! #### Define a Relaxation
//! The relaxation we will define is probably the simplest you can think of.
//! When one needs to define a new state to replace those exceeding the maximum
//! width of the MDD, we will simply keep the state with the maximum capacity
//! as it enables at least all the possibly behaviors feasible with lesser capacities.
//!
//! Optionally, we could also implement a rough upper bound estimator for our
//! problem in the relaxation. However, we wont do it in this minimalistic
//! example since the framework provides you with a default implementation.
//! If you were to override the default implementation you would need to
//! implement the `fast_upper_bound()` method of the `Relaxation` trait.
//!
//! ```
//! # use ddo::*;
//! #
//! # #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
//! # struct KnapsackState {
//! # depth: usize,
//! # capacity: usize
//! # }
//! #
//! # struct Knapsack {
//! # capacity: usize,
//! # profit: Vec<usize>,
//! # weight: Vec<usize>,
//! # }
//! #
//! # const TAKE_IT: isize = 1;
//! # const LEAVE_IT_OUT: isize = 0;
//! #
//! # impl Problem for Knapsack {
//! # type State = KnapsackState;
//! # fn nb_variables(&self) -> usize {
//! # self.profit.len()
//! # }
//! # fn initial_state(&self) -> Self::State {
//! # KnapsackState{ depth: 0, capacity: self.capacity }
//! # }
//! # fn initial_value(&self) -> isize {
//! # 0
//! # }
//! # fn transition(&self, state: &Self::State, dec: Decision) -> Self::State {
//! # let mut ret = state.clone();
//! # ret.depth += 1;
//! # if dec.value == TAKE_IT {
//! # ret.capacity -= self.weight[dec.variable.id()]
//! # }
//! # ret
//! # }
//! # fn transition_cost(&self, _state: &Self::State, _next: &Self::State, dec: Decision) -> isize {
//! # self.profit[dec.variable.id()] as isize * dec.value
//! # }
//! # fn next_variable(&self, depth: usize, _: &mut dyn Iterator<Item = &Self::State>) -> Option<Variable> {
//! # let n = self.nb_variables();
//! # if depth < n {
//! # Some(Variable(depth))
//! # } else {
//! # None
//! # }
//! # }
//! # fn for_each_in_domain(&self, variable: Variable, state: &Self::State, f: &mut dyn DecisionCallback)
//! # {
//! # if state.capacity >= self.weight[variable.id()] {
//! # f.apply(Decision { variable, value: TAKE_IT });
//! # f.apply(Decision { variable, value: LEAVE_IT_OUT });
//! # } else {
//! # f.apply(Decision { variable, value: LEAVE_IT_OUT });
//! # }
//! # }
//! # }
//! struct KPRelax<'a>{pb: &'a Knapsack}
//! impl Relaxation for KPRelax<'_> {
//! // The type of states which this relaxation operates on is KnapsackState.
//! // Just like the Problem definition which told us that its state spaces
//! // consisted of all the possible KnapsackStates.
//! type State = KnapsackState;
//!
//! // This method creates and returns a new KnapsackState that will stand for
//! // all the states returned by the 'states' iterator. The newly created state
//! // will replace all these nodes in a relaxed DD that has too many nodes.
//! fn merge(&self, states: &mut dyn Iterator<Item = &Self::State>) -> Self::State {
//! states.max_by_key(|node| node.capacity).copied().unwrap()
//! }
//! // This method is used to offset a portion of the cost that would be lost in
//! // the merge operations towards the edges entering the merged node. It is important
//! // to know this method exists, even though most of the time, you will simply return
//! // the cost of the relaxed edge (that is you wont offset any cost on the entering
//! // edges as that wont be required by your relaxation. But is some -- infrequent -- cases
//! // your model will require that you do something smart here).
//! fn relax(&self, _source: &Self::State, _dest: &Self::State, _merged: &Self::State, _decision: Decision, cost: isize) -> isize {
//! cost
//! }
//! }
//! ```
//!
//! ### State Ranking
//! There is a third piece of information which you will need to pass on to the
//! solver before being able to use ddo. This third bit of information is called
//! a `StateRanking` and it is an heuristic used to discriminate the most promising
//! states from the least promising one. That way, the solver isn't blind when it
//! needs to decide which nodes to delete or merge as it compiles restricted and
//! relaxed DDs for you.
//!
//! For instance, in the case of the knapsack, when all else is equal, you will
//! obviously prefer that the solver leaves the states with a higher remaining
//! capacity untouched and merge or delete the others.
//! ```
//! use ddo::*;
//! #
//! # #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
//! # struct KnapsackState {
//! # depth: usize,
//! # capacity: usize
//! # }
//! #
//! struct KPRanking;
//! impl StateRanking for KPRanking {
//! // This associated type has the same meaning as in the problem and
//! // relaxation definitions.
//! type State = KnapsackState;
//!
//! // It compares two states and returns an ordering. Greater means that
//! // state a is preferred over state b. Less means that state b should be
//! // preferred over state a. And Equals means you don't care.
//! fn compare(&self, a: &Self::State, b: &Self::State) -> std::cmp::Ordering {
//! a.capacity.cmp(&b.capacity)
//! }
//! }
//! ```
//!
//! # Instantiate your Solver
//! As soon as you have defined a problem and relaxation and state ranking, you are
//! good to go. The only thing you still need to do is to write your main method and
//! spin your solver to solve actual problems. Here is how you would do it.
//!
//! ```
//! # use ddo::*;
//! # use std::sync::Arc;
//! #
//! # #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
//! # pub struct KnapsackState {
//! # depth: usize,
//! # capacity: usize
//! # }
//! #
//! # struct Knapsack {
//! # capacity: usize,
//! # profit: Vec<usize>,
//! # weight: Vec<usize>,
//! # }
//! #
//! # const TAKE_IT: isize = 1;
//! # const LEAVE_IT_OUT: isize = 0;
//! #
//! # impl Problem for Knapsack {
//! # type State = KnapsackState;
//! # fn nb_variables(&self) -> usize {
//! # self.profit.len()
//! # }
//! # fn initial_state(&self) -> Self::State {
//! # KnapsackState{ depth: 0, capacity: self.capacity }
//! # }
//! # fn initial_value(&self) -> isize {
//! # 0
//! # }
//! # fn transition(&self, state: &Self::State, dec: Decision) -> Self::State {
//! # let mut ret = state.clone();
//! # ret.depth += 1;
//! # if dec.value == TAKE_IT {
//! # ret.capacity -= self.weight[dec.variable.id()]
//! # }
//! # ret
//! # }
//! # fn transition_cost(&self, _state: &Self::State, _next: &Self::State, dec: Decision) -> isize {
//! # self.profit[dec.variable.id()] as isize * dec.value
//! # }
//! # fn next_variable(&self, depth: usize, _: &mut dyn Iterator<Item = &Self::State>) -> Option<Variable> {
//! # let n = self.nb_variables();
//! # if depth < n {
//! # Some(Variable(depth))
//! # } else {
//! # None
//! # }
//! # }
//! # fn for_each_in_domain(&self, variable: Variable, state: &Self::State, f: &mut dyn DecisionCallback)
//! # {
//! # if state.capacity >= self.weight[variable.id()] {
//! # f.apply(Decision { variable, value: TAKE_IT });
//! # f.apply(Decision { variable, value: LEAVE_IT_OUT });
//! # } else {
//! # f.apply(Decision { variable, value: LEAVE_IT_OUT });
//! # }
//! # }
//! # }
//! # struct KPRelax<'a>{pb: &'a Knapsack}
//! # impl Relaxation for KPRelax<'_> {
//! # type State = KnapsackState;
//! #
//! # fn merge(&self, states: &mut dyn Iterator<Item = &Self::State>) -> Self::State {
//! # states.max_by_key(|node| node.capacity).copied().unwrap()
//! # }
//! # fn relax(&self, _source: &Self::State, _dest: &Self::State, _merged: &Self::State, _decision: Decision, cost: isize) -> isize {
//! # cost
//! # }
//! # }
//! #
//! # struct KPRanking;
//! # impl StateRanking for KPRanking {
//! # type State = KnapsackState;
//! #
//! # fn compare(&self, a: &Self::State, b: &Self::State) -> std::cmp::Ordering {
//! # a.capacity.cmp(&b.capacity)
//! # }
//! # }
//! # pub struct KPDominance;
//! # impl Dominance for KPDominance {
//! # type State = KnapsackState;
//! # type Key = usize;
//! # fn get_key(&self, state: Arc<Self::State>) -> Option<Self::Key> {
//! # Some(state.depth)
//! # }
//! # fn nb_dimensions(&self, _state: &Self::State) -> usize {
//! # 1
//! # }
//! # fn get_coordinate(&self, state: &Self::State, _: usize) -> isize {
//! # state.capacity as isize
//! # }
//! # fn use_value(&self) -> bool {
//! # true
//! # }
//! # }
//!
//! // 1. Create an instance of our knapsack problem
//! let problem = Knapsack {
//! capacity: 50,
//! profit : vec![60, 100, 120],
//! weight : vec![10, 20, 30]
//! };
//!
//! // 2. Create a relaxation of the problem
//! let relaxation = KPRelax{pb: &problem};
//!
//! // 3. Create a ranking to discriminate the promising and uninteresting states
//! let heuristic = KPRanking;
//!
//! // 4. Define the policy you will want to use regarding the maximum width of the DD
//! let width = FixedWidth(100); // here we mean max 100 nodes per layer
//!
//! // 5. Add a dominance relation checker
//! let dominance = SimpleDominanceChecker::new(KPDominance, problem.nb_variables());
//!
//! // 6. Decide of a cutoff heuristic (if you don't want to let the solver run for ever)
//! let cutoff = NoCutoff; // might as well be a TimeBudget (or something else)
//!
//! // 7. Create the solver fringe
//! let mut fringe = SimpleFringe::new(MaxUB::new(&heuristic));
//!
//! // 8. Instantiate your solver
//! let mut solver = DefaultSolver::new(
//! &problem,
//! &relaxation,
//! &heuristic,
//! &width,
//! &dominance,
//! &cutoff,
//! &mut fringe);
//!
//! // 9. Maximize your objective function
//! // the outcome provides the value of the best solution that was found for
//! // the problem (if one was found) along with a flag indicating whether or
//! // not the solution was proven optimal. Hence an unsatisfiable problem
//! // would have `outcome.best_value == None` and `outcome.is_exact` true.
//! // The `is_exact` flag will only be false if you explicitly decide to stop
//! // searching with an arbitrary cutoff.
//! let outcome = solver.maximize();
//! // The best solution (if one exist) is retrieved with
//! let solution = solver.best_solution();
//!
//! // 10. Do whatever you like with the optimal solution.
//! assert_eq!(Some(220), outcome.best_value);
//! println!("Solution");
//! for decision in solution.unwrap().iter() {
//! if decision.value == 1 {
//! println!("{}", decision.variable.id());
//! }
//! }
//! ```
//!
//! ## Going further / Getting a grasp on the codebase
//! The easiest way to get your way around with DDO is probably to start
//! exploring the available APIs and then to move to the exploration of the
//! examples. (Or the other way around, that's really up to you !).
//! For the exploration of the APIs, you are encouraged to start with the types
//! `ddo::Problem` and `ddo::Relaxation` which defines the core abstractions
//! you will need to implement. After that, it is also interesting to have a
//! look at the various heuristics available and the configuration options you
//! can use when customizing the behavior of your solver and mdd. That should
//! get you covered and you should be able to get a deep understanding of how
//! to use our library.
//!
//! ## Citing DDO
//! If you use DDO, or find it useful for your purpose (research, teaching,
//! business, ...) please cite:
//! ```plain
//! @misc{gillard:20:ddo,
//! author = {Xavier Gillard, Pierre Schaus, Vianney Coppé},
//! title = {Ddo, a generic and efficient framework for MDD-based optimization},
//! howpublished = {IJCAI-20},
//! year = {2020},
//! note = {Available from \url{https://github.com/xgillard/ddo}},
//! }
//! ```
// I don't want to emit a lint warning because of the main method appearing
// in the crate documentation. It is specifically the purpose of that doc to
// show an example (including the main) of how to use the ddo library.
#![allow(clippy::needless_doctest_main)]
mod common;
mod abstraction;
mod implementation;
pub use common::*;
pub use abstraction::*;
pub use implementation::*;