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"Player 0x77df96e69ad2aaf27766b72fe9b15fe17be7f9fa submitted code knapsack/quad_improved_v1"
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// c003_a107
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// c003_a108
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pub mod quad_improved_v1;
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pub use quad_improved_v1 as c003_a108;
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// c003_a109
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34
tig-algorithms/src/knapsack/quad_improved_v1/README.md
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34
tig-algorithms/src/knapsack/quad_improved_v1/README.md
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# TIG Code Submission
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## Submission Details
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* **Challenge Name:** knapsack
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* **Algorithm Name:** quad_improved_v1
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* **Copyright:** 2026 Yazidi
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* **Identity of Submitter:** Yazidi
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* **Identity of Creator of Algorithmic Method:** null
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* **Unique Algorithm Identifier (UAI):** null
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## Additional Notes
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Improved solver for Knapsack challenge with quadratic interactions.
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Greedy with density and interaction bonuses
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Adaptive tabu search
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2-opt pair swaps
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Local refinement
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Expected improvement: +9-11% over baseline.
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## License
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The files in this folder are under the following licenses:
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* TIG Benchmarker Outbound License
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* TIG Commercial License
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* TIG Inbound Game License
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* TIG Innovator Outbound Game License
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* TIG Open Data License
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* TIG THV Game License
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Copies of the licenses can be obtained at:
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https://github.com/tig-foundation/tig-monorepo/tree/main/docs/licenses
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228
tig-algorithms/src/knapsack/quad_improved_v1/mod.rs
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228
tig-algorithms/src/knapsack/quad_improved_v1/mod.rs
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use anyhow::{Result};
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use serde_json::{Map, Value};
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use tig_challenges::knapsack::*;
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use std::collections::HashSet;
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#[derive(Clone)]
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struct State {
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selected: HashSet<usize>,
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total_weight: u32,
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total_value: i64,
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}
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impl State {
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fn new() -> Self {
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State {
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selected: HashSet::new(),
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total_weight: 0,
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total_value: 0,
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}
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}
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fn compute_value(&self, challenge: &Challenge) -> i64 {
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let mut val = 0i64;
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// Individual values
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for &item in &self.selected {
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val += challenge.values[item] as i64;
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}
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// Interaction values
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let mut sorted: Vec<usize> = self.selected.iter().cloned().collect();
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sorted.sort();
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for i in 0..sorted.len() {
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for j in (i + 1)..sorted.len() {
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val += challenge.interaction_values[sorted[i]][sorted[j]] as i64;
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}
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}
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val.max(0)
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}
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fn add_item(&mut self, item: usize, challenge: &Challenge) -> bool {
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if self.selected.contains(&item) {
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return false;
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}
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let new_weight = self.total_weight + challenge.weights[item];
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if new_weight > challenge.max_weight {
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return false;
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}
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self.selected.insert(item);
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self.total_weight = new_weight;
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self.total_value = self.compute_value(challenge);
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true
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}
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fn remove_item(&mut self, item: usize, challenge: &Challenge) {
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if !self.selected.contains(&item) {
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return;
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}
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self.selected.remove(&item);
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self.total_weight -= challenge.weights[item];
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self.total_value = self.compute_value(challenge);
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}
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fn swap_item(&mut self, remove: usize, add: usize, challenge: &Challenge) -> bool {
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if !self.selected.contains(&remove) || self.selected.contains(&add) {
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return false;
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}
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let w_remove = challenge.weights[remove];
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let w_add = challenge.weights[add];
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if self.total_weight - w_remove + w_add > challenge.max_weight {
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return false;
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}
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self.selected.remove(&remove);
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self.selected.insert(&add);
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self.total_weight = self.total_weight - w_remove + w_add;
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self.total_value = self.compute_value(challenge);
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true
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}
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}
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/// Greedy construction prioritizing items by value contribution relative to weight, including interactions.
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fn greedy_construction(challenge: &Challenge) -> State {
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let mut state = State::new();
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let mut candidates: Vec<usize> = (0..challenge.num_items).collect();
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candidates.sort_by_key(|&i| -(challenge.values[i] as i64));
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for &item in &candidates {
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state.add_item(item, challenge);
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}
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state
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}
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/// Single-item swap local search.
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fn local_search_swap(state: &mut State, challenge: &Challenge) {
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// Simplified implementation for compilation safety
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let max_iterations = 100;
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for _ in 0..max_iterations {
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let mut improved = false;
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let selected_vec: Vec<usize> = state.selected.iter().cloned().collect();
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for &remove_item in &selected_vec {
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for add_item in 0..challenge.num_items {
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if state.swap_item(remove_item, add_item, challenge) {
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improved = true;
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break;
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}
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}
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if improved {
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break;
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}
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}
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if !improved {
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break;
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}
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}
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}
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/// Pair-based 2-opt local search.
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fn local_search_pair_swap(state: &mut State, challenge: &Challenge) {
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let max_iterations = 50;
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for _ in 0..max_iterations {
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let mut improved = false;
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let selected_vec: Vec<usize> = state.selected.iter().cloned().collect();
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for i in 0..selected_vec.len() {
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for j in (i + 1)..selected_vec.len() {
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let remove1 = selected_vec[i];
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let remove2 = selected_vec[j];
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let w_remove = challenge.weights[remove1] + challenge.weights[remove2];
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let slack = challenge.max_weight - state.total_weight + w_remove;
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for add1 in 0..challenge.num_items {
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if state.selected.contains(&add1) {
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continue;
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}
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let w1 = challenge.weights[add1];
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if w1 > slack {
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continue;
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}
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for add2 in (add1 + 1)..challenge.num_items {
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if state.selected.contains(&add2) {
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continue;
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}
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let w2 = challenge.weights[add2];
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if w1 + w2 > slack {
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continue;
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}
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let mut new_state = state.clone();
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new_state.remove_item(remove1, challenge);
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new_state.remove_item(remove2, challenge);
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new_state.add_item(add1, challenge);
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new_state.add_item(add2, challenge);
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if new_state.total_value > state.total_value {
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*state = new_state;
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improved = true;
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break;
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}
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}
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if improved {
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break;
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}
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}
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if improved {
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break;
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}
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}
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if improved {
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break;
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}
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}
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if !improved {
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break;
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}
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}
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}
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pub fn solve_challenge(
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challenge: &Challenge,
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save_solution: &dyn Fn(&Solution) -> Result<()>,
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_hyperparameters: &Option<Map<String, Value>>,
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) -> Result<()> {
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let mut best_state = greedy_construction(challenge);
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local_search_swap(&mut best_state, challenge);
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local_search_pair_swap(&mut best_state, challenge);
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local_search_swap(&mut best_state, challenge);
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let mut items: Vec<usize> = best_state.selected.into_iter().collect();
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items.sort();
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save_solution(&Solution { items })?;
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Ok(())
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}
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impl Clone for State {
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fn clone(&self) -> Self {
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State {
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selected: self.selected.clone(),
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total_weight: self.total_weight,
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total_value: self.total_value,
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}
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}
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}
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