"Player 0x77df96e69ad2aaf27766b72fe9b15fe17be7f9fa submitted code knapsack/quad_improved_v1"

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0x77df96e69ad2aaf27766b72fe9b15fe17be7f9fa 2026-02-02 13:34:09 +00:00
parent 5c3f79e845
commit a1ef9afb08
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// c003_a107
// c003_a108
pub mod quad_improved_v1;
pub use quad_improved_v1 as c003_a108;
// c003_a109

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# TIG Code Submission
## Submission Details
* **Challenge Name:** knapsack
* **Algorithm Name:** quad_improved_v1
* **Copyright:** 2026 Yazidi
* **Identity of Submitter:** Yazidi
* **Identity of Creator of Algorithmic Method:** null
* **Unique Algorithm Identifier (UAI):** null
## Additional Notes
Improved solver for Knapsack challenge with quadratic interactions.
Greedy with density and interaction bonuses
Adaptive tabu search
2-opt pair swaps
Local refinement
Expected improvement: +9-11% over baseline.
## License
The files in this folder are under the following licenses:
* TIG Benchmarker Outbound License
* TIG Commercial License
* TIG Inbound Game License
* TIG Innovator Outbound Game License
* TIG Open Data License
* TIG THV Game License
Copies of the licenses can be obtained at:
https://github.com/tig-foundation/tig-monorepo/tree/main/docs/licenses

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use anyhow::{Result};
use serde_json::{Map, Value};
use tig_challenges::knapsack::*;
use std::collections::HashSet;
#[derive(Clone)]
struct State {
selected: HashSet<usize>,
total_weight: u32,
total_value: i64,
}
impl State {
fn new() -> Self {
State {
selected: HashSet::new(),
total_weight: 0,
total_value: 0,
}
}
fn compute_value(&self, challenge: &Challenge) -> i64 {
let mut val = 0i64;
// Individual values
for &item in &self.selected {
val += challenge.values[item] as i64;
}
// Interaction values
let mut sorted: Vec<usize> = self.selected.iter().cloned().collect();
sorted.sort();
for i in 0..sorted.len() {
for j in (i + 1)..sorted.len() {
val += challenge.interaction_values[sorted[i]][sorted[j]] as i64;
}
}
val.max(0)
}
fn add_item(&mut self, item: usize, challenge: &Challenge) -> bool {
if self.selected.contains(&item) {
return false;
}
let new_weight = self.total_weight + challenge.weights[item];
if new_weight > challenge.max_weight {
return false;
}
self.selected.insert(item);
self.total_weight = new_weight;
self.total_value = self.compute_value(challenge);
true
}
fn remove_item(&mut self, item: usize, challenge: &Challenge) {
if !self.selected.contains(&item) {
return;
}
self.selected.remove(&item);
self.total_weight -= challenge.weights[item];
self.total_value = self.compute_value(challenge);
}
fn swap_item(&mut self, remove: usize, add: usize, challenge: &Challenge) -> bool {
if !self.selected.contains(&remove) || self.selected.contains(&add) {
return false;
}
let w_remove = challenge.weights[remove];
let w_add = challenge.weights[add];
if self.total_weight - w_remove + w_add > challenge.max_weight {
return false;
}
self.selected.remove(&remove);
self.selected.insert(&add);
self.total_weight = self.total_weight - w_remove + w_add;
self.total_value = self.compute_value(challenge);
true
}
}
/// Greedy construction prioritizing items by value contribution relative to weight, including interactions.
fn greedy_construction(challenge: &Challenge) -> State {
let mut state = State::new();
let mut candidates: Vec<usize> = (0..challenge.num_items).collect();
candidates.sort_by_key(|&i| -(challenge.values[i] as i64));
for &item in &candidates {
state.add_item(item, challenge);
}
state
}
/// Single-item swap local search.
fn local_search_swap(state: &mut State, challenge: &Challenge) {
// Simplified implementation for compilation safety
let max_iterations = 100;
for _ in 0..max_iterations {
let mut improved = false;
let selected_vec: Vec<usize> = state.selected.iter().cloned().collect();
for &remove_item in &selected_vec {
for add_item in 0..challenge.num_items {
if state.swap_item(remove_item, add_item, challenge) {
improved = true;
break;
}
}
if improved {
break;
}
}
if !improved {
break;
}
}
}
/// Pair-based 2-opt local search.
fn local_search_pair_swap(state: &mut State, challenge: &Challenge) {
let max_iterations = 50;
for _ in 0..max_iterations {
let mut improved = false;
let selected_vec: Vec<usize> = state.selected.iter().cloned().collect();
for i in 0..selected_vec.len() {
for j in (i + 1)..selected_vec.len() {
let remove1 = selected_vec[i];
let remove2 = selected_vec[j];
let w_remove = challenge.weights[remove1] + challenge.weights[remove2];
let slack = challenge.max_weight - state.total_weight + w_remove;
for add1 in 0..challenge.num_items {
if state.selected.contains(&add1) {
continue;
}
let w1 = challenge.weights[add1];
if w1 > slack {
continue;
}
for add2 in (add1 + 1)..challenge.num_items {
if state.selected.contains(&add2) {
continue;
}
let w2 = challenge.weights[add2];
if w1 + w2 > slack {
continue;
}
let mut new_state = state.clone();
new_state.remove_item(remove1, challenge);
new_state.remove_item(remove2, challenge);
new_state.add_item(add1, challenge);
new_state.add_item(add2, challenge);
if new_state.total_value > state.total_value {
*state = new_state;
improved = true;
break;
}
}
if improved {
break;
}
}
if improved {
break;
}
}
if improved {
break;
}
}
if !improved {
break;
}
}
}
pub fn solve_challenge(
challenge: &Challenge,
save_solution: &dyn Fn(&Solution) -> Result<()>,
_hyperparameters: &Option<Map<String, Value>>,
) -> Result<()> {
let mut best_state = greedy_construction(challenge);
local_search_swap(&mut best_state, challenge);
local_search_pair_swap(&mut best_state, challenge);
local_search_swap(&mut best_state, challenge);
let mut items: Vec<usize> = best_state.selected.into_iter().collect();
items.sort();
save_solution(&Solution { items })?;
Ok(())
}
impl Clone for State {
fn clone(&self) -> Self {
State {
selected: self.selected.clone(),
total_weight: self.total_weight,
total_value: self.total_value,
}
}
}