What about genetic algorithms ?

On Fri, Sep 10, 2010 at 20:49, Kevin Wright <[email protected]>wrote:

> brute-force with some sort of map-reduce algorithm is probably the way to
> go, assuming there are few enough  variables for your hardware.
>
>
> On 10 September 2010 19:47, Kevin Wright <[email protected]> wrote:
>
>> It's an NP problem, definitely.  Chances are that the "obvious" heuristic
>> wont be the optimal one.
>>
>> It's like this: http://www.cfcl.com/vlb/Cuute/Puzzles/17min_puzzle.html
>> Only harder...
>>
>>
>> On 10 September 2010 19:31, TC <[email protected]> wrote:
>>
>>> We do have some proprietary algorithms that do full geometry piecing
>>> and collaboration on cores. However what I'm looking for is much
>>> simpler. Really at this point I'm just looking to find the number of
>>> different cores of each type used and the total linear footage that
>>> makes up said cores. Only paying attention to length.
>>>
>>> The code im attempting to clean up is about 600 lines and brute forces
>>> through several arrays multiple times. While it returns the correct
>>> number of each length core we need it is slow and not as
>>> mathematically accurate as I believe it could be.
>>>
>>> If it helps give you scope the different lengths we have to work with
>>> are 144, 120, 96, 72, 48 in inches.
>>>
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>>
>>
>> --
>> Kevin Wright
>>
>> mail / gtalk / msn : [email protected]
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>> twitter: @thecoda
>>
>>
>
>
> --
> Kevin Wright
>
> mail / gtalk / msn : [email protected]
> pulse / skype: kev.lee.wright
> twitter: @thecoda
>
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