CHAPTER  5

                       UNSOLVABLE AND INTRACTABLE PROBLEMS



5.0 Examples of Unsolvable Problems
-----------------------------------

An unsolvable (or "impossible") problem is one for which there is NO algorithm
at all, not even an inefficient, exponential time one. Here are some examples -
in each case it has been PROVEN completely that there is no algorithm.


HALTING PROBLEM - Given an arbitrary algorithm and its input, determine whether
the algorithm will halt (terminate), or run forever in an "infinite loop". This
is the most infamous unsolvable problem.


EQUIVALENCE PROBLEM - Given two programs, test to see if they are equivalent.


VERIFICATION PROBLEM - Given the statement of a problem and a proposed program
for solving it, verify whether the program really does solve the problem (i.e.
check that a program is correct).


OPTIMIZATION PROBLEM - Given a program, find the fastest equivalent program
(unsolvable because the equivalence testing problem is unsolvable).


THEOREM RECOGNITION PROBLEM - Given a mathematical statement, test whether or
not it is a theorem (i.e. whether or not it is "true"). For example, test a
first order logical formula to see if it is valid (in all models), or test a
statement of number theory to see if it holds.


GRAMMAR PROBLEM - Given a language specified by some (context free) grammar,
find out if there is a statement in the language which can be parsed in more
than one way (i.e. find out if the grammar is ambiguous).  Also, given two
grammars, find out whether they define the same language.


SECURITY PROBLEM - Given a security scheme for an operating system, test
whether it can be broken, just by using normal commands (e.g. "passwd", "chmod"
etc.) in normal ways.


WORD CORRESPONDENCE PROBLEM - Given two arrays of "words", such as
X = ["a", "abaaa", "ab"] and Y = ["aaa", "ab", "b"], find a word which can be
made up from the same sequence of choices from either array. For example, the
word "abaaaaaab", can be made up from the choices X2,X1,X1,X3, or from
Y2,Y1,Y1,Y3.

As an exercise, try showing that X = ["abb", "a", "bab", "baba", "aba"],
Y = ["bbab", "aa", "ab", "aa", "a"] also has a corresponding word, but that
X = ["ab", "baa", "aba"], Y = ["aba", "aa", "baa"] don't have one, and nor do
X = ["bb", "a", "bab", "baba", "aba"], Y = ["bab", "aa", "ab", "aa", "a"] .






TILING PROBLEM - Given a number of types of tile, decide whether any size of room can be tiled using only the types of tile given, without turning any tiles round, and with edges matching. There is a good discussion of this in the book "Algorithmics" by Harel. Try showing that the tiles ---------- ---------- ---------- | GR | | | | BL | | | |G | | G| | | |R | | R| | | | BL | | GR | ---------- ---------- ---------- can tile any size room, but that if you swap BL and GR on the bottom edges of the last two tiles, then you cannot tile large areas. Note that one fact which helps make the problem unsolvable is that there are sets of tiles which can tile the whole plane, but not in any repeating pattern. The problem of tiling any size room is equivalent to the problem of tiling the whole plane (though the reason is not immediately obvious). INTEGER POLYNOMIAL PROBLEM - Given a set of polynomial equations in several variables, solve the equations for INTEGER values of the variables. 5.1 Unsolvability of The Halting Problem ---------------------------------------- The halting problem is the most famous and important unsolvable problem, and it was the first to be proven unsolvable. There is NO algorithm for solving this problem. If there were, then one could solve Fermat's Last Theorem (for example) as follows. Write an algorithm which searches for an integer solution to X^n + Y^n = Z^n (for n >= 3) by running through all the possibilities, and then halts when it finds one. This search algorithm does not solve the problem, because it might run indefinitely. If we could solve the halting problem though, we would not have to RUN the search algorithm, but merely TEST it to see if it would terminate. This would tell us in a finite time whether or not there was a solution to the equation (and if there was, THEN we could run the search algorithm to find it). To prove informally that there is no algorithm to test whether a program halts, suppose there were. Then we could write an algorithm for testing whether a program, when given its own source test as input, gets into a loop (i.e. fails to halt) as follows: To test whether program P loops when applied to itself ------------------------------------------------------ test whether program P, applied to itself, halts (use halting algorithm) if we get the answer false, return true if we get the answer true, go into a (deliberate) loop Now imagine applying a program for this to itself. If it halts, it must be because it doesn't halt, and if it doesn't halt, it must be because it does. This is quite impossible, so there is no halting algorithm. To make this a bit more precise, let's simplify things, and only consider pure functions (in Pascal, say) which take a string as argument, return a boolean as result, and which don't use any global variables or do any input/output. For example
function long (s: string): boolean; var n: integer; begin n := length (s); if n > 42 then long := true else long := false end; Problems involving only true/false answers are called decision problems, and unsolvable decision problems are often called undecidable. In Pascal, to allow the string to be of arbitrary length, it would have to represented as a linked list of string-fragments. Now the source text of this function can itself be treated as a string (with spaces instead of newlines if you like - it makes no difference): "function long (s: string): boolean; var n: integer; begin .... end;" Now suppose the halting problem can be solved. Then there is a function function halts (s: string): boolean; .... begin .... end; which takes as argument the source text of a function, together with an argument string for it, concatenated into a single string. For example, the function "halts" would give the answer "true" on the following input string, because the function "long" halts when applied to the string "abcdefghij". "function long .... end;abcdefghij" Now if we have a such a halting function, we can include it in a function "loopsonself" as follows: function loopsonself (s: string): boolean; var ss: string; result: boolean; function halts (s: string): boolean; .... end; begin ss := concat (s, s); result := halts (ss); if result = false then loopsonself := true else while true do ss := ss; end; Here, concat is a function which we can assume to be built in which concatenates two strings. The loopsonself function takes a source text of a function, and tests whether applying that function to its own source text loops (fails to halt). If so, it halts and returns true, and if not it loops. Now let "lostext" be the text of this function:
lostext = "function loopsonself .... end;" Now ask yourself whether loopsonself loops when applied to itself, i.e. whether the following call halts or loops. loopsonself (lostext) If it HALTS, it must be because "halts (concat (lostext, lostext))" returns false, which is if loopsonself, applied to itself, LOOPS. If it LOOPS, it must be because "halts (concat (lostext, lostext))" returns true, which is if loopsonself, applied to itself, HALTS. This is quite impossible, so the halting function cannot exist, and the halting problem is unsolvable. 5.2 Unsolvability of The Equivalence Problem -------------------------------------------- The proof of unsolvability for the halting problem is subtle and difficult. It would be tedious to have to find the same kind of proof for other problems. However, once we have one proven unsolvable problem, that makes it easier to prove other problems unsolvable. For example, take the equivalence problem - the problem of testing two programs to see if they always give the same results. To show that equivalence is unsolvable, we show that if it was solvable, we would be able to solve the halting problem. In other words, we REDUCE the halting problem to the equivalence problem as follows: To test whether program P halts on input I ------------------------------------------ construct a new program Q like P but always returning true instead of true-or-false construct a trivial program T which always returns true find out whether Q and T are equivalent (on input I) if so Q halts, otherwise it doesn't This shows that if we could solve the equivalence problem, we could use it as a subroutine in the halting problem, so the equivalence problem is unsolvable. Note that usually, an unknown problem is reduced to a known problem - in this case a known problem (halting) is reduced to an unknown one (equivalence). This is because we are trying to prove a negative result about equivalence. 5.3 Examples of Intractable Problems ------------------------------------ We are more concerned in this chapter with intractable problems - that is problems which CAN be solved, but not within a reasonable time, because only exponential algorithms are known. A problem is TRACTABLE (or in class P) if it has a polynomial algorithm for its solution. A polynomial algorithm is one which takes a time O(n) or O(n^2) or O(n^3) or .... An intractable problem is one for which only exponential time algorithms are known (time O(2^n) or O(n!) or ...). We will see later that we can PROVE beyond reasonable doubt that a problem has no polynomial algorithm. The technical term for problems which have such a proof is NP-COMPLETE.
Examples of intractable problems (actually all NP-complete) are: THE TRAVELLING SALESPERSON PROBLEM - Given a collection of towns, and a network of all the inter-town distances, (note that distance A->B need not equal B->A), find the shortest route which visits every town once and gets back to where it started. This is perhaps the most infamous intractable problem. The obvious algorithm tries all possible orderings (permutations) of towns and finds the length of each. This is an O(N!) algorithm if there are N towns, and is virtually useless on problems with more than about 10 towns. All known algorithms for finding THE shortest route are exponential. There are applications to airline routes, oil pipeline layouts, job scheduling etc. LOGICAL SATISFIABILITY PROBLEM - Given a formula of boolean algebra, e.g. (x & y => z) & (x or ~y => ~z), find "true" or "false" values for the boolean variables which satisfy the formula, i.e. make it true. This is the most central problem in the theory of intractable problems. The obvious algorithm is to try each possibility, "true" or "false", for each of the variables - at least an O(2^n) algorithm for n variables. LONGEST PATH PROBLEM - Given a general network (not a DAG), and two nodes A and Z, find the longest path from A to Z which does not visit any node twice. MULTI-MACHINE JOB SCHEDULING PROBLEM - Given a number of machines and a number of jobs which take varying but known times, assign the machines to the jobs to minimise the total time. This is intractable even with 2 machines where the object is to split the jobs into two sets with an equal amount of work in each set. Applies to factories as well as operating systems. CODE GENERATION PROBLEM - Given a high-level program, generate the optimum equivalent machine code in some sense (without changing the sequence of operations, e.g. find the optimimum use of registers). TIMETABLE PROBLEM - Given a number of courses and timetable slots, and some pairs of courses which can't be given in the same slot because students may take both, find a timetable which uses the least number of slots. INTEGER LINEAR PROGRAMMING PROBLEM - Given a set of simultaneous linear equations or inequalities, find an INTEGER solution maximising some function. (Can be solved quickly for reals using the simplex algorithm). DIGITAL CIRCUIT DESIGN PROBLEM - Given a boolean expression, find the minimal circuit which calculates the expression. DIGIAL CIRCUIT LAYOUT PROBLEM - Given a circuit, find the min number of layers needed to put it on a chip, or the min area needed for a given number of layers. GENERALISED GAMES - Given a chess or draughts position (say) on an N x N board, determine which player has the winning move. This suggests that no-one will ever find a sneaky quick way of playing chess - intelligence with learning is the only real answer.
It is important to be able to recognise intractable problems so that you do not waste time looking for fast algorithms for them, but instead concentrate on simpler sub-problems or on approximate (heuristic) algorithms, i.e. ones which give a "good" answer rather than the optimum answer. We need some theoretical result which tells us that a problem is intractable. 5.4 Polynomial Reducibility --------------------------- There is no way of giving a 100% proof that a problem has only exponential algorithms. However, we do have a proof "beyond reasonable doubt", based on the idea of the RELATIVE complexity of two problems. We use the idea of "reducing" one problem to another, in the same way that we reduced the halting problem to the equivalence problem to show that the equivalence problem was also unsolvable. This time though, we insist that the reduction be carried out in polynomial time. We say that a problem X (POLYNOMIALLY) REDUCES to a problem Y, written X <= Y, if there is a polynomial algorithm for solving X which uses a (hypothetical) algorithm for Y as a procedure. This shows that if there is a polynomial algorithm for Y, then there is one for X, i.e. X is no harder than Y, and hence the notation X <= Y. For example, suppose we have a new undirected travelling salesperson problem (UTSP) in which roads are two-way, so that the distance from A to B is always the same as the distance from B to A. This would seem to be easier than the old TSP. The new UTSP is just a special case of the old TSP, since a two-way road between A and B is the same as two separate one-way roads of the same length. We can solve the new UTSP by using a procedure for the old TSP as follows. Take the undirected network and replace each edge by a pair of directed edges of the same length, then use the TSP algorithm on the resulting directed network. This shows that the UTSP reduces to the old TSP, i.e. UTSP <= TSP. UTSP PROBLEM USE TSP ALGORITHM ON 5 ----->----- 5 / 5 \ A ----------- B A ------<------ B It turns out that the old TSP can also be reduced to the new UTSP. We can take a TSP network with directed edges and transform it (in polynomial time) into an undirected network on which we can use a (hypothetical) UTSP algorithm. The transformation is as follows. Each town A in the TSP problem is transformed into three towns AIN, A, AOUT. The distances from A to AIN and AOUT are very small, and distances from A to anything else are very large. An old road which ran from A to B (say) now runs from AOUT to BIN (and is two-way). TSP PROBLEM USE UTSP ALGORITHM ON AIN--A--AOUT A / \ \ /|\ / \ \ / | \ / \ \ ^ ^ v / \ \ / | \ / DIN---D---DOUT \ / D \ / / \ \ \ / / \ \ \ / / \ \ \ / ^ ^ v \ / / \ \ \ / / \ \ \ // \ \\ C -------<--------- B COUT---C---CIN----BOUT---B---BIN An optimum route in the new undirected network must visit A (because it must visit all the nodes) and when it does it must use the two roads AIN---A and A---AOUT (because these are short and the other roads involving A are long). Distances from AIN to BIN or AOUT to BOUT (say) are very large, so this forces an optimum route to go (eg) --A--AOUT--BIN--B--, thus effectively using the one-way road from A to B. It is not hard to check that an optimum route in the UTSP problem on the right corresponds to an optimum route in the TSP problem on the left. Thus the TSP can be solved in polynomial time with only a single call to a procedure for the UTSP, and TSP <= UTSP. We have already shown UTSP <= TSP, so a polynomial algorithm for either would lead to a polynomial algorithm for the other - they both have polynomial algorithms or neither has. If X <= Y, a fast algorithm for Y yields one for X. Also, it gives us a way of proving that Y is intractable. If X is already known to be intractable, then Y must be as well. We can show a problem to be intractable by reducing a known intractable problem to it (try not to get this the wrong way round). 5.5 The Classes P and NP ------------------------- We now define the class P (often written as a curly P) to be those problems which can be solved in a polynomial time. We think of these as "easy" problems, or at least as solved problems. As with unsolvability, it is convenient to restrict ourselves to decision problems (ones with true/false answers). We define the class NP to be (roughly) decision problems with exponential algorithms, i.e. algorithms taking at most O(2^p(n)) for some polynomial, e.g. O(2^(n^3)). In particular, the class NP excludes unsolvable problems or problems which take O(2^2^n) time etc., but it does include most practically important problems. More precisely, NP consists of decision problems which can be solved with a single exponential search for a structure with some property: A general exponential search ---------------------------- search through an exponential number of structures for each structure test the structure in polynomial time return "true" if any structure has the desired property
Alternatively, NP can be defined as the class of problems which can be solved in polynomial time using UNBOUNDED PARALLELISM -- a processor may always assume that there are free processors available for doing subproblems, and it returns "true" if any of the processors it uses return "true". Unbounded parallelism is totally impractical, because the number of processors grows exponentially. For that reason, unbounded parallelism is often called NON-DETERMINISM, and NP stands for "Non-deterministic Polynomial time problems". The decision problem version of the TSP is, given a network of distances and a target distance d, find a tour of length at most d. It is in the class NP because we can search through all N! permutations of N towns, and for each one we can find its length in polynomial time. Alternatively, we can use unbounded parallelism -- the main processor sets of one processor to try all permutations beginning with A, another to try all permutations beginning with B and so on. The satisfiability problem is in the class NP because we can search through all 2^N possible sets of "true" and "false" values for N variables, and for each set substitute into the boolean expression and evaluate it in polynomial time. If a structure can be tested in polynomial time, then it must have polynomial length, say q(n) bits, as there would otherwise not be time to examine it all. Thus there are at most 2^q(n) structures, and the whole search can be done in time O(q(n)*2^q(n)) which is O(2^p(n)) for some polynomial p (less than q^2). Problems in P are automatically in NP. However, there is no proof (yet) that NP contains any extra problems. In other words we could have P=NP. This problem of whether P=NP or not is the most famous outstanding problem of theoretical computer science. Everybody believes that P does not equal NP, otherwise ALL the famous outstanding intractable problems would have fast algorithms. We have a means of comparing problems (up to a polynomial) by polynomial reductions, so we can now ask whether there is a HARDEST problem X in NP, i.e. a problem in NP to which all other problems in NP can be polynomially reduced. X A <= X / /|\ \ B <= X ^ ^ ^ ^ ^ ...... / / | \ \ A B ... Such a problem must then be intractable beyond reasonable doubt. Suppose we had a polynomial algorithm for X. Then we would have a polynomial algorithm for any problem A in NP. In other words everything in NP would be in P, i.e. P=NP. Thus either P=NP (which nobody believes) or the problem X is intractable. This is the best we can do until the P=NP question is solved. A problem to which all problems in NP reduce is called NP-HARD. If the problem is itself in NP, it is called NP-COMPLETE. We have the picture: ___________ / \ / \ | | NP-HARD | ___________ | \/NP-COMPLETE\/ /\___________/\ | | | ___________ | NP \/ P \/ \___________/
5.6 Cook's Theorem - Satisfiability Is NP-Complete -------------------------------------------------- Cook proved that the logical satisfiability problem is a hardest problem in NP. We have seen that it is in NP because we can search through the 2^n possibilities for the values of the variables, and check satisfability for each one in polynomial time by substitution. The proof rests on the fact that given an arbitrary function, there is a boolean formula which expresses the bits of the output as functions of the bits of the input. To show that it is a hardest problem, we have to show how to reduce any NP problem X to the satisfiability problem. We know there is a search algorithm for X of the form: search through an exponential number of structures for each structure test the structure in polynomial time return "true" if any structure has the desired property Thus we can write a polynomial procedure for testing a structure. It takes an amount of time bounded by a polynomial in n, say p(n) (e.g. 10*n^3). The procedure only has time to access at most p (=p(n)) variables, so we can assume it uses variables V[1]...V[p], and we can assume they each have one bit (if they have more, treat each bit as a separate variable), i.e. we can assume that they are boolean variables. We can assume that the input to the problem (e.g. towns & inter-town distances) is passed to the procedure in V[1]...V[n], and that the structure to be tested (e.g. a permutation of towns) is passed in V[n+1]...V[p]. We can also assume that the procedure returns the result in V[1]. We can insist that the procedure checks that the structure is valid, i.e. To test structure in V[n+1]...V[p] ---------------------------------- check that V[n+1]...V[p] contains a structure of the required kind if not, return false test the structure using information in V[1]...V[n] return the result in V[1] The search program can use this procedure by repeatedly calling the procedure, once for each possible set of values for V[n+1]...V[p]. As an example, we will take the problem X to be the TSP problem. In the TSP problem, V[1]...V[n] must hold the number of towns N, all the inter-town distances, and the target distance d. The test procedure would be To test the length of a tour in V[n+1]...V[p] --------------------------------------------- find the number of towns N from the information in V[1]...V[n] check that V[n+1]...V[p] represents a permutation of towns 1...N if not, return false using the distances in V[1]...V[n], work out the length of the tour check whether the length is no greater than d return the result in V[1] Imagine writing this procedure in some specific language and compiling it into machine-code instructions (at most p of them), say C[1]...C[p]. We assume that there are arithmetic instructions, e.g. "V[3] := V[2] & V[1]" and control instructions, e.g. "if V[3] then goto 20" (goto 20 means execute C[20] next). If the machine has any registers, we include them among the V[1]...V[p].
Now we create a boolean formula Q from the procedure code C[1]...C[p] and its data V[1]...V[p]. The formula Q will be satisfiable if and only if there is a structure of the required form (e.g. tour of length <= d). The formula Q will be made up from the following boolean variables: V[i,t] (1<=i<=p, 0<=t<=p) C[j,t] (1<=j<=p, 0<=t<=p) where V[i,t] means "V[i] is 1 at time t", and C[j,t] meaning that C[j] is the instruction executing at time t. Thus there are O(p^2) variables in all. The formula Q will be made up of six sub-formulas C, D, E, F, G, H, i.e. we will have Q = C & D & E & F & G & H. The sub-formulas will have the following meanings: C: The variables V[1]...V[n] represent the input to the search problem. D: Instruction C[1] is the first to be executed. E: Only one instruction is executing at any one time. F: The instruction at time t determines the one executed at time t+1. G: The variables V[1]...V[p] are altered suitably by the instructions. H: At the end, V[1] contains true. The formula expresses the result V[1] as a function of the input structure V[n+1]...V[p]. The value of the formula Q ("true" or "false") is completely determined by the initial values of V[n+1]...V[p], i.e. the values of V[i,0] for i>n. It is satisfiable if and only if there are initial values of V[n+1]...V[p] which lead to a successful computation, i.e. if and only if there is a structure with the required property. The sub-formulas are made up as follows: C: Supposing that the input values of V[1]...V[n] are 1,0,1,... Then C is the formula: V[1,0] & ~V[2,0] & V[3,0] & ... which has n terms, one for each V[i]. D: This is just C[1,0]. E: This consists of a term of the form ~(C[j,t] & C[k,t]) for each pair of instructions and each time t, i.e. O(p^3) pairs. For example, for time t=8 we have terms: ... ~(C[1,8] & C[2,8]) & ~(C[1,8] & C[3,8]) & ~(C[2,8] & C[3,8]) & ... F: This consists of terms for each instruction and each time step, i.e. O(p^2) terms. The terms depend on the type of instruction. For an instruction C[2] of form "V[4] := V[5] & V[6]" at time t=8, say, we would have ... (C[2,8] => C[3,9]) & ... For an instruction C[2] of the form "if V[4] then goto 6" at time t=8 ... (C[2,8] => ((V[4,8] => C[6,9]) & (~V[4,8] => C[3,9])) & ...
G: We have a term for each variable, each instruction and each time step to indicate how the variables change, i.e. O(p^3) terms. If instruction C[2] is "if...goto" then no variables change, and for V[4] and t=8 we have term ... (C[2,8] => (V[4,9] <=> V[4,8])) & ... If C[2] is arithmetic, say "V[4] := V[5] & V[6]", then at time t=8 the term for V[4] is different from the terms for the other variables. The term for V[4] is ... (C[2,8] => (V[4,9] <=> V[5,8] & V[6,8])) & ... and the term for any other variable, say V[5], is ... (C[2,8] => (V[5,9] <=> V[5,8]) & ... H: This is just V[1,p]. The result of all this is a very large boolean expression of size O(p^3). It is really just the result of compiling the testing procedure right down to the level of individual bits. The size of the expression is polynomial in n (since p = p(n) is polynomial in n) and can be constructed from the original problem in polynomial time. If we apply an algorithm for the satisfiability problem to this expression, it will return values for all the variables V[i,t], C[j,t] which make Q true (if there are any). In particular it will find values for V[n+1]...V[p] which lead to a valid successful computation. To recap, we start with an arbitrary problem X in NP. We know there is a polynomial algorithm for testing a structure which could be used in an exponential search to solve X. Instead we use this algorithm to create a machine code program and then a boolean expression. We can use a procedure for solving the satisfiability problem to answer the question "is there a structure with the desired property?" in polynomial time. Thus we have solved the problem X in polynomial time using a procedure for the satisfiability problem: ------------------------------------------------------------------- | Cook's Theorem: | | Any problem in NP reduces to the satisfiability problem, i.e. | | The satisfiability problem is NP-Complete. | ------------------------------------------------------------------- Now provided P\=NP, this shows that satisfiability is intractable. 5.7 P, NP and Parallelism ------------------------- Now we have defined the classes P and NP, P being easy problems, NP being problems solvable with a single exponential search. We have shown that there is at least one problem (the satisfiability problem) which is NP-complete, that is as hard as possible within the class NP. One question to ask is: do these definitions depend on the machine? In particular, many people think (wrongly) that parallel computers can solve NP-complete problems. Let us imagine a parallel computer as powerful as possible. It has an infinite array of processors filling 3-dimensional space. There is a minimum possible volume V which a processor can take up, and each is essentially a computer with a fixed finite store. The computation begins in one particular place, and as time goes on, more and more processors can take part. However, the information about the problem can only propagate at the speed of light C, so after time T, the information is entirely inside a sphere of radius CT and volume O(T^3) in which you can fit only N = O(T^3) processors. For a problem which takes time t on a serial computer, the time taken by the parallel computer cannot be less than t/N, as each processor is no more powerful than a serial computer. T = t/N T = t/O(T^3) O(T^4) = t and so T and t are polynomially related, and the definitions of P, NP and NP-complete hold. For example, suppose the TSP is solved by a serial algorithm in time proportional to N! (N towns), and that it takes 100 seconds to solve a 100 town problem. For this problem, t=100, T=(100)^(1/4)=3 which seems good. The question to ask though is how large a problem the parallel computer can solve in 100 seconds. Now T=100, t=(100^4)=100000000, i.e. we have a million times as long. Now 103! = 103*102*101*100! = 1000000*100!, so the parallel computer can solve a 103 town problem. 5.8 Showing Other Problems NP-Complete -------------------------------------- We don't want to go through Cook's theorem again every time we want to show a new problem is NP-complete. We can avoid this by going back to polynomial reductions. We know that the satisfiability problem is NP-complete. If we can reduce the satisfiability problem SAT to a new problem, say TSP, TSP must be NP-complete, since any problem X in NP reduces (indirectly) to TSP: X <= SAT <= TSP Let us begin with a normalized satisfiability problem called 3SAT. There are many normalized forms for boolean expressions, we describe one in which the expression is a collection of clauses joined by &, and each clause contains three items joined by "or", and each item is a single variable or its negation, e.g. (a or ~b or c) & (~a or b or d) & (b or c or d) & (~b or ~c or ~d) There well-known methods for reducing a general boolean expression to a normal form such as this. For example, the expression (a -> (b&c)) & ((d or e) <-> f)
becomes, using an extra variable to represent each bracket, B1 <-> (a -> B2) & B2 <-> (b & c) & B3 <-> (B4 <-> f) & B4 <-> (d or e) & B1 & B3 and now each line contains at most two operators and can be turned into normal form separately: (~B1 or ~a or B2) & (B1 or a) & (B1 or ~B2) & (B2 or ~b or ~c) & (~B2 or b) & (~B2 or c) & (B3 or B4 or f)&(B3 or ~B4 or ~f) & (~B3 or B4 or ~f) & (~B3 or ~B4 or f) & (B4 or ~d) & (B4 or ~e) & (~B4 or d or e) & B1 & B3 Terms with only one or two items can be eliminated or expanded to 3 items. The above method is easily automated, though it does not give the most compact answer. It is a polynomial algorithm reducing a satisfiability problem to a 3SAT problem. Thus 3SAT is NP-complete. 5.9 The Travelling Salesperson Problem is NP-Complete ----------------------------------------------------- To show this, we reduce the normalized satisfiability problem 3SAT to the TSP, i.e. we show 3SAT <= TSP. Since 3SAT is NP-complete, this shows that the TSP is NP-complete. We start with an arbitrary normalized boolean expression, an input to the 3SAT problem, e.g. C1 C2 C3 (a or b or ~d) & (a or ~b or ~c) & (~a or b or c) From this we create a TSP network. All the edges shown between nodes have distance 1, and all other edges have infinite distance (2 is large enough). A TSP problem where some edges have distance 1 and some are infinite is often called a (Directed) Hamiltonian Cycle problem - see Horowitz and Sahni. First we imagine an array with a row for each clause and a column for each variable. We put three stars in each row corresponding to the variables which make up the clause, and we put a box at the end of each row, and join them all up as shown. The stars and boxes will be explained below.
a ~a b ~b c ~c d ~d .-------- .-------- .-------- .------>----- / \ | / \ | / \ | / \ | ^ ^ | ^ ^ | ^ ^ | ^ ^ | C1 * | | * | | | | | | * | | | | | | | | | | | | | | C2 * | v | * v | * v | | | | | | | | | | | | | | | | C3 | * | * | | * | | | | | | | | | | | | | | | | | | \ / | \ / | \ / | \ / | . --------. --------. --------. | | | ------------------------------<------------------------------ This will force an optimum tour (one which uses only short edges - the ones shown) to go up one side or the other of each column and down through the boxes. This will correspond to a choice of "true" or "false" for each variable. The tour will have to visit the "stars" left out as well - and will do so by putting in detours from the boxes. To arrange this, we replace each star with a small 3-node network: The star network The second column after replacing stars ^ | .-------< .----- / \ / \ ^ | | _ | | v () | \ / _ ()_ | . or () | |_ / \ ()_ | () ^ | | ()_ | v | _ | \ / () | .------> ()_ | | | | ^ \ / -----. In what ways can the optimum route pass through the star network? It must visit the centre node. To do that, it must use EITHER the two upward edges, OR the two downward edges. Thus it must use EITHER the four leftmost edges shown, or the four rightmost ones. Now the boxes are replaced with 5 node networks:
box network | ---------.-------- | | | | A --.------------ | / /|\ | | | / / | | | | | * / | | | | | / / | ^ | | \ / / | | | | \|/ | | | | B . ^ * | | /|\ | | | | / \ \ | | | | | \ \ | ^ | | | * \ | | | | | \ \ | | | | | \ \|/ | | | C --.-------- | | | | ---------.------------ | All edges here are directed downwards, except for the three marked as being directed upwards. The three stars shown are actually the three star networks in the same row as the box. We already know that the optimum route must enter this box at the top and exit at the bottom. From the top it goes to any one of the triangle nodes A, B, C. Say it goes to A. From there it goes to B either direct or via a diversion to one of the stars. Then it goes to C direct or via a star network, and then it leaves at the bottom. It thus uses up any two of the sides of the triangle ABC, and can divert to any two of the star networks if required. Here is a picture of the triangle ABC in one of the box networks and the way it is connected to the three star networks in its row: The connections between star networks and box networks ---------------------->------------------ / | / -----<---A. / ---------<------/---- /| / / / \ / | | _ / | _/ | _/ \ / | () \/ () () --->---B. ^ ()_/\ ()_ ()_/ \ | | \ | \ | \ | \ \ \| \ -------->----------------C. \ | -----------------------<------------------ An optimum route passes upwards through each column by one of the two paths, passing through the star networks on that path. Any star network on the other path must be visited by a detour from the box network at the end of its row. Only two of the three star networks in a row can be reached by detours from the box network, so at least one of them must be visited by an upwards path. Thus an optimum route exists if and only if the formula which we started from is satisfiable, and the route corresponds to a set of truth values for the variables.
Thus if we have a procedure for solving the TSP, we can solve the satisfiability problem 3SAT by converting the formula into a network and calling the procedure once. We have reduced 3SAT to the TSP, i.e. 3SAT <= TSP. Since 3SAT is known to be NP-complete, TSP is NP-complete. This type of proof, using 3SAT is common.