JBoss.orgCommunity Documentation

Chapter 10. Local Search

10.1. Overview
10.2. Local Search Concepts
10.2.1. Step by Step
10.2.2. Decide the Next Step
10.2.3. Acceptor
10.2.4. Forager
10.3. Hill Climbing (Simple Local Search)
10.3.1. Algorithm Description
10.3.2. Stuck in Local Optima
10.3.3. Configuration
10.4. Tabu Search
10.4.1. Algorithm Description
10.4.2. Configuration
10.5. Simulated Annealing
10.5.1. Algorithm Description
10.5.2. Configuration
10.6. Late Acceptance
10.6.1. Algorithm Description
10.6.2. Configuration
10.7. Step Counting Hill Climbing
10.7.1. Algorithm Description
10.7.2. Configuration
10.8. Strategic Oscillation
10.8.1. Algorithm Description
10.8.2. Configuration
10.9. Using a Custom Termination, MoveSelector, EntitySelector, ValueSelector or Acceptor

Local Search starts from an initial solution and evolves that single solution into a mostly better and better solution. It uses a single search path of solutions, not a search tree. At each solution in this path it evaluates a number of moves on the solution and applies the most suitable move to take the step to the next solution. It does that for a high number of iterations until it's terminated (usually because its time has run out).

Local Search acts a lot like a human planner: it uses a single search path and moves facts around to find a good feasible solution. Therefore it's pretty natural to implement.

Local Search needs to start from an initialized solution, therefore it's usually required to configure a Construction Heuristic phase before it.

A step is the winning Move. Local Search tries a number of moves on the current solution and picks the best accepted move as the step:


Because the move B0 to B3 has the highest score (-3), it is picked as the next step. If multiple moves have the same highest score, one is picked randomly, in this case B0 to B3. Note that C0 to C3 (not shown) could also have been picked because it also has the score -3.

The step is applied on the solution. From that new solution, Local Search tries every move again, to decide the next step after that. It continually does this in a loop, and we get something like this:


Notice that Local Search doesn't use a search tree, but a search path. The search path is highlighted by the green arrows. At each step it tries all selected moves, but unless it's the step, it doesn't investigate that solution further. This is one of the reasons why Local Search is very scalable.

As shown above, Local Search solves the 4 queens problem by starting with the starting solution and make the following steps sequentially:

  1. B0 to B3

  2. D0 to B2

  3. A0 to B1

Turn on debug logging for the category org.optaplanner to show those steps in the log:

INFO  Solving started: time spent (0), best score (-6), environment mode (REPRODUCIBLE), random (JDK with seed 0).
DEBUG     LS step (0), time spent (20), score (-3), new best score (-3), accepted/selected move count (12/12), picked move (Queen-1 {Row-0 -> Row-3}).
DEBUG     LS step (1), time spent (31), score (-1), new best score (-1), accepted/selected move count (12/12), picked move (Queen-3 {Row-0 -> Row-2}).
DEBUG     LS step (2), time spent (40), score (0), new best score (0), accepted/selected move count (12/12), picked move (Queen-0 {Row-0 -> Row-1}).
INFO  Local Search phase (0) ended: time spent (41), best score (0), score calculation speed (5000/sec), step total (3).
INFO  Solving ended: time spent (41), best score (0), score calculation speed (5000/sec), environment mode (REPRODUCIBLE).

Notice that a log message includes the toString() method of the Move implementation which returns for example "Queen-1 {Row-0 -> Row-3}".

A naive Local Search configuration solves the 4 queens problem in 3 steps, by evaluating only 37 possible solutions (3 steps with 12 moves each + 1 starting solution), which is only fraction of all 256 possible solutions. It solves 16 queens in 31 steps, by evaluating only 7441 out of 18446744073709551616 possible solutions. By using a Construction Heuristics phase first, it's even a lot more efficient.

Local Search decides the next step with the aid of 3 configurable components:

The solver phase configuration looks like this:

  <localSearch>
    <unionMoveSelector>
      ...
    </unionMoveSelector>
    <acceptor>
      ...
    </acceptor>
    <forager>
      ...
    </forager>
  </localSearch>

In the example below, the MoveSelector generated the moves shown with the blue lines, the Acceptor accepted all of them and the Forager picked the move B0 to B3.

Turn on trace logging to show the decision making in the log:

INFO  Solver started: time spent (0), score (-6), new best score (-6), random (JDK with seed 0).
TRACE         Move index (0) not doable, ignoring move (Queen-0 {Row-0 -> Row-0}).
TRACE         Move index (1), score (-4), accepted (true), move (Queen-0 {Row-0 -> Row-1}).
TRACE         Move index (2), score (-4), accepted (true), move (Queen-0 {Row-0 -> Row-2}).
TRACE         Move index (3), score (-4), accepted (true), move (Queen-0 {Row-0 -> Row-3}).
...
TRACE         Move index (6), score (-3), accepted (true), move (Queen-1 {Row-0 -> Row-3}).
...
TRACE         Move index (9), score (-3), accepted (true), move (Queen-2 {Row-0 -> Row-3}).
...
TRACE         Move index (12), score (-4), accepted (true), move (Queen-3 {Row-0 -> Row-3}).
DEBUG     LS step (0), time spent (6), score (-3), new best score (-3), accepted/selected move count (12/12), picked move (Queen-1 {Row-0 -> Row-3}).
...

Because the last solution can degrade (for example in Tabu Search), the Solver remembers the best solution it has encountered through the entire search path. Each time the current solution is better than the last best solution, the current solution is cloned and referenced as the new best solution.

A Forager gathers all accepted moves and picks the move which is the next step. Normally it picks the accepted move with the highest score. If several accepted moves have the highest score, one is picked randomly to break the tie. Breaking ties randomly leads to better results.

Simplest configuration:

  <localSearch>
    <localSearchType>TABU_SEARCH</localSearchType>
  </localSearch>

When Tabu Search takes steps it creates one or more tabu's. For a number of steps, it does not accept a move if that move breaks tabu. That number of steps is the tabu size. Advanced configuration:

  <localSearch>
    ...
    <acceptor>
      <entityTabuSize>7</entityTabuSize>
    </acceptor>
    <forager>
      <acceptedCountLimit>1000</acceptedCountLimit>
    </forager>
  </localSearch>

Planner implements several tabu types:

Sometimes it's useful to combine tabu types:

    <acceptor>
      <entityTabuSize>7</entityTabuSize>
      <valueTabuSize>3</valueTabuSize>
    </acceptor>

If the tabu size is too small, the solver can still get stuck in a local optimum. On the other hand, if the tabu size is too large, the solver can be inefficient by bouncing of the walls. Use the Benchmarker to fine tweak your configuration.

Start with a simulatedAnnealingStartingTemperature set to the maximum score delta a single move can cause. Use the Benchmarker to tweak the value. Advanced configuration:

  <localSearch>
    ...
    <acceptor>
      <simulatedAnnealingStartingTemperature>2hard/100soft</simulatedAnnealingStartingTemperature>
    </acceptor>
    <forager>
      <acceptedCountLimit>1</acceptedCountLimit>
    </forager>
  </localSearch>

Simulated Annealing should use a low acceptedCountLimit. The classic algorithm uses an acceptedCountLimit of 1, but often 4 performs better.

Simulated Annealing can be combined with a tabu acceptor at the same time. That gives Simulated Annealing salted with a bit of Tabu. Use a lower tabu size than in a pure Tabu Search configuration.

  <localSearch>
    ...
    <acceptor>
      <simulatedAnnealingStartingTemperature>2hard/100soft</simulatedAnnealingStartingTemperature>
      <entityTabuSize>5</entityTabuSize>
    </acceptor>
    <forager>
      <acceptedCountLimit>1</acceptedCountLimit>
    </forager>
  </localSearch>

Strategic Oscillation is an add-on, which works especially well with Tabu Search. Instead of picking the accepted move with the highest score, it employs a different mechanism: If there's an improving move, it picks it. If there's no improving move however, it prefers moves which improve a softer score level, over moves which break a harder score level less.

You can plug in a custom Termination, MoveSelector, EntitySelector, ValueSelector or Acceptor by extending the abstract class and also the related *Config class.

For example, to use a custom MoveSelector, extend the AbstractMoveSelector class, extend the MoveSelectorConfig class and configure it in the solver configuration.

If you build a better implementation that's not domain specific, consider contributing it back as a pull request on github: we'll optimize it and take it along in future refactorings.