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Algorithms : Genetic • Dijkstra's • Heuristic Nearest Neighbours • Breadth First Search • Permutation • Convex Hull Insertion. **Includes JUnit Tests

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Omer-l/Travelling-Salesman-Problem

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Travelling-Salesman-Problem

  • Implemented a multi-threaded genetic algorithm that can find the shortest path between 20 cities in less than a second.
  • Built algorithms that look for the optimal result by searching exhaustively (i.e. Dijkstra's, breadth-first search).
  • Optimised nearest neighbors algorithm by 8%, which resulted in just an 8% deviation from the optimal path when applying the algorithm across all cities.

Utilised: Java, JUnit, Algorithms and Data Structures, OOP, Artificial Intelligence

Artificial Intelligence Coursework, Third Year of Computer Science