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Design and Analysis of Algorithm Branch and Bound

The game Feed The Seed uses the branch and bound algorithm to guide a water droplet through cracks in the ground to reach a seed in the shortest time before it dies. Players must choose crack entry points and delete blockers at intersections to optimize the water's path to the seed. Branch and bound systematically evaluates all solutions and prunes non-optimal paths using estimated upper and lower bounds to find the best route. The game is like the traveling salesman problem in finding the optimal traversal route and is similar to the game "Where's My Water?".

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0% found this document useful (0 votes)
44 views4 pages

Design and Analysis of Algorithm Branch and Bound

The game Feed The Seed uses the branch and bound algorithm to guide a water droplet through cracks in the ground to reach a seed in the shortest time before it dies. Players must choose crack entry points and delete blockers at intersections to optimize the water's path to the seed. Branch and bound systematically evaluates all solutions and prunes non-optimal paths using estimated upper and lower bounds to find the best route. The game is like the traveling salesman problem in finding the optimal traversal route and is similar to the game "Where's My Water?".

Uploaded by

Jvey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DESIGN AND ANALYSIS OF ALGORITHM

BRANCH AND BOUND

Undergraduate School
Polytechnic University of the Philippines

GROUP 11

BITANCOR, JUNEL CARL


LAGUNZAD, JOSEMARI
MAGLENTE, JAMES HARVEY
MOSQUETE, JAIRUZ REY
BSCS 2-FS1N

Title:
Game: Feed The Seed

Algorithm/s used:
Branch and Bound
SURFACE
(GROUN
D)
DROPLE
TS
(WATER)

Description:

CRAC
KS
(PATH

o
p
SEE

The objective of this game is to guide the water drop to traverse the nearest pathway (cracks) in
to the seed, while the water droplet comes from above the surface. This problem is similar to the traveling
salesman problem as many traversals may be possible to reach the destination but the optimal solution
must be taken for efficiency. This game is also similar to the popular game, Wheres my water?
The Seed, a seed buried beneath the soil, needs water to stay alive and grow. The problem is that
the seed is dying and needs water as soon as possible. The water must run through many different
cracks/pathways until it finally reaches the seed. You must reach the seed in the fastest time before the
seed dies.

Gameplay:
Located above the surface of the soil is a water drop. Users must choose which entrance of the
cracks/pathways they will use as an entry point. The user must guide the water via deleting the blockers in
the crack intersections in order to choose a way into the seeds chamber.

Related Literature:

Depth-first branch-and-bound search is a way to combine the space saving of depth-first


search with heuristic information. It is particularly applicable when many paths to a goal exist
and we want an optimal path. (Poole and Mackworth, 2010)
It is a general algorithm for finding optimal solutions of various optimization problems,
especially in discrete and combinatorial optimization. A branch and bound algorithm consists of
a systematic enumeration of all candidate solutions, where large subsets of fruitless candidates
are fathomed, by using upper and lower estimated bounds of the quantity being optimized. (Gao,
2014)
Each level is a challenging physics-based puzzle with different mechanics. Cut through
dirt and guide water into the main objective. (Disney, 2015)
This paper shows how branch -and -bound methods can be used to reduce storage and, possibly,
computational requirements in discrete dynamic programs.(Branch and Bound Strategies for
Dynamic Programming,1975)
The principle ideas of this paper may be viewed as dynamic programming plus bounds (as we
have done herein) or, alternatively, as branch -and -bound plus dominance. In the latter case we
could say that node A in a branch -and -bound tree dominates node B if it can be shown that no
feasible solution obtained as a descendent of B can be bctler than any optimal descendent of A.
(Branch and Bound Strategies for Dynamic Programming,1975)

References:
Books:
Branch and Bound Strategies for Dynamic Programming (1975)
Author: Morin, Thomas L, Sloan School of Management Marsten, Roy E. (Roy Earl)

Websites:
https://play.google.com/store/apps/details?id=com.disney.WMWLite&hl=en

http://artint.info/html/ArtInt_63.html
https://optimization.mccormick.northwestern.edu/index.php/Branch_and_bound_(BB)

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