Hamiltonian cycles

A classic computational problem consists of determining whether a Hamiltonian cycle exists for a given graph. It is well-known that this problem can be solved using backtracking, and in fact the problem of designing a backtracking algorithm for this purpose is somewhat paradigmatic. It is correct to infer from this that the problem is not particularly challenging. However, it does provide an excellent opportunity to show what backtracking is and how it can be implemented in a nice problem (graph theory is always nice).

Formal preliminaries

Definitions.

(1) Let $G = (V, E)$ a graph and $G_{n} := (V - \{ n \}, E), n \in \mathbb{N}$.

(2) Assuming a graph $G$ has been defined, $N_{i} := \{ v \in V : (i, v) \in E \}$ is the set of neighbors of the $i$th vertex. The prominent case are the zero-neighbors $N_0$, insofar as they are the set of candidate decisions in the first step of the algorithm.

(3) We let $H'(G, a, b)$ be a predicate function that determines whether there is a path from $a$ to $b$ in graph $G$.

We begin with a simpler problem; namely, whether there is any path that returns to the zero vertex. We do not impose the condition that this path is Hamiltonian yet. To emphasize that we are working on a simplified problem, any function defined will have a prime symbol $(\cdot)'$.

(4) We call any path that starting at the zero vertex returns to the zero vertex a pseudo Hamiltonian cycle.


Proposition. Let $k_0 \in N_0$ an arbitrary zero-neighbor. Then $G$ has a pseudo Hamiltonian cycle if and only if $\bigvee_{k \in N_{0}, k \neq k_0} H'(G_{0}, k_0, k)$.

This proposition is trivial. Informally, since $0 \to k_0$ is a path for any zero-neighbor $k_0$, any path $k_0 \to \ldots \to k$ from $k_0$ to another zero-neighbor describes the pseudo-Hamiltonian cycle $0 \to k_0 \to \ldots \to k$.

Backtracking. We ensure backtracking occurs by defining $H$ recursively with two trivial base cases. Namely,

$$ H'(G, a, b) = \begin{cases} 1 & a=b \newline 0 & b \not\in V \newline \bigvee_{k \in N_{a}} H'(G_{a}, k, b) & otherwise \end{cases} $$

This definition implements backtracking in the following manner. Firstly, it breaks the problem of finding a path from $a$ to $b$ into that of finding a path from the neighbors of $a$ to $b$ (excluding $a$ from the candidate space). If the path exists, the function will eventually arrive to the base case $a = b$ and make the whole disjunctive expression true. If the path does not exist, the $b \not\in V$ clause is reached. (Draw a graph and call $H'$ manually on it to see why this is true.)

From the Proposition follows that, for any arbitrary zero-neighbor $k_0$,

$$ f'(G) = \bigvee_{k \in N_{0}, k \neq k_{0}} H'(G_{k_{0}}, k_{0}, k) $$

is the function that determines whether there is a pseudo Hamiltonian cycle for graph $G$.

With $H'$ properly defined, $f'$ solves the simpler problem of finding pseudo Hamiltonian cycles. Since the only difference between a pseudo Hamiltonian cycle and a Hamiltonian cycle is that, in the latter, all nodes have been traversed, we must simply impose this condition to the clause of $H'$ that returns true (this is, to $a = b$). Since each time we traverse a node we remove it from $V$ (where $G = (V, E$)), a Hamiltonian cycle will be a pseudo Hamiltonian cycle with $G_{\text{last}} = \emptyset$, where $G_{\text{last}}$ is the graph argument of the recursive call that falls in the clause $a = b$.

A bit more formally, let $X(G)$ be a predicate function s.t. $X(G) = 1$ if $V = \emptyset$, $0$ otherwise. Then we define

$$ H(G, a, b) = \begin{cases} 1 \land X(G)& a=b \newline 0 & b \not\in V \newline \bigvee_{k \in N_{a}} H(G_{a}, k, b) & otherwise \end{cases} $$

The same reasoning we used before implies

$$ f(G) = \bigvee_{k \in N_{0}k \neq k_{0}} H(G_{k_{0}}, k_{0}, k) $$

determines whether there is a proper Hamiltonian cycle for graph $G$.

C implementation

For the full C implementation, visit the GitHub repo. I made heavy use of custom structs with pointers only to practice memory management. The functions of interest for us can be understood without reading the full code, if only one considers that a graph is represented as a pair of values V and adj_l, where V is the number of vertices (0, 1, ...., V - 1) and adj_l is an array of pointers to lists:

struct _graph {
    int V;
    list *adj_l; // pointer to a list (which is a pointer to _node).
};

typedef struct _graph * graph;

Then we implement our backtracking idea as follows.

// Recursive function that determines whether a (pseudo or
// propper) Hamiltonian cycle exists.
//
// Represents H or H' depending on whether `hamiltonian` is 
// true. 
bool pathExists(graph g, int from, int to, bool hamiltonian){
    if (from == to){
        if (!hamiltonian) { return true; }
        return (countTraversedNodes(g) == ( g -> V ) - 1);
    } 
    if (getNode(g, to) == NULL) { return(false); }

    node node_from = getNode(g, from), node_to = getNode(g, to);
    bool exists = false;
    for (node vertex = node_to; vertex != NULL; vertex = vertex -> next){
        graph copy = cloneGraphWithoutNode(g, to);
        exists = exists || pathExists(copy, from, vertex -> value, hamiltonian);
        destroyGraph(copy); // clean memory from copy once it is done;
    }
    if (exists) {  printf("%d <-- ", to);}
    return(exists);
}

// Determines whether Hamilton cycle exists for graph g.
bool hamCycle(graph g){

    list firstNeighbor = (g -> adj_l)[0];
    if (firstNeighbor == NULL || firstNeighbor -> next == NULL) { return false; }
    // Exclude 'root' from path finding
    (g -> adj_l)[0] = NULL;
    for (node zn = firstNeighbor -> next; zn != NULL; zn = zn -> next){
        if (pathExists(g, zn -> value, firstNeighbor -> value, true)){
            return(true);
            destroyGraph(g);
        }

    }
    destroyGraph(g);
    return(false);
}

Graph coloring problem

The graph coloring problem consists of assigning one out of $m$ colors to each vertex in a graph s.t. no vertex has the same color than a neighboring vertex. Again, a neighbor of vertex $v$ is defined as any vertex $w$ such that $(v, w) \in E$. The reader may observe that I like the word neighbor more than the word adjacency.

The general form of this problem consists in arranging a set of a discrete points so that each transition from one point to another implies a change of state.

Let $G = (V, E)$ a graph and $v_s \in V$ a starting vertex. The algorithm will simply traverse each vertex of the graph, starting at $v_s$, and attempt to color it with the first candidate color; this is, the first color s.t. no neighbor is of that color. If at any point the algorithm finds itself in violation of the problem's constraint, it backtracks.

The mathematical form of the algorithm is the following. Let $v_1, \ldots, v_n$ the vertices in a graph $G = (V, E)$, $c_1, \ldots, c_m$ be the colors to choose from. Let $\mathcal{S} : \mathbb{N} \to \{0, 1\}$ be a predicate s.t. $\mathcal{S}(G) = 1$ if $G$ has no two neighbors with the same color. Lastly, let $\mathcal{C}(i, j, G)$ be a function that maps a graph $G$ to an identical graph $G'$, except that $v'_i$ is colored with color $c_j$.

$$ f(i, G) = \begin{cases} 0 & \neg \mathcal{S}(G)\newline 1 & i = 0\newline \bigvee_{j = 1}^{m} f(i - 1, \mathcal{C}(i, j, G)) &\text{otherwise} \end{cases} $$

Evidently, $f(n, G)$ determines the solution to the problem.

The C implementation defines a graph as an abstract type with two fields. One is a _set field, which is a list of integers implemented with pointers that cannot contain the same element twice. The other is a tupleSet field, which is essentially the same except that instead of holding integers it holds integer pairs by means of an abstract type _edge. This follows the mathematical definition of $G = (V, E)$, a set of vertices and a set of two-tuples.

// For reference, the specifications:


// Node in a set of elements
struct _node{
    int elem;
    int color;
    struct _node * next;
};

// Node in a set of tuples
struct _edge{
    int a;
    int b;
    struct _edge * next;
};

typedef struct _node * node;
typedef struct _node * set;
typedef struct _edge * edge;
typedef struct _edge * tupleSet;


// Constructors
set emptySet();
tupleSet emptyTupleSet();

// Operators
set add(set s, int elem);
node findLastNode(set V);
tupleSet addEdge(tupleSet e, int a, int b);
void dumpTupleSet(tupleSet e);
void dumpSet(set e);

The implementation was:

struct graph{
    set G;
    tupleSet E;
};

// Wrapper: returns the ith vertex of a graph.
node getVertex(struct graph g, int i){
    node p = g.G;
    for (int j = 0; j < i; j++){
        p = p -> next;
    }return(p);
}

// Determine if the constraint of the problem is violated;
// i.e. if any same-colored neighbors exist in the graph.
bool constraintBroken(struct graph g){
    for (edge p = g.E; p != NULL; p = p->next) {
        node a = getVertex(g, p -> a);
        node b = getVertex(g, p -> b);
        if (a -> color == -1 || b -> color == -1){
            continue;
        }
        if (a -> color == b -> color){
            return(true);
        }
    }
    return(false);
}

// Colors the ith vertex of g with an integer color.
struct graph colorVertex(struct graph g, int vertex, int color){
    node v = getVertex(g, vertex);
    v -> color = color;
    return(g);
}

// Recursive solution using backtracking.
bool colorGraph(struct graph g, int at, int m){

    if (constraintBroken(g) || m < 0){
        return(false);
    }
    if (at < 0 ){
        dumpSet(g.G);
        return(true);
    }

    bool result = false;
    
    for (int i = m; i >= 0; i--){
       result = result || colorGraph( colorVertex(g, at, i), at - 1, m);
       if (result) { return(true); }
    }
    return(false);
}

// Example.
int main(){

    set s = emptySet();
    s = add(s, 0);
    s = add(s, 1);
    s = add(s, 2);
    s = add(s, 3);
    s = add(s, 4);

    tupleSet e = emptyTupleSet();
    e = addEdge(e, 0, 1);
    e = addEdge(e, 0, 2);
    e = addEdge(e, 1, 2);
    e = addEdge(e, 2, 3);
    e = addEdge(e, 3, 4);
    dumpTupleSet(e);

    printf("Starting coloring process...\n");
    struct graph g; g.G = s; g.E = e;
    colorGraph(g, 4, 5);

}

The solution found was the following coloring:

(0, 1), (0, 2), (1, 2), (2, 3), (3, 4),
Starting coloring process...
Vertex 0 with color 3
Vertex 1 with color 4
Vertex 2 with color 5
Vertex 3 with color 4
Vertex 4 with color 5```

$n$-queens

Another paradigmatic problem susceptible to backtracking is placing $n$ queens in an $n^2$ chessboard in such a way that no queen attacks another. The formalization of this problem is simpler than that of the previous one.

We will represent our chessboard with a Boolean matrix $B \in \{0, 1\}^{n \times n}$ be a boolean matrix. Let $\mathcal{P} : \{0, 1\}^{n \times n} \times \mathbb{N}^2 \to \{0, 1\}^{n \times n}$ be the placing function. This function is defined s.t. $\mathcal{P}(B, i, j)$ maps to a boolean matrix $B'$ identical to $B$, except that $B'_{ij} = 1$. By 'setting' the $(i, j)$ coordinate to $1$, we represent that a queen has been placed at such coordinate.

Assume as well that $\mathcal{C} : \{0, 1\}^{n \times n} \times \mathbb{N}^2 \to \{0, 1\}$ is a predicate function defined as follows: $\mathcal{C}(B, i, j) = 1$ if and only if a queen can be placed at $i, j$ in such a way that it attacks no other queen. We call this the candidate function, since it decides whether a particular square in a matrix is a candidate solution.

Lastly, let us define two other predicate functions: $\mathcal{S} : \{0, 1\}^{n \times n} \to \{0, 1\}$ that maps to $1$ if and only if there is some $i, j$ pair s.t. $\mathcal{C} (B, i, j) = 1$; and $\mathcal{X}(B)$, that maps to $1$ if and only if there are $n$ occurrences of $1$ in $B$. Quite clearly,

$$ \mathcal{S}(B) = \bigvee_{i=0}^{n-1} \Big( \bigvee_{j=0}^{n-1} \mathcal{C}(B, i, j)\Big) $$

For practical purposes, we define the local solution set $\Omega_B$ associated to a matrix $B$ as follows $\Omega_B:= \{(i, j) \in \mathbb{N}^2 : \mathcal{C}(B, i, j) = 1\}$. Now, let $f : \{0, 1\}^{n \times n} \to \{0, 1\}$ a function and $B$ a square boolean matrix over $\{0, 1\}$ of $n^2$ dimension and with all values set to zero. Then our backtracking algorithm will use the following recursion:

$$ f(B) = \begin{cases}1 & \mathcal{X}(B) = 1 \newline
\bigvee_{(i, j) \in \Omega_B} f\big( \mathcal{P} (B, i, j) \big ) \Big) &\mathcal{S}(B) = 1 \newline 0 & \mathcal{S}(B) = 0 \end{cases} $$

To be clear, $f$ is true if some satisfactory arrangement of $n$ queens was found; but the case $\mathcal{X}(B) = 1$ is reached for each of such arrangements, which may be many. In the implementation, adding a print operation to the state corresopnding to $\mathcal{X}(B) = 1$ will result in the display of every possible solution.

C implementation

There are only two differences in the implementation. First, $f$ is not a predicate but a void function; it simply prints the solutions found, without actually returning any value. Secondly, instead of using $0$ to represent no queen and $1$ to represent a queen, we use $0$ to represent no queen, $8$ to represent a queen, and $1$ to mark all positions in the board that are controlled (or attacked) by some queen. This makes the implementation of some functions simpler. For example, $\mathcal{S}$, or rather its C implementation canBeSolved, returns false when all entries in the matrix are either $1$ or $8$ (this is, either queens or squares controlled by queens).

For flexibility, we allow the user to define a position (x, y) where the first queen is placed. The algorithm then finds an arrangement that satisfies our constraint and with a queen at (x, y).

#include <stdio.h> 
#include <stdlib.h> 
#include <assert.h>
#include <stdbool.h>

// Struct with 8x8 array as only field.
struct _board {
    int matrix[8][8];
};

typedef struct _board * board;

/* Initializes an empty board 
 * with all entries equal to zero.
 */
board initBoard(){
    board b = (board) malloc(sizeof(struct _board));
    for (int i = 0; i < 8; i++){
        for (int j = 0; j < 8; j ++){
            (b -> matrix)[i][j] = 0;
        }
    }
    return b;
}

/* Determines whether a queen is placed at coordinate (x, y) of a 
 * board.
 */
int hasQueen(board b, int x, int y){
    return ( (b -> matrix)[x][y] == 8 );
}

/* Makes deep copy of a board.
 */
board copyBoard(board b){
    board clone = (board) malloc(sizeof(struct _board));
    *clone = *b;
    return(clone);
}

/* Sets coordinate (x, y) of a board to 1.
 */
void toggle(board b, int x, int y){
    assert(x < 8 && y < 8);
    if (hasQueen(b, x, y)) { return; }
    (b -> matrix)[x][y] = 1;
}

/* Sets coordinate (x, y) of a board to 8, where 8 represents a queen.
 */
void markForQueen(board b, int x, int y){
    assert(x < 8 && y < 8);
    (b -> matrix)[x][y] = 8;
}

/* Prints the matrix of a board.
 */
void dumpBoard(board b){
    for (int i = 0; i < 8; i++){
        for (int j = 0; j < 8; j ++){
            printf("%d  ", (b -> matrix)[j][i]);
        }printf("\n");
    }printf("\n");
}

/* Sets all entries in xth column to one.
 */
void toggleCol(board b, int x){
    assert(x < 8);
    for (int i = 0; i < 8; i++){
        toggle(b, x, i);
    }
}

/* Sets all entries in yth row to one.
 */
void toggleRow(board b, int y){
    assert(y < 8);
    for (int i = 0; i < 8; i++){
        toggle(b, i, y);
    }
}

/* Finds the diagonal that passes through (x, y) from left to right
 * and sets all its entries to 1.
 */
void toggleDiag(board b, int x, int y){
    assert(x < 8 && y < 8);
    int d = y - x, x_start, y_start;
    if (d >= 0){ y_start = d; x_start = 0; }
    else{ y_start = 0; x_start = d * (-1); }
    for (int i = 0; i < 8; i++){
        if (x_start > 7 || y_start > 7){
            break;
        }
        toggle(b, x_start, y_start);
        x_start += 1; y_start +=1;
    }
}

/* Finds the diagonal that passes through (x, y) from right to left
 * and sets all its entries to 1.
 */
void toggleDiagB(board b, int x, int y){
    int x_start, y_start;
    if (x + y >= 7){
        x_start = 7; y_start = x + y - 7;
    }else{
        x_start = y + x; y_start = 0;
    }
    for (int i = 0; i < 8; i++){
        if (x_start < 0 || y_start > 7){
            break;
        }
        toggle(b, x_start, y_start);
        x_start -= 1; y_start +=1;
    }
}

/* Sets (x, y) to 8; the entries of the row, column and diagonals passing
 * through (x, y) are all set to 1.
 */
void placeQueen(board b, int x, int y){
    assert(x < 8 && y < 8);
    toggleCol(b, x);
    toggleRow(b, y);
    toggleDiag(b, x, y);
    toggleDiagB(b, x, y);
    markForQueen(b, x, y);
}

/* Determines if there is place for another queen in a given board.
 */
bool canBeSolved(board b){
    for (int i = 0; i < 8; i++){
        for (int j = 0; j < 8; j ++){
            if((b -> matrix)[i][j] == 0){
                return(true);
            }
        }
    }
    return(false);
}

/* Determines the number of queens in a board.
 */
int queenCount(board b){
    int n = 0;
    for (int i = 0; i < 8; i++){
        for (int j = 0; j < 8; j ++){
            if((b -> matrix)[i][j] == 8){
                n += 1;
            }
        }
    }
    return(n);
}

/* Frees memory of a board and sets its pointer to null.
 */
void destroyBoard(board b){
    free(b);
    b = NULL;
}

/* Backtracking algorithm. Finds and prints all arrangements of eight queens in
 * an 8x8 board s.t. no queen attacks another.
 */
bool nQueen(board b, int x, int y){
    placeQueen(b, x, y);
    if (queenCount(b) == 8){
        dumpBoard(b);
        return(true);
    }
    if (!canBeSolved(b)){
        return(false);
    }

    bool solved = false;
    for (int i = 0; i < 8; i++){
        for (int j = 0; j < 8; j ++){
            if((b -> matrix)[i][j] == 0){
                board subBoard = copyBoard(b);
                solved = nQueen(subBoard, i, j);
                destroyBoard(subBoard);
                if (solved) { return(true); }
            }
        }
    }return(false);
}

These are the solutions for three different (x, y) arguments.

1  1  8  1  1  1  1  1
1  1  1  1  8  1  1  1
1  8  1  1  1  1  1  1
1  1  1  1  1  1  1  8
8  1  1  1  1  1  1  1
1  1  1  1  1  1  8  1
1  1  1  8  1  1  1  1
1  1  1  1  1  8  1  1

8  1  1  1  1  1  1  1
1  1  1  1  1  8  1  1
1  1  1  1  1  1  1  8
1  1  8  1  1  1  1  1
1  1  1  1  1  1  8  1
1  1  1  8  1  1  1  1
1  8  1  1  1  1  1  1
1  1  1  1  8  1  1  1

1  1  1  8  1  1  1  1
1  1  1  1  1  8  1  1
8  1  1  1  1  1  1  1
1  1  1  1  8  1  1  1
1  8  1  1  1  1  1  1
1  1  1  1  1  1  1  8
1  1  8  1  1  1  1  1
1  1  1  1  1  1  8  1