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which find good solutions but can not be proven to be optimal. Exact solutions can<br />

typically be implemented successfully only <strong>for</strong> small problems, while heuristic <strong>method</strong>s<br />

are used <strong>for</strong> larger problems where computation time of an exact <strong>method</strong> would become<br />

prohibitive.<br />

A commonly used exact algorithm is branch-<strong>and</strong>-bound, which branches the<br />

original problem into successively smaller sub-problems. Each subset contains a relaxed<br />

version of the original problem, which is easier to solve. The procedure continues until<br />

each branch has resulted in either a feasible solution or is shown to contain no solution<br />

better than one already obtained. Branch-<strong>and</strong>-bound <strong>method</strong>s result in locating the <strong>global</strong><br />

optimum66.<br />

Similarly, dynamic programming also takes advantage of problem<br />

decomposition, where the optimal solution to a given problem is expressed in terms of<br />

optimal solutions of smaller sub-problems. 67<br />

One of the most commonly known heuristic algorithms is the nearest neighbor<br />

algorithm, also referred to as the greedy algorithm. In this <strong>method</strong>, the local optimum is<br />

chosen at each step. For the classic TSP, <strong>for</strong> example, this would equate to choosing the<br />

closest city at each step, until all of the cities have been visited. Another common<br />

heuristic <strong>method</strong> is to use minimum spanning trees. A spanning tree is a collection of (n-<br />

1) edges which join all n cities into a tree-structure. This can then be extrapolated to<br />

create a tour, where each city is only visited once. While the heuristic <strong>method</strong>s do not<br />

solve <strong>for</strong> the optimum solution, they can at least provide lower <strong>and</strong> upper bounds on the<br />

optimum. However, one of the biggest challenges of heuristic <strong>method</strong>s is establishing<br />

per<strong>for</strong>mance guarantees – i.e., bounds on how far the solution will be from the optimum<br />

in the worst case66.<br />

The classic TSP has many analogous features to the asteroid rendezvous problem,<br />

where the “distance” between each asteroid is instead a combination of propellant<br />

consumption <strong>and</strong> time of flight. Some major differences do exist, however, between the<br />

classic TSP <strong>and</strong> the asteroid rendezvous problem. First, the asteroid problem does not<br />

28

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