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Branch and bound solver

using System;
using System.Collections.Generic;
using System.Linq;

namespace Algorithms.Knapsack
{
    /// <summary>
    ///     Branch and bound Knapsack solver.
    /// </summary>
    /// <typeparam name="T">Type of items in knapsack.</typeparam>
    public class BranchAndBoundKnapsackSolver<T>
    {
        /// <summary>
        ///     Returns the knapsack containing the items that maximize value while not exceeding weight capacity.
        ///     Construct a tree structure with total number of items + 1 levels, each node have two child nodes,
        ///     starting with a dummy item root, each following levels are associated with 1 items, construct the
        ///     tree in breadth first order to identify the optimal item set.
        /// </summary>
        /// <param name="items">All items to choose from.</param>
        /// <param name="capacity">The maximum weight capacity of the knapsack to be filled.</param>
        /// <param name="weightSelector">
        ///     A function that returns the value of the specified item
        ///     from the <paramref name="items">items</paramref> list.
        /// </param>
        /// <param name="valueSelector">
        ///     A function that returns the weight of the specified item
        ///     from the <paramref name="items">items</paramref> list.
        /// </param>
        /// <returns>
        ///     The array of items that provides the maximum value of the
        ///     knapsack without exceeding the specified weight <paramref name="capacity">capacity</paramref>.
        /// </returns>
        public T[] Solve(T[] items, int capacity, Func<T, int> weightSelector, Func<T, double> valueSelector)
        {
            // This is required for greedy approach in upper bound calculation to work.
            items = items.OrderBy(i => valueSelector(i) / weightSelector(i)).ToArray();

            // nodesQueue --> used to construct tree in breadth first order
            Queue<BranchAndBoundNode> nodesQueue = new();

            // maxCumulativeValue --> maximum value while not exceeding weight capacity.
            var maxCumulativeValue = 0.0;

            // starting node, associated with a temporary created dummy item
            BranchAndBoundNode root = new(level: -1, taken: false);

            // lastNodeOfOptimalPat --> last item in the optimal item sets identified by this algorithm
            BranchAndBoundNode lastNodeOfOptimalPath = root;

            nodesQueue.Enqueue(root);

            while (nodesQueue.Count != 0)
            {
                // parent --> parent node which represents the previous item, may or may not be taken into the knapsack
                BranchAndBoundNode parent = nodesQueue.Dequeue();

                // IF it is the last level, branching cannot be performed
                if (parent.Level == items.Length - 1)
                {
                    continue;
                }

                // create a child node where the associated item is taken into the knapsack
                var left = new BranchAndBoundNode(parent.Level + 1, true, parent);

                // create a child node where the associated item is not taken into the knapsack
                var right = new BranchAndBoundNode(parent.Level + 1, false, parent);

                // Since the associated item on current level is taken for the first node,
                // set the cumulative weight of first node to cumulative weight of parent node + weight of the associated item,
                // set the cumulative value of first node to cumulative value of parent node + value of current level's item.
                left.CumulativeWeight = parent.CumulativeWeight + weightSelector(items[left.Level]);
                left.CumulativeValue = parent.CumulativeValue + valueSelector(items[left.Level]);
                right.CumulativeWeight = parent.CumulativeWeight;
                right.CumulativeValue = parent.CumulativeValue;

                // IF cumulative weight is smaller than the weight capacity of the knapsack AND
                // current cumulative value is larger then the current maxCumulativeValue, update the maxCumulativeValue
                if (left.CumulativeWeight <= capacity && left.CumulativeValue > maxCumulativeValue)
                {
                    maxCumulativeValue = left.CumulativeValue;
                    lastNodeOfOptimalPath = left;
                }

                left.UpperBound = ComputeUpperBound(left, items, capacity, weightSelector, valueSelector);
                right.UpperBound = ComputeUpperBound(right, items, capacity, weightSelector, valueSelector);

                // IF upperBound of this node is larger than maxCumulativeValue,
                // the current path is still possible to reach or surpass the maximum value,
                // add current node to nodesQueue so that nodes below it can be further explored
                if (left.UpperBound > maxCumulativeValue && left.CumulativeWeight < capacity)
                {
                    nodesQueue.Enqueue(left);
                }

                // Cumulative weight is the same as for parent node and < capacity
                if (right.UpperBound > maxCumulativeValue)
                {
                    nodesQueue.Enqueue(right);
                }
            }

            return GetItemsFromPath(items, lastNodeOfOptimalPath);
        }

        // determine items taken based on the path
        private static T[] GetItemsFromPath(T[] items, BranchAndBoundNode lastNodeOfPath)
        {
            List<T> takenItems = new();

            // only bogus initial node has no parent
            for (var current = lastNodeOfPath; current.Parent is not null; current = current.Parent)
            {
                if(current.IsTaken)
                {
                    takenItems.Add(items[current.Level]);
                }
            }

            return takenItems.ToArray();
        }

        /// <summary>
        ///     Returns the upper bound value of a given node.
        /// </summary>
        /// <param name="aNode">The given node.</param>
        /// <param name="items">All items to choose from.</param>
        /// <param name="capacity">The maximum weight capacity of the knapsack to be filled.</param>
        /// <param name="weightSelector">
        ///     A function that returns the value of the specified item
        ///     from the <paramref name="items">items</paramref> list.
        /// </param>
        /// <param name="valueSelector">
        ///     A function that returns the weight of the specified item
        ///     from the <paramref name="items">items</paramref> list.
        /// </param>
        /// <returns>
        ///     upper bound value of the given <paramref name="aNode">node</paramref>.
        /// </returns>
        private static double ComputeUpperBound(BranchAndBoundNode aNode, T[] items, int capacity, Func<T, int> weightSelector, Func<T, double> valueSelector)
        {
            var upperBound = aNode.CumulativeValue;
            var availableWeight = capacity - aNode.CumulativeWeight;
            var nextLevel = aNode.Level + 1;

            while (availableWeight > 0 && nextLevel < items.Length)
            {
                if (weightSelector(items[nextLevel]) <= availableWeight)
                {
                    upperBound += valueSelector(items[nextLevel]);
                    availableWeight -= weightSelector(items[nextLevel]);
                }
                else
                {
                    upperBound += valueSelector(items[nextLevel]) / weightSelector(items[nextLevel]) * availableWeight;
                    availableWeight = 0;
                }

                nextLevel++;
            }

            return upperBound;
        }
    }
}