Documentation
Solver Phases
Construction heuristic, local search, exhaustive search, partitioned search, and VND.
The solver runs phases in sequence. Each phase uses a different strategy to improve the solution.
Construction Heuristic
Builds an initial solution by assigning values to all planning variables. Runs first — local search then improves the result.
Construction Heuristic Types
| Type | Description |
|---|---|
first_fit |
Default generic first-fit construction. Mixed or list-bearing models use the shared runtime construction engine; pure scalar matches reuse the descriptor-scalar path. |
first_fit_decreasing |
Specialized scalar-only first fit, processing entities by difficulty. |
weakest_fit |
Assigns the value that leaves the most room for future assignments. |
weakest_fit_decreasing |
Weakest fit, processing entities by difficulty. |
strongest_fit |
Assigns the value that uses resources most aggressively. |
strongest_fit_decreasing |
Strongest fit, processing entities by difficulty. |
cheapest_insertion |
Generic best-score construction over mixed or list-bearing models; pure scalar matches reuse the descriptor-scalar path. |
allocate_entity_from_queue |
Queue-driven entity allocation. |
allocate_to_value_from_queue |
Queue-driven value allocation. |
list_round_robin |
Distributes elements evenly across entities (list variables). |
list_cheapest_insertion |
Inserts each element at the score-minimizing position (list variables). |
list_regret_insertion |
Inserts elements in order of highest placement regret (list variables). |
list_clarke_wright |
Greedy route merging by savings value (list variables). |
list_k_opt |
Per-route k-opt polishing (list variables). |
[[phases]]
type = "construction_heuristic"
construction_heuristic_type = "first_fit"
The stock runtime now builds one ModelContext per planning model. Generic
construction heuristics work over that shared runtime context instead of
splitting scalar-variable and list-variable solve paths.
Scalar-only construction heuristics validate their model-owned hooks before
phase build. first_fit_decreasing and allocate_entity_from_queue require
construction_entity_order_key; weakest_fit, strongest_fit, and
allocate_to_value_from_queue require construction_value_order_key;
decreasing weakest/strongest fit require both. Those keys are evaluated against
the live working solution at each construction step.
Nullable scalar construction defaults to
construction_obligation = "preserve_unassigned", so an optional variable may
keep None when that is the best legal baseline. Use
assign_when_candidate_exists only when construction must assign any doable
candidate instead.
Local Search
Iteratively improves the solution by applying moves and accepting improvements (and sometimes worse moves to escape local optima).
Current local-search telemetry emits phase_start after the starting score is
known. With console output enabled, the phase-start line includes that score,
making it clear what construction handed to local search before the first move
is evaluated.
Acceptors
Local search uses an acceptor to decide whether to keep a move. In the stock config surface, the acceptor is configured as a nested object:
| Acceptor | Description |
|---|---|
hill_climbing |
Only accepts improving moves. Fast but gets stuck in local optima. |
simulated_annealing |
Accepts worse moves with decreasing probability. Good exploration. |
tabu_search |
Remembers recent moves and forbids reversing them. Strong for many problems. |
late_acceptance |
Accepts moves better than N steps ago. Simple and effective. |
great_deluge |
Accepts moves above a rising water level. Steady improvement. |
[[phases]]
type = "local_search"
[phases.acceptor]
type = "late_acceptance"
late_acceptance_size = 400
[phases.termination]
unimproved_step_count_limit = 10000
Move Selector and Forager
Local search phases can also specify a selector and forager:
[[phases]]
type = "local_search"
[phases.acceptor]
type = "late_acceptance"
late_acceptance_size = 400
[phases.move_selector]
type = "change_move_selector"
variable_name = "employee_id"
[phases.forager]
accepted_count_limit = 32
pick_early_type = "never"
accepted_count_limit now caps how many accepted candidates the forager retains
for final selection. It does not imply early neighborhood exit. Early stop is
still controlled by pick_early_type or by explicit first-improving search
policies.
Acceptor-Specific Configuration
Simulated Annealing:
[phases.acceptor]
type = "simulated_annealing"
level_temperatures = [5.0, 500.0]
hard_regression_policy = "temperature_controlled"
[phases.acceptor.calibration]
sample_size = 64
target_acceptance_probability = 0.75
fallback_temperature = 2.0
Simulated annealing is score-level aware. level_temperatures are ordered from
highest-priority score level to lowest; if they are omitted, calibration can
sample candidate deltas and derive temperatures per level. Once the configured
temperature cools to the hill-climbing threshold, worsening moves are rejected
deterministically.
Tabu Search:
[phases.acceptor]
type = "tabu_search"
entity_tabu_size = 7
# or value_tabu_size, move_tabu_size
Late Acceptance:
[phases.acceptor]
type = "late_acceptance"
late_acceptance_size = 400
Variable Neighborhood Descent
VND runs several neighborhoods in sequence and restarts from the first neighborhood whenever an improvement is found.
[[phases]]
type = "vnd"
[[phases.neighborhoods]]
type = "change_move_selector"
variable_name = "employee_id"
[[phases.neighborhoods]]
type = "swap_move_selector"
variable_name = "employee_id"
When one neighborhood needs a hard move cap, wrap that neighborhood itself with
limited_neighborhood rather than decorating a broader selector tree:
[[phases.neighborhoods]]
type = "limited_neighborhood"
selected_count_limit = 48
[phases.neighborhoods.selector]
type = "change_move_selector"
variable_name = "employee_id"
Exhaustive Search
Explores the entire search space systematically. Only practical for small problems.
Branch and Bound
[[phases]]
type = "exhaustive_search"
exhaustive_search_type = "branch_and_bound"
| Type | Description |
|---|---|
branch_and_bound |
Prunes branches that can’t improve — memory efficient, finds solutions quickly |
brute_force |
Explores every possibility |
Score Bounder
Use a ScoreBounder to prune branches that can’t improve on the best known solution, dramatically reducing the search space.
Partitioned Search
Partitioned search exists in the lower-level solver API as
PartitionedSearchPhase. It splits the problem into independent partitions and
solves them in parallel, and the low-level phase now reuses the canonical
scoring lifecycle for child scopes and merged results.
The stock solver.toml runtime does not expose partitioned_search as a
declarative phase today. Use the lower-level Rust API when you need custom
partitioning strategies or explicit partition-thread control.
Typical Phase Configuration
Most problems work well with construction heuristic + local search:
[[phases]]
type = "construction_heuristic"
construction_heuristic_type = "first_fit"
[[phases]]
type = "local_search"
[phases.acceptor]
type = "late_acceptance"
late_acceptance_size = 400
For better results, try tabu search or simulated annealing as the acceptor.
See Also
- Construction — Initial solution policy
- Local Search — Acceptors, foragers, and selector placement
- Moves — Move types used by local search
- Termination — Stopping conditions for phases
- Configuration — Runtime configuration format