TSP Territory Map

Algorithm: Exact solution using Held-Karp (Dynamic Programming).
Rendering: Quadtree recursion.

Each pixel is assigned to the node that is part of the optimal tour for that pixel combined with all other nodes. Large uniform areas are filled instantly; boundaries are calculated recursively.

Click to add nodes. Drag to move.

4

Higher depth = sharper boundaries but significantly more calculations.

Nodes Added: 0
Tours Calculated: 0
Current Depth: 4
No active tours yet.
Technical Note: The Held-Karp algorithm has a time complexity of O(n²2n). For real-time performance, this map limits the number of nodes to approximately 9-10.