This paper describes a problem arising in sea exploration, where the aim is to schedule the expedition of a ship for collecting information about the resources on the seafloor. The aim is to collect data by probing on a set of carefully chosen locations, so that the information available is optimally enriched. This problem has similarities with the orienteering problem, where the aim is to plan a time-limited trip for visiting a set of vertices, collecting a prize at each of them, in such a way that the total value collected is maximum. In our problem, the score at each vertex is associated with an estimation of the level of the resource on the given surface, which is done by regression using Gaussian processes. Hence, there is a correlation among scores on the selected vertices; this is a first difference with respect to the standard orienteering problem. The second difference is the location of each vertex, which in our problem is a freely chosen point on a given surface.
In this paper we introduce an evolutionary algorithm for the solution of linear integer programs. The strategy is based on the separation of the variables into the integer subset and the continuous subset; the integer variables are fixed by the evolutionary system, and the continuous ones are determined in function of them, by a linear program solver. We report results obtained for some standard benchmark problems, and compare them with those obtained by branch-and-bound. The performance of the evolutionary algorithm is promising. Good feasible solutions were generally obtained, and in some of the difficult benchmark tests it outperformed branch-and-bound.