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Heuristic

Algorithm that produces good (often near-optimal) solutions in reasonable time without optimality guarantees; a foundational tool for solving NP-Hard problems in practice.

SezgiselHeuristic AlgorithmConstructive HeuristicImprovement Heuristic
A heuristic is a class of algorithms that delivers reasonable-quality solutions in polynomial time without guaranteeing optimality. Systematic use of the term in OR spread in the 1960s-1970s following Polya's *How to Solve It* (1945) and the rise of NP-Hard problems. Heuristics fall into two broad families: (1) constructive heuristics build a solution step by step from an empty start โ€” examples include Christofides (1976) for TSP, nearest neighbor, the Clarke-Wright savings method, greedy edge insertion in the travelling salesman, and LPT/SPT priority rules in scheduling; (2) improvement heuristics refine an existing solution via small neighborhood moves โ€” 2-opt, k-opt, and Lin-Kernighan (1973) are canonical examples. Heuristics are evaluated on three axes: solution quality (gap to a lower bound), runtime, and implementation complexity. Some heuristics belong to the approximation algorithm class with proven constant performance guarantees (e.g. Christofides' 1.5-approximation for metric TSP); others are only empirically strong. In practice heuristics serve as warm-start input to MIP solvers, primal bound generators, or direct production solutions. Silver, Vidal, and de Werra (1980) and Reeves (1993) are classical references. Metaheuristics (#053) form the umbrella framework on top of heuristics.
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A mid-size textile wholesaler in Bursa stocking 240 SKUs solves its weekly order-splitting problem with a nearest-neighbor constructive heuristic: it produces routes for 92 orders in 3 seconds, 4% longer than the full VRP solver's 45-minute result, yet fits within the 30-minute operating decision window; monthly fuel cost drops from 18,000 TRY to 16,400 TRY.

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