329 research outputs found

    Recent Advances in Multi-dimensional Packing Problems

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    On Guillotine Cutting Sequences

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    Imagine a wooden plate with a set of non-overlapping geometric objects painted on it. How many of them can a carpenter cut out using a panel saw making guillotine cuts, i.e., only moving forward through the material along a straight line until it is split into two pieces? Already fifteen years ago, Pach and Tardos investigated whether one can always cut out a constant fraction if all objects are axis-parallel rectangles. However, even for the case of axis-parallel squares this question is still open. In this paper, we answer the latter affirmatively. Our result is constructive and holds even in a more general setting where the squares have weights and the goal is to save as much weight as possible. We further show that when solving the more general question for rectangles affirmatively with only axis-parallel cuts, this would yield a combinatorial O(1)-approximation algorithm for the Maximum Independent Set of Rectangles problem, and would thus solve a long-standing open problem. In practical applications, like the mentioned carpentry and many other settings, we can usually place the items freely that we want to cut out, which gives rise to the two-dimensional guillotine knapsack problem: Given a collection of axis-parallel rectangles without presumed coordinates, our goal is to place as many of them as possible in a square-shaped knapsack respecting the constraint that the placed objects can be separated by a sequence of guillotine cuts. Our main result for this problem is a quasi-PTAS, assuming the input data to be quasi-polynomially bounded integers. This factor matches the best known (quasi-polynomial time) result for (non-guillotine) two-dimensional knapsack

    Pattern Generation for Three Dimensional Cutting Stock Problem

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    We consider the problem of three-dimensional cutting of a large block that is to be cut into some small block pieces, each with a specific size and request. Pattern generation is an algorithm that has been used to determine cutting patterns in one-dimensional and two-dimensional problems. The purpose of this study is to modify the pattern generation algorithm so that it can be used in three-dimensional problems, and can determine the cutting pattern with the minimum possible cutting residue. The large block will be cut based on the length, width, and height. The rest of the cuts will be cut back if possible to minimize the rest. For three-dimensional problems, we consider the variant in which orthogonal rotation is allowed. By allowing the remainder of the initial cut to be rotated, the dimensions will have six permutations. The result of the calculation using the pattern generation algorithm for three-dimensional problems is that all possible cutting patterns are obtained but there are repetitive patterns because they suggest the same number of cuts.

    A general genetic algorithm for one and two dimensional cutting and packing problems

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    Cutting and packing problems are combinatorial optimisation problems. The major interest in these problems is their practical significance, in manufacturing and other business sectors. In most manufacturing situations a raw material usually in some standard size has to be divided or be cut into smaller items to complete the production of some product. Since the cost of this raw material usually forms a significant portion of the input costs, it is therefore desirable that this resource be used efficiently. A hybrid general genetic algorithm is presented in this work to solve one and two dimensional problems of this nature. The novelties with this algorithm are: A novel placement heuristic hybridised with a Genetic Algorithm is introduced and a general solution encoding scheme which is used to encode one dimensional and two dimensional problems is also introduced

    Models and Solutions of Resource Allocation Problems based on Integer Linear and Nonlinear Programming

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    In this thesis we deal with two problems of resource allocation solved through a Mixed-Integer Linear Programming approach and a Mixed-Integer Nonlinear Chance Constraint Programming approach. In the first part we propose a framework to model general guillotine restrictions in two dimensional cutting problems formulated as Mixed-Integer Linear Programs (MILP). The modeling framework requires a pseudo-polynomial number of variables and constraints, which can be effectively enumerated for medium-size instances. Our modeling of general guillotine cuts is the first one that, once it is implemented within a state of-the-art MIP solver, can tackle instances of challenging size. Our objective is to propose a way of modeling general guillotine cuts via Mixed Integer Linear Programs (MILP), i.e., we do not limit the number of stages (restriction (ii)), nor impose the cuts to be restricted (restriction (iii)). We only ask the cuts to be guillotine ones (restriction (i)). We mainly concentrate our analysis on the Guillotine Two Dimensional Knapsack Problem (G2KP), for which a model, and an exact procedure able to significantly improve the computational performance, are given. In the second part we present a Branch-and-Cut algorithm for a class of Nonlinear Chance Constrained Mathematical Optimization Problems with a finite number of scenarios. This class corresponds to the problems that can be reformulated as Deterministic Convex Mixed-Integer Nonlinear Programming problems, but the size of the reformulation is large and quickly becomes impractical as the number of scenarios grows. We apply the Branch-and-Cut algorithm to the Mid-Term Hydro Scheduling Problem, for which we propose a chance-constrained formulation. A computational study using data from ten hydro plants in Greece shows that the proposed methodology solves instances orders of magnitude faster than applying a general-purpose solver for Convex Mixed-Integer Nonlinear Problems to the deterministic reformulation, and scales much better with the number of scenarios

    Extreme-Point-based Heuristics for the Three-Dimensional Bin Packing problem

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    One of the main issues in addressing three-dimensional packing problems is finding an efficient and accurate definition of the points at which to place the items inside the bins, because the performance of exact and heuristic solution methods is actually strongly influenced by the choice of a placement rule. We introduce the extreme point concept and present a new extreme point-based rule for packing items inside a three-dimensional container. The extreme point rule is independent from the particular packing problem addressed and can handle additional constraints, such as fixing the position of the items. The new extreme point rule is also used to derive new constructive heuristics for the three-dimensional bin-packing problem. Extensive computational results show the effectiveness of the new heuristics compared to state-of-the-art results. Moreover, the same heuristics, when applied to the two-dimensional bin-packing problem, outperform those specifically designed for the proble

    Automating the packing heuristic design process with genetic programming

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    The literature shows that one-, two-, and three-dimensional bin packing and knapsack packing are difficult problems in operational research. Many techniques, including exact, heuristic, and metaheuristic approaches, have been investigated to solve these problems and it is often not clear which method to use when presented with a new instance. This paper presents an approach which is motivated by the goal of building computer systems which can design heuristic methods. The overall aim is to explore the possibilities for automating the heuristic design process. We present a genetic programming system to automatically generate a good quality heuristic for each instance. It is not necessary to change the methodology depending on the problem type (one-, two-, or three-dimensional knapsack and bin packing problems), and it therefore has a level of generality unmatched by other systems in the literature. We carry out an extensive suite of experiments and compare with the best human designed heuristics in the literature. Note that our heuristic design methodology uses the same parameters for all the experiments. The contribution of this paper is to present a more general packing methodology than those currently available, and to show that, by using this methodology, it is possible for a computer system to design heuristics which are competitive with the human designed heuristics from the literature. This represents the first packing algorithm in the literature able to claim human competitive results in such a wide variety of packing domains
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