21 research outputs found

    Two-Stage Vehicle Routing Problems with Profits and Buffers: Analysis and Metaheuristic Optimization Algorithms

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    This thesis considers the Two-Stage Vehicle Routing Problem (VRP) with Profits and Buffers, which generalizes various optimization problems that are relevant for practical applications, such as the Two-Machine Flow Shop with Buffers and the Orienteering Problem. Two optimization problems are considered for the Two-Stage VRP with Profits and Buffers, namely the minimization of total time while respecting a profit constraint and the maximization of total profit under a budget constraint. The former generalizes the makespan minimization problem for the Two-Machine Flow Shop with Buffers, whereas the latter is comparable to the problem of maximizing score in the Orienteering Problem. For the three problems, a theoretical analysis is performed regarding computational complexity, existence of optimal permutation schedules (where all vehicles traverse the same nodes in the same order) and potential gaps in attainable solution quality between permutation schedules and non-permutation schedules. The obtained theoretical results are visualized in a table that gives an overview of various subproblems belonging to the Two-Stage VRP with Profits and Buffers, their theoretical properties and how they are connected. For the Two-Machine Flow Shop with Buffers and the Orienteering Problem, two metaheuristics 2BF-ILS and VNSOP are presented that obtain favorable results in computational experiments when compared to other state-of-the-art algorithms. For the Two-Stage VRP with Profits and Buffers, an algorithmic framework for Iterative Search Algorithms with Variable Neighborhoods (ISAVaN) is proposed that generalizes aspects from 2BF-ILS as well as VNSOP. Various algorithms derived from that framework are evaluated in an experimental study. The evaluation methodology used for all computational experiments in this thesis takes the performance during the run time into account and demonstrates that algorithms for structurally different problems, which are encompassed by the Two-Stage VRP with Profits and Buffers, can be evaluated with similar methods. The results show that the most suitable choice for the components in these algorithms is dependent on the properties of the problem and the considered evaluation criteria. However, a number of similarities to algorithms that perform well for the Two-Machine Flow Shop with Buffers and the Orienteering Problem can be identified. The framework unifies these characteristics, providing a spectrum of algorithms that can be adapted to the specifics of the considered Vehicle Routing Problem.:1 Introduction 2 Background 2.1 Problem Motivation 2.2 Formal Definition of the Two-Stage VRP with Profits and Buffers 2.3 Review of Literature on Related Vehicle Routing Problems 2.3.1 Two-Stage Vehicle Routing Problems 2.3.2 Vehicle Routing Problems with Profits 2.3.3 Vehicle Routing Problems with Capacity- or Resource-based Restrictions 2.4 Preliminary Remarks on Subsequent Chapters 3 The Two-Machine Flow Shop Problem with Buffers 3.1 Review of Literature on Flow Shop Problems with Buffers 3.1.1 Algorithms and Metaheuristics for Flow Shops with Buffers 3.1.2 Two-Machine Flow Shop Problems with Buffers 3.1.3 Blocking Flow Shops 3.1.4 Non-Permutation Schedules 3.1.5 Other Extensions and Variations of Flow Shop Problems 3.2 Theoretical Properties 3.2.1 Computational Complexity 3.2.2 The Existence of Optimal Permutation Schedules 3.2.3 The Gap Between Permutation Schedules an Non-Permutation 3.3 A Modification of the NEH Heuristic 3.4 An Iterated Local Search for the Two-Machine Flow Shop Problem with Buffers 3.5 Computational Evaluation 3.5.1 Algorithms for Comparison 3.5.2 Generation of Problem Instances 3.5.3 Parameter Values 3.5.4 Comparison of 2BF-ILS with other Metaheuristics 3.5.5 Comparison of 2BF-OPT with NEH 3.6 Summary 4 The Orienteering Problem 4.1 Review of Literature on Orienteering Problems 4.2 Theoretical Properties 4.3 A Variable Neighborhood Search for the Orienteering Problem 4.4 Computational Evaluation 4.4.1 Measurement of Algorithm Performance 4.4.2 Choice of Algorithms for Comparison 4.4.3 Problem Instances 4.4.4 Parameter Values 4.4.5 Experimental Setup 4.4.6 Comparison of VNSOP with other Metaheuristics 4.5 Summary 5 The Two-Stage Vehicle Routing Problem with Profits and Buffers 5.1 Theoretical Properties of the Two-Stage VRP with Profits and Buffers 5.1.1 Computational Complexity of the General Problem 5.1.2 Existence of Permutation Schedules in the Set of Optimal Solutions 5.1.3 The Gap Between Permutation Schedules an Non-Permutation Schedules 5.1.4 Remarks on Restricted Cases 5.1.5 Overview of Theoretical Results 5.2 A Metaheuristic Framework for the Two-Stage VRP with Profits and Buffers 5.3 Experimental Results 5.3.1 Problem Instances 5.3.2 Experimental Results for O_{max R, Cmax≤B} 5.3.3 Experimental Results for O_{min Cmax, R≥Q} 5.4 Summary Bibliography List of Figures List of Tables List of Algorithm

    Two-machine flow shop with dynamic storage space

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    © 2020, The Author(s). The publications on two-machine flow shop scheduling problems with job dependent storage requirements, where a job seizes a portion of the storage space for the entire duration of its processing, were motivated by various applications ranging from supply chains of mineral resources to multimedia systems. In contrast to the previous publications that assumed that the availability of the storage space remains unchanged, this paper is concerned with a more general case when the availability is a function of time. It strengthens the previously published result concerning the existence of an optimal permutation schedule, shows that the variable storage space availability leads to the NP-hardness in the strong sense even for unit processing times, and presents a polynomial-time approximation scheme together with several heuristic algorithms. The heuristics are evaluated by means of computational experiments

    From metaheuristics to learnheuristics: Applications to logistics, finance, and computing

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    Un gran nombre de processos de presa de decisions en sectors estratègics com el transport i la producció representen problemes NP-difícils. Sovint, aquests processos es caracteritzen per alts nivells d'incertesa i dinamisme. Les metaheurístiques són mètodes populars per a resoldre problemes d'optimització difícils en temps de càlcul raonables. No obstant això, sovint assumeixen que els inputs, les funcions objectiu, i les restriccions són deterministes i conegudes. Aquests constitueixen supòsits forts que obliguen a treballar amb problemes simplificats. Com a conseqüència, les solucions poden conduir a resultats pobres. Les simheurístiques integren la simulació a les metaheurístiques per resoldre problemes estocàstics d'una manera natural. Anàlogament, les learnheurístiques combinen l'estadística amb les metaheurístiques per fer front a problemes en entorns dinàmics, en què els inputs poden dependre de l'estructura de la solució. En aquest context, les principals contribucions d'aquesta tesi són: el disseny de les learnheurístiques, una classificació dels treballs que combinen l'estadística / l'aprenentatge automàtic i les metaheurístiques, i diverses aplicacions en transport, producció, finances i computació.Un gran número de procesos de toma de decisiones en sectores estratégicos como el transporte y la producción representan problemas NP-difíciles. Frecuentemente, estos problemas se caracterizan por altos niveles de incertidumbre y dinamismo. Las metaheurísticas son métodos populares para resolver problemas difíciles de optimización de manera rápida. Sin embargo, suelen asumir que los inputs, las funciones objetivo y las restricciones son deterministas y se conocen de antemano. Estas fuertes suposiciones conducen a trabajar con problemas simplificados. Como consecuencia, las soluciones obtenidas pueden tener un pobre rendimiento. Las simheurísticas integran simulación en metaheurísticas para resolver problemas estocásticos de una manera natural. De manera similar, las learnheurísticas combinan aprendizaje estadístico y metaheurísticas para abordar problemas en entornos dinámicos, donde los inputs pueden depender de la estructura de la solución. En este contexto, las principales aportaciones de esta tesis son: el diseño de las learnheurísticas, una clasificación de trabajos que combinan estadística / aprendizaje automático y metaheurísticas, y varias aplicaciones en transporte, producción, finanzas y computación.A large number of decision-making processes in strategic sectors such as transport and production involve NP-hard problems, which are frequently characterized by high levels of uncertainty and dynamism. Metaheuristics have become the predominant method for solving challenging optimization problems in reasonable computing times. However, they frequently assume that inputs, objective functions and constraints are deterministic and known in advance. These strong assumptions lead to work on oversimplified problems, and the solutions may demonstrate poor performance when implemented. Simheuristics, in turn, integrate simulation into metaheuristics as a way to naturally solve stochastic problems, and, in a similar fashion, learnheuristics combine statistical learning and metaheuristics to tackle problems in dynamic environments, where inputs may depend on the structure of the solution. The main contributions of this thesis include (i) a design for learnheuristics; (ii) a classification of works that hybridize statistical and machine learning and metaheuristics; and (iii) several applications for the fields of transport, production, finance and computing

    A Polyhedral Study of Mixed 0-1 Set

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    We consider a variant of the well-known single node fixed charge network flow set with constant capacities. This set arises from the relaxation of more general mixed integer sets such as lot-sizing problems with multiple suppliers. We provide a complete polyhedral characterization of the convex hull of the given set

    Annotierte interaktive nichtlineare Videos - Software Suite, Download- und Cache-Management

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    Modern Web technology makes the dream of fully interactive and enriched video come true. Nowadays it is possible to organize videos in a non-linear way playing in a sequence unknown in advance. Furthermore, additional information can be added to the video, ranging from short descriptions to animated images and further videos. This affords an easy and efficient to use authoring tool which is capable of the management of the single media objects, as well as a clear arrangement of the links between the parts. Tools of this kind can be found rarely and do mostly not provide the full range of needed functions. While providing an interactive experience to the viewer in the Web player, parallel plot sequences and additional information lead to an increased download volume. This may cause pauses during playback while elements have to be downloaded which are displayed with the video. A good quality of experience for these videos with small waiting times and a playback without interruptions is desired. This work presents the SIVA Suite to create the previously described annotated interactive non-linear videos. We propose a video model for interactivity, non-linearity, and annotations, which is implemented in an XML format, an authoring tool, and a player. Video is the main medium, whereby different scenes are linked to a scene graph. Time controlled additional content called annotations, like text, images, audio files, or videos, is added to the scenes. The user is able to navigate in the scene graph by selecting a button at a button panel. Furthermore, other navigational elements like a table of contents or a keyword search are provided. Besides the SIVA Suite, this thesis presents algorithms and strategies for download and cache management to provide a good quality of experience while watching the annotated interactive non-linear videos. Therefor, we implemented a standard-independent player framework. Integrated into a simulation environment, the framework allows to evaluate algorithms and strategies for the calculation of start-up times, and the selection of elements to pre-fetch into and delete from the cache. Their interaction during the playback of non-linear video contents can be analyzed. The algorithms and strategies can be used to minimize interruptions in the video flow after user interactions. Our extensive evaluation showed that our techniques result in faster start-up times and lesser interruptions in the video flow than those of other players. Knowledge of the structure of an interactive non-linear video can be used to minimize the start-up time at the beginning of a video while minimizing an increase in the overall download volume.Moderne Web-Technologien lassen den Traum von voll interaktiven und bereicherten Videos wahr werden. Heutzutage ist es möglich, Videos in nicht-linearer Art und Weise zu organisieren, welche dann in einer vorher unbekannten Reihenfolge abgespielt werden können. Weiterhin können den Videos Zusatzinformationen in Form von kurzen Beschreibungen über animierte Bilder bis hin zu weiteren Videos hinzugefügt werden. Dies erfordert ein einfach und effizient zu bedienendes Autorenwerkzeug, das in der Lage ist, sowohl einzelne Medien-Objekte zu verwalten, als auch die Verbindungen zwischen den einzelnen Teilen klar darzustellen. Tools dieser Art sind selten und bieten meist nicht den vollen benötigten Funktionsumfang. Während dem Betrachter dieses interaktive Erlebnis im Web Player zur Verfügung gestellt wird, führen parallele Handlungsstränge und zusätzliche Inhalte zu einem erhöhten Download-Volumen. Dies kann zu Pausen während der Wiedergabe führen, in denen Elemente vom Server geladen werden müssen, welche mit dem Video angezeigt werden sollen. Ein gutes Benutzungserlebnis für solche Videos kann durch geringe Wartezeiten und eine unterbrechungsfreie Wiedergabe erreicht werden. Diese Arbeit stellt die SIVA Suite vor, mit der die zuvor beschriebenen annotierten interaktiven nicht-linearen Videos erstellt werden können. Wir bilden Interaktivität, Nichtlinearität und Annotationen in einem Video-Model ab. Dieses wird in unserem XML-Format, Autorentool und Player umgesetzt. Als Leitmedium werden hierbei Videos verwendet, welche aufgeteilt in Szenen zu einer Graphstruktur zusammengefügt werden können. Zeitlich gesteuerte zusätzliche Inhalte, sogenannte Annotationen, wie Texte, Bilder, Audio-Dateien und Videos, werden den Szenen hinzugefügt. Der Betrachter kann im Szenengraph navigieren, indem er in einem bereitgestellten Button-Panel eine Nachfolgeszene auswählt. Andere Navigationselemente sind ein Inhaltsverzeichnis sowie eine Suchfunktion. Neben der SIVA Suite beschreibt diese Arbeit Algorithmen und Strategien für Download und Cache Management, um eine gute Nutzungserfahrung während der Betrachtung der annotierten interaktiven nicht-linearen Videos zu bieten. Ein Webstandard-unabhängiges Playerframework erlaubt es, das Zusammenspiel von Algorithmen und Strategien zu evaluieren, welche für die Berechnung der Start-Zeitpunkte für die Wiedergabe, sowie die Auswahl von vorauszuladenden sowie zu löschenden Elemente verwendet werden. Ziel ist es, Unterbrechungen zu minimieren, wenn der Ablauf des Videos durch Benutzerinteraktion beeinflusst wird. Unsere umfassende Evaluation zeigte, dass es möglich ist, kürzere Startup-Zeiten und weniger Unterbrechungen mit unseren Strategien zu erreichen, als bei der Verwendung der Strategien anderer Player. Die Kenntnis der Struktur des interaktiven nicht-linearen Videos kann dazu verwendet werden, die Startzeit am Anfang der Szenen zu minimieren, während das Download-Volumen nicht erhöht wird

    Advances in Grid Computing

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    This book approaches the grid computing with a perspective on the latest achievements in the field, providing an insight into the current research trends and advances, and presenting a large range of innovative research papers. The topics covered in this book include resource and data management, grid architectures and development, and grid-enabled applications. New ideas employing heuristic methods from swarm intelligence or genetic algorithm and quantum encryption are considered in order to explain two main aspects of grid computing: resource management and data management. The book addresses also some aspects of grid computing that regard architecture and development, and includes a diverse range of applications for grid computing, including possible human grid computing system, simulation of the fusion reaction, ubiquitous healthcare service provisioning and complex water systems
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