84,522 research outputs found

    Proportionate flow shop games

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    htmlabstractIn a proportionate flow shop problem several jobs have to be processed through a fixed sequence of machines and the processing time of each job is equal on all machines. By identifying jobs with agents, whose costs linearly depend on the completion time of their jobs, and assuming an initial processing order on the jobs, we face two problems: the first one is how to obtain an optimal order that minimizes the total processing cost, the second one is how to allocate the cost savings obtained by ordering the jobs optimally. In this paper we focus on the allocation problem. PFS games are defined as cooperative games associated to proportionate flow shop problems. It is seen that PFS games have a nonempty core. Moreover, it is shown that PFS games are convex if the jobs are initially ordered in decreasing urgency. For this case an explicit game independent expression for the Shapley value is provid

    Agent-based pedestrian modelling

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    When the focus of interest in geographical systems is at the very fine scale, at the level of streets and buildings for example, movement becomes central to simulations of how spatial activities are used and develop. Recent advances in computing power and the acquisition of fine scale digital data now mean that we are able to attempt to understand and predict such phenomena with the focus in spatial modelling changing to dynamic simulations of the individual and collective behaviour of individual decision-making at such scales. In this Chapter, we develop ideas about how such phenomena can be modelled showing first how randomness and geometry are all important to local movement and how ordered spatial structures emerge from such actions. We focus on developing these ideas for pedestrians showing how random walks constrained by geometry but aided by what agents can see, determine how individuals respond to locational patterns. We illustrate these ideas with three types of example: first for local scale street scenes where congestion and flocking is all important, second for coarser scale shopping centres such as malls where economic preference interferes much more with local geometry, and finally for semi-organised street festivals where management and control by police and related authorities is integral to the way crowds move

    Survey of dynamic scheduling in manufacturing systems

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    EEOC v. Early Bird Management Group, LLC

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    Analysis of Issues for Project Scheduling by Multiple, Dispersed Schedulers (distributed Scheduling) and Requirements for Manual Protocols and Computer-based Support

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    Although computerized operations have significant gains realized in many areas, one area, scheduling, has enjoyed few benefits from automation. The traditional methods of industrial engineering and operations research have not proven robust enough to handle the complexities associated with the scheduling of realistic problems. To address this need, NASA has developed the computer-aided scheduling system (COMPASS), a sophisticated, interactive scheduling tool that is in wide-spread use within NASA and the contractor community. Therefore, COMPASS provides no explicit support for the large class of problems in which several people, perhaps at various locations, build separate schedules that share a common pool of resources. This research examines the issue of distributing scheduling, as applied to application domains characterized by the partial ordering of tasks, limited resources, and time restrictions. The focus of this research is on identifying issues related to distributed scheduling, locating applicable problem domains within NASA, and suggesting areas for ongoing research. The issues that this research identifies are goals, rescheduling requirements, database support, the need for communication and coordination among individual schedulers, the potential for expert system support for scheduling, and the possibility of integrating artificially intelligent schedulers into a network of human schedulers

    Batch Sequencing and Cooperation

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    Game theoretic analysis of sequencing situations has been restricted to manufactur- ing systems which consist of machines that can process only one job at a time. However, in many manufacturing systems, operations are carried out by batch machines which can simultaneously process multiple jobs. This paper aims to extend the game theoretical approach to the cost allocation problems arising from sequencing situations on systems that consist of batch machines. We first consider sequencing situations with a single batch machine and analyze cooperative games arising from these situations. It is shown that these games are convex and an expression for the Shapley value of these games is provided. We also introduce an equal gain splitting rule for these sequencing situa- tions and provide an axiomatic characterization. Second, we analyze various aspects of flow-shop sequencing situations which consist of batch machines only. In particular, we provide two cases in which the cooperative game arising from the flow-shop sequencing situation is equal to the game arising from a sequencing situation that corresponds to one specific machine in the flow-shop.Sequencing situations;sequencing games;batch machines

    Parameterized complexity of machine scheduling: 15 open problems

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    Machine scheduling problems are a long-time key domain of algorithms and complexity research. A novel approach to machine scheduling problems are fixed-parameter algorithms. To stimulate this thriving research direction, we propose 15 open questions in this area whose resolution we expect to lead to the discovery of new approaches and techniques both in scheduling and parameterized complexity theory.Comment: Version accepted to Computers & Operations Researc
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