966 research outputs found

    Job-shop scheduling with an adaptive neural network and local search hybrid approach

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    This article is posted here with permission from IEEE - Copyright @ 2006 IEEEJob-shop scheduling is one of the most difficult production scheduling problems in industry. This paper proposes an adaptive neural network and local search hybrid approach for the job-shop scheduling problem. The adaptive neural network is constructed based on constraint satisfactions of job-shop scheduling and can adapt its structure and neuron connections during the solving process. The neural network is used to solve feasible schedules for the job-shop scheduling problem while the local search scheme aims to improve the performance by searching the neighbourhood of a given feasible schedule. The experimental study validates the proposed hybrid approach for job-shop scheduling regarding the quality of solutions and the computing speed

    An improved constraint satisfaction adaptive neural network for job-shop scheduling

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    Copyright @ Springer Science + Business Media, LLC 2009This paper presents an improved constraint satisfaction adaptive neural network for job-shop scheduling problems. The neural network is constructed based on the constraint conditions of a job-shop scheduling problem. Its structure and neuron connections can change adaptively according to the real-time constraint satisfaction situations that arise during the solving process. Several heuristics are also integrated within the neural network to enhance its convergence, accelerate its convergence, and improve the quality of the solutions produced. An experimental study based on a set of benchmark job-shop scheduling problems shows that the improved constraint satisfaction adaptive neural network outperforms the original constraint satisfaction adaptive neural network in terms of computational time and the quality of schedules it produces. The neural network approach is also experimentally validated to outperform three classical heuristic algorithms that are widely used as the basis of many state-of-the-art scheduling systems. Hence, it may also be used to construct advanced job-shop scheduling systems.This work was supported in part by the Engineering and Physical Sciences Research Council (EPSRC) of UK under Grant EP/E060722/01 and in part by the National Nature Science Fundation of China under Grant 60821063 and National Basic Research Program of China under Grant 2009CB320601

    Heuristic search under time and cost bounds

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    Intelligence is difficult to formally define, but one of its hallmarks is the ability find a solution to a novel problem. Therefore it makes good sense that heuristic search is a foundational topic in artificial intelligence. In this context search refers to the process of finding a solution to the problem by considering a large, possibly infinite, set of potential plans of action. Heuristic refers to a rule of thumb or a guiding, if not always accurate, principle. Heuristic search describes a family of techniques which consider members of the set of potential plans of action in turn, as determined by the heuristic, until a suitable solution to the problem is discovered. This work is concerned primarily with suboptimal heuristic search algorithms. These algorithms are not inherently flawed, but they are suboptimal in the sense that the plans that they return may be more expensive than a least cost, or optimal, plan for the problem. While suboptimal heuristic search algorithms may not return least cost solutions to the problem, they are often far faster than their optimal counterparts, making them more attractive for many applications. The thesis of this dissertation is that the performance of suboptimal search algorithms can be improved by taking advantage of information that, while widely available, has been overlooked. In particular, we will see how estimates of the length of a plan, estimates of plan cost that do not err on the side of caution, and measurements of the accuracy of our estimators can be used to improve the performance of suboptimal heuristic search algorithms

    Informed RRT*: Optimal Sampling-based Path Planning Focused via Direct Sampling of an Admissible Ellipsoidal Heuristic

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    Rapidly-exploring random trees (RRTs) are popular in motion planning because they find solutions efficiently to single-query problems. Optimal RRTs (RRT*s) extend RRTs to the problem of finding the optimal solution, but in doing so asymptotically find the optimal path from the initial state to every state in the planning domain. This behaviour is not only inefficient but also inconsistent with their single-query nature. For problems seeking to minimize path length, the subset of states that can improve a solution can be described by a prolate hyperspheroid. We show that unless this subset is sampled directly, the probability of improving a solution becomes arbitrarily small in large worlds or high state dimensions. In this paper, we present an exact method to focus the search by directly sampling this subset. The advantages of the presented sampling technique are demonstrated with a new algorithm, Informed RRT*. This method retains the same probabilistic guarantees on completeness and optimality as RRT* while improving the convergence rate and final solution quality. We present the algorithm as a simple modification to RRT* that could be further extended by more advanced path-planning algorithms. We show experimentally that it outperforms RRT* in rate of convergence, final solution cost, and ability to find difficult passages while demonstrating less dependence on the state dimension and range of the planning problem.Comment: 8 pages, 11 figures. Videos available at https://www.youtube.com/watch?v=d7dX5MvDYTc and https://www.youtube.com/watch?v=nsl-5MZfwu

    Planning For Non-Player Characters By Learning From Demonstration

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    In video games, state of the art non-player character (NPC) behavior generation typically depends on hard-coding NPC actions. In many game situations however, it is hard to foresee how an NPC should behave to appear intelligent or to accommodate human preferences for NPC behavior. We advocate the creation of a more flexible method to allow players (and developers) to train NPCs to execute novel behaviors which are not hard-coded. In particular, we investigate search-based planning approaches using demonstration to guide the search through high-dimensional spaces that represent the full state of the game. To this end, we developed the Training Graph heuristic, an extension of the Experience Graph heuristic, that guides a search smoothly and effectively even when a demonstration is unreachable in the search space, and ensures that more of the demonstrations are utilized to better train the NPC\u27s behavior. To deal with variance in the initial conditions of such planning problems, we have developed heuristics in the Multi-Heuristic A* framework to adapt demonstration trace data to new problems. We evaluate our approach in the Creation Engine game engine by modifying The Elder Scrolls V: Skyrim (Skyrim) to accommodate our NPC behavior generators and experiments. In Skyrim, players are given quests which are composed of several objectives. NPCs in the game sometimes accompany the player on quests, but state-of-the-art companion NPC AI is not sophisticated enough to behave according to arbitrary player desires. We hope that our work will lead to the creation of trainable NPC AI. This will enable novel gameplay mechanics for video game players and may augment video game production by allowing developers to train NPCs instead of hard-coding complex behaviors
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