35,111 research outputs found

    Minimisation des perturbations et parallélisation pour la planification et l'ordonnancement

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    Nous étudions dans cette thèse deux approches réduisant le temps de traitement nécessaire pour résoudre des problèmes de planification et d'ordonnancement dans un contexte de programmation par contraintes. Nous avons expérimenté avec plusieurs milliers de processeurs afin de résoudre le problème de planification et d'ordonnancement des opérations de rabotage du bois d'oeuvre. Ces problèmes sont d'une grande importance pour les entreprises, car ils permettent de mieux gérer leur production et d'économiser des coûts reliés à leurs opérations. La première approche consiste à effectuer une parallélisation de l'algorithme de résolution du problème. Nous proposons une nouvelle technique de parallélisation (nommée PDS) des stratégies de recherche atteignant quatre buts : le respect de l'ordre de visite des noeuds de l'arbre de recherche tel que défini par l'algorithme séquentiel, l'équilibre de la charge de travail entre les processeurs, la robustesse aux défaillances matérielles et l'absence de communications entre les processeurs durant le traitement. Nous appliquons cette technique pour paralléliser la stratégie de recherche Limited Discrepancy-based Search (LDS) pour ainsi obtenir Parallel Limited Discrepancy-Based Search (PLDS). Par la suite, nous démontrons qu'il est possible de généraliser cette technique en l'appliquant à deux autres stratégies de recherche : Depth-Bounded discrepancy Search (DDS) et Depth-First Search (DFS). Nous obtenons, respectivement, les stratégies Parallel Discrepancy-based Search (PDDS) et Parallel Depth-First Search (PDFS). Les algorithmes parallèles ainsi obtenus créent un partage intrinsèque de la charge de travail : la différence de charge de travail entre les processeurs est bornée lorsqu'une branche de l'arbre de recherche est coupée. En utilisant des jeux de données de partenaires industriels, nous avons pu améliorer les meilleures solutions connues. Avec la deuxième approche, nous avons élaboré une méthode pour minimiser les changements effectués à un plan de production existant lorsque de nouvelles informations, telles que des commandes additionnelles, sont prises en compte. Replanifier entièrement les activités de production peut mener à l'obtention d'un plan de production très différent qui mène à des coûts additionnels et des pertes de temps pour les entreprises. Nous étudions les perturbations causéees par la replanification à l'aide de trois métriques de distances entre deux plans de production : la distance de Hamming, la distance d'édition et la distance de Damerau-Levenshtein. Nous proposons trois modèles mathématiques permettant de minimiser ces perturbations en incluant chacune de ces métriques comme fonction objectif au moment de la replanification. Nous appliquons cette approche au problème de planification et ordonnancement des opérations de finition du bois d'oeuvre et nous démontrons que cette approche est plus rapide qu'une replanification à l'aide du modèle d'origine.We study in this thesis two approaches that reduce the processing time needed to solve planning and ordering problems in a constraint programming context. We experiment with multiple thousands of processors on the planning and scheduling problem of wood-finish operations. These issues are of a great importance for businesses, because they can better manage their production and save costs related to their operations. The first approach consists in a parallelization of the problem solving algorithm. We propose a new parallelization technique (named PDS) of the search strategies, that reaches four goals: conservation of the nodes visit order in the search tree as defined by the sequential algorithm, balancing of the workload between the processors, robustness against hardware failures, and absence of communication between processors during the treatment. We apply this technique to parallelize the Limited Discrepancy-based (LDS) search strategy to obtain Parallel Limited Discrepancy-Based Search (PLDS). We then show that this technique can be generalized by parallelizing two other search strategies: Depth-Bounded discrepancy Search (DDS) and Depth-First Search (DFS). We obtain, respectively, Parallel Discrepancy-based Search (PDDS) and Parallel Depth-First Search (PDFS). The algorithms obtained this way create an intrinsic workload balance: the imbalance of the workload among the processors is bounded when a branch of the search tree is pruned. By using datasets coming from industrial partners, we are able to improve the best known solutions. With the second approach, we elaborated a method to minimize the changes done to an existing production plan when new information, such as additional orders, are taken into account. Completely re-planning the production activities can lead to a very different production plan which create additional costs and loss of time for businesses. We study the perturbations caused by the re-planification with three distance metrics: Hamming distance, Edit distance, and Damerau-Levenshtein Distance. We propose three mathematical models that allow to minimize these perturbations by including these metrics in the objective function when replanning. We apply this approach to the planning and scheduling problem of wood-finish operations and we demonstrate that this approach outperforms the use of the original model

    Climbing depth-bounded adjacent discrepancy search for solving hybrid flow shop scheduling problems with multiprocessor tasks

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    This paper considers multiprocessor task scheduling in a multistage hybrid flow-shop environment. The problem even in its simplest form is NP-hard in the strong sense. The great deal of interest for this problem, besides its theoretical complexity, is animated by needs of various manufacturing and computing systems. We propose a new approach based on limited discrepancy search to solve the problem. Our method is tested with reference to a proposed lower bound as well as the best-known solutions in literature. Computational results show that the developed approach is efficient in particular for large-size problems

    TOR: modular search with hookable disjunction

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    Horn Clause Programs have a natural exhaustive depth-first procedural semantics. However, for many programs this semantics is ineffective. In order to compute useful solutions, one needs the ability to modify the search method that explores the alternative execution branches. Tor, a well-defined hook into Prolog disjunction, provides this ability. It is light-weight thanks to its library approach and efficient because it is based on program transformation. Tor is general enough to mimic search-modifying predicates like ECLiPSe's search/6. Moreover, Tor supports modular composition of search methods and other hooks. The Tor library is already provided and used as an add-on to SWI-Prolog.publisher: Elsevier articletitle: Tor: Modular search with hookable disjunction journaltitle: Science of Computer Programming articlelink: http://dx.doi.org/10.1016/j.scico.2013.05.008 content_type: article copyright: Copyright © 2013 Elsevier B.V. All rights reserved.status: publishe

    Parallel machine scheduling with precedence constraints and setup times

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    This paper presents different methods for solving parallel machine scheduling problems with precedence constraints and setup times between the jobs. Limited discrepancy search methods mixed with local search principles, dominance conditions and specific lower bounds are proposed. The proposed methods are evaluated on a set of randomly generated instances and compared with previous results from the literature and those obtained with an efficient commercial solver. We conclude that our propositions are quite competitive and our results even outperform other approaches in most cases

    Improved Parallel Algorithms for Spanners and Hopsets

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    We use exponential start time clustering to design faster and more work-efficient parallel graph algorithms involving distances. Previous algorithms usually rely on graph decomposition routines with strict restrictions on the diameters of the decomposed pieces. We weaken these bounds in favor of stronger local probabilistic guarantees. This allows more direct analyses of the overall process, giving: * Linear work parallel algorithms that construct spanners with O(k)O(k) stretch and size O(n1+1/k)O(n^{1+1/k}) in unweighted graphs, and size O(n1+1/klogk)O(n^{1+1/k} \log k) in weighted graphs. * Hopsets that lead to the first parallel algorithm for approximating shortest paths in undirected graphs with O(m  polylog  n)O(m\;\mathrm{polylog}\;n) work

    Group-based optimization for parallel job scheduling in clusters via heuristic search

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    Job scheduling for parallel processing typically makes scheduling decisions on a per job basis due to the dynamic arrival of jobs. Such decision making provides limited options to find globally best schedules. Most research uses off-line optimization which is not realistic. We propose an optimization on the basis of limited-size dynamic job grouping per priority class. We apply heuristic domain-knowledge-based hi-level search and branch-and-bound methods to heavy workload traces to capture good schedules. Special plan-based conservative backfilling and shifting policies are used to augment the search. Our objective is to minimize average relative response times for long and medium job classes, while keeping utilization high. The scheduling algorithm is extended from the SCOJO-PECT coarse-grain pre-emptive time-sharing scheduler. The proposed scheduler was evaluated using real traces and Lublin-Feitelson synthetic workload model. The comparisons were made with the conservative SCOJO-PECT scheduler. The results are promising--the average relative response times were improved by 18-32 while still able to contain the loss of utilization within 2

    Interactive Vegetation Rendering with Slicing and Blending

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    Detailed and interactive 3D rendering of vegetation is one of the challenges of traditional polygon-oriented computer graphics, due to large geometric complexity even of simple plants. In this paper we introduce a simplified image-based rendering approach based solely on alpha-blended textured polygons. The simplification is based on the limitations of human perception of complex geometry. Our approach renders dozens of detailed trees in real-time with off-the-shelf hardware, while providing significantly improved image quality over existing real-time techniques. The method is based on using ordinary mesh-based rendering for the solid parts of a tree, its trunk and limbs. The sparse parts of a tree, its twigs and leaves, are instead represented with a set of slices, an image-based representation. A slice is a planar layer, represented with an ordinary alpha or color-keyed texture; a set of parallel slices is a slicing. Rendering from an arbitrary viewpoint in a 360 degree circle around the center of a tree is achieved by blending between the nearest two slicings. In our implementation, only 6 slicings with 5 slices each are sufficient to visualize a tree for a moving or stationary observer with the perceptually similar quality as the original model
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