1,528 research outputs found

    A Weight-coded Evolutionary Algorithm for the Multidimensional Knapsack Problem

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    A revised weight-coded evolutionary algorithm (RWCEA) is proposed for solving multidimensional knapsack problems. This RWCEA uses a new decoding method and incorporates a heuristic method in initialization. Computational results show that the RWCEA performs better than a weight-coded evolutionary algorithm proposed by Raidl (1999) and to some existing benchmarks, it can yield better results than the ones reported in the OR-library.Comment: Submitted to Applied Mathematics and Computation on April 8, 201

    Collocation Games and Their Application to Distributed Resource Management

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    We introduce Collocation Games as the basis of a general framework for modeling, analyzing, and facilitating the interactions between the various stakeholders in distributed systems in general, and in cloud computing environments in particular. Cloud computing enables fixed-capacity (processing, communication, and storage) resources to be offered by infrastructure providers as commodities for sale at a fixed cost in an open marketplace to independent, rational parties (players) interested in setting up their own applications over the Internet. Virtualization technologies enable the partitioning of such fixed-capacity resources so as to allow each player to dynamically acquire appropriate fractions of the resources for unencumbered use. In such a paradigm, the resource management problem reduces to that of partitioning the entire set of applications (players) into subsets, each of which is assigned to fixed-capacity cloud resources. If the infrastructure and the various applications are under a single administrative domain, this partitioning reduces to an optimization problem whose objective is to minimize the overall deployment cost. In a marketplace, in which the infrastructure provider is interested in maximizing its own profit, and in which each player is interested in minimizing its own cost, it should be evident that a global optimization is precisely the wrong framework. Rather, in this paper we use a game-theoretic framework in which the assignment of players to fixed-capacity resources is the outcome of a strategic "Collocation Game". Although we show that determining the existence of an equilibrium for collocation games in general is NP-hard, we present a number of simplified, practically-motivated variants of the collocation game for which we establish convergence to a Nash Equilibrium, and for which we derive convergence and price of anarchy bounds. In addition to these analytical results, we present an experimental evaluation of implementations of some of these variants for cloud infrastructures consisting of a collection of multidimensional resources of homogeneous or heterogeneous capacities. Experimental results using trace-driven simulations and synthetically generated datasets corroborate our analytical results and also illustrate how collocation games offer a feasible distributed resource management alternative for autonomic/self-organizing systems, in which the adoption of a global optimization approach (centralized or distributed) would be neither practical nor justifiable.NSF (CCF-0820138, CSR-0720604, EFRI-0735974, CNS-0524477, CNS-052016, CCR-0635102); Universidad Pontificia Bolivariana; COLCIENCIAS–Instituto Colombiano para el Desarrollo de la Ciencia y la Tecnología "Francisco José de Caldas

    New Heuristics For The 0-1 Multi-dimensional Knapsack Problems

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    This dissertation introduces new heuristic methods for the 0-1 multi-dimensional knapsack problem (0-1 MKP). 0-1 MKP can be informally stated as the problem of packing items into a knapsack while staying within the limits of different constraints (dimensions). Each item has a profit level assigned to it. They can be, for instance, the maximum weight that can be carried, the maximum available volume, or the maximum amount that can be afforded for the items. One main assumption is that we have only one item of each type, hence the problem is binary (0-1). The single dimensional version of the 0-1 MKP is the uni-dimensional single knapsack problem which can be solved in pseudo-polynomial time. However the 0-1 MKP is a strongly NP-Hard problem. Reduced cost values are rarely used resources in 0-1 MKP heuristics; using reduced cost information we introduce several new heuristics and also some improvements to past heuristics. We introduce two new ordering strategies, decision variable importance (DVI) and reduced cost based ordering (RCBO). We also introduce a new greedy heuristic concept which we call the sliding concept and a sub-branch of the sliding concept which we call sliding enumeration . We again use the reduced cost values within the sliding enumeration heuristic. RCBO is a brand new ordering strategy which proved useful in several methods such as improving Pirkul\u27s MKHEUR, a triangular distribution based probabilistic approach, and our own sliding enumeration. We show how Pirkul\u27s shadow price based ordering strategy fails to order the partial variables. We present a possible fix to this problem since there tends to be a high number of partial variables in hard problems. Therefore, this insight will help future researchers solve hard problems with more success. Even though sliding enumeration is a trivial method it found optima in less than a few seconds for most of our problems. We present different levels of sliding enumeration and discuss potential improvements to the method. Finally, we also show that in meta-heuristic approaches such as Drexl\u27s simulated annealing where random numbers are abundantly used, it would be better to use better designed probability distributions instead of random numbers

    A case study of controlling crossover in a selection hyper-heuristic framework using the multidimensional knapsack problem

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    Hyper-heuristics are high-level methodologies for solving complex problems that operate on a search space of heuristics. In a selection hyper-heuristic framework, a heuristic is chosen from an existing set of low-level heuristics and applied to the current solution to produce a new solution at each point in the search. The use of crossover low-level heuristics is possible in an increasing number of general-purpose hyper-heuristic tools such as HyFlex and Hyperion. However, little work has been undertaken to assess how best to utilise it. Since a single-point search hyper-heuristic operates on a single candidate solution, and two candidate solutions are required for crossover, a mechanism is required to control the choice of the other solution. The frameworks we propose maintain a list of potential solutions for use in crossover. We investigate the use of such lists at two conceptual levels. First, crossover is controlled at the hyper-heuristic level where no problem-specific information is required. Second, it is controlled at the problem domain level where problem-specific information is used to produce good-quality solutions to use in crossover. A number of selection hyper-heuristics are compared using these frameworks over three benchmark libraries with varying properties for an NP-hard optimisation problem: the multidimensional 0-1 knapsack problem. It is shown that allowing crossover to be managed at the domain level outperforms managing crossover at the hyper-heuristic level in this problem domain. © 2016 Massachusetts Institute of Technolog

    Improving problem reduction for 0-1 Multidimensional Knapsack Problems with valid inequalities

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    © 2016 Elsevier Ltd. All rights reserved. This paper investigates the problem reduction heuristic for the Multidimensional Knapsack Problem (MKP). The MKP formulation is first strengthened by the Global Lifted Cover Inequalities (GLCI) using the cutting plane approach. The dynamic core problem heuristic is then applied to find good solutions. The GLCI is described in the general lifting framework and several variants are introduced. A Two-level Core problem Heuristic is also proposed to tackle large instances. Computational experiments were carried out on classic benchmark problems to demonstrate the effectiveness of this new method

    Fair Knapsack

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    We study the following multiagent variant of the knapsack problem. We are given a set of items, a set of voters, and a value of the budget; each item is endowed with a cost and each voter assigns to each item a certain value. The goal is to select a subset of items with the total cost not exceeding the budget, in a way that is consistent with the voters' preferences. Since the preferences of the voters over the items can vary significantly, we need a way of aggregating these preferences, in order to select the socially best valid knapsack. We study three approaches to aggregating voters' preferences, which are motivated by the literature on multiwinner elections and fair allocation. This way we introduce the concepts of individually best, diverse, and fair knapsack. We study the computational complexity (including parameterized complexity, and complexity under restricted domains) of the aforementioned multiagent variants of knapsack.Comment: Extended abstract will appear in Proc. of 33rd AAAI 201

    Solving large 0–1 multidimensional knapsack problems by a new simplified binary artificial fish swarm algorithm

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    The artificial fish swarm algorithm has recently been emerged in continuous global optimization. It uses points of a population in space to identify the position of fish in the school. Many real-world optimization problems are described by 0-1 multidimensional knapsack problems that are NP-hard. In the last decades several exact as well as heuristic methods have been proposed for solving these problems. In this paper, a new simpli ed binary version of the artificial fish swarm algorithm is presented, where a point/ fish is represented by a binary string of 0/1 bits. Trial points are created by using crossover and mutation in the different fi sh behavior that are randomly selected by using two user de ned probability values. In order to make the points feasible the presented algorithm uses a random heuristic drop item procedure followed by an add item procedure aiming to increase the profit throughout the adding of more items in the knapsack. A cyclic reinitialization of 50% of the population, and a simple local search that allows the progress of a small percentage of points towards optimality and after that refines the best point in the population greatly improve the quality of the solutions. The presented method is tested on a set of benchmark instances and a comparison with other methods available in literature is shown. The comparison shows that the proposed method can be an alternative method for solving these problems.The authors wish to thank three anonymous referees for their comments and valuable suggestions to improve the paper. The first author acknowledges Ciˆencia 2007 of FCT (Foundation for Science and Technology) Portugal for the fellowship grant C2007-UMINHO-ALGORITMI-04. Financial support from FEDER COMPETE (Operational Programme Thematic Factors of Competitiveness) and FCT under project FCOMP-01-0124-FEDER-022674 is also acknowledged
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