9 research outputs found

    Test Center Location Problem: A bi-objective Model and Algorithms

    Full text link
    The optimal placement of healthcare facilities, including the placement of diagnostic test centers, plays a pivotal role in ensuring efficient and equitable access to healthcare services. However, the emergence of unique complexities in the context of a pandemic, exemplified by the COVID-19 crisis, has necessitated the development of customized solutions. This paper introduces a bi-objective integer linear programming model designed to achieve two key objectives: minimizing average travel time for individuals visiting testing centers and maximizing an equitable workload distribution among testing centers. To address this problem, we propose a customized local search algorithm based on the Voronoi diagram. Additionally, we employ an ϵ\epsilon-constraint approach, which leverages the Gurobi solver. We rigorously examine the effectiveness of the model and the algorithms through numerical experiments and demonstrate their capability to identify Pareto-optimal solutions. We show that while the Gurobi performs efficiently in small-size instances, our proposed algorithm outperforms it in large-size instances of the problem

    Load Balanced Demand Distribution under Overload Penalties

    Full text link
    Input to the Load Balanced Demand Distribution (LBDD) consists of the following: (a) a set of public service centers (e.g., schools); (b) a set of demand (people) units and; (c) a cost matrix containing the cost of assignment for all demand unit-service center pairs. In addition, each service center is also associated with a notion of capacity and a penalty which is incurred if it gets overloaded. Given the input, the LBDD problem determines a mapping from the set of demand units to the set of service centers. The objective is to determine a mapping that minimizes the sum of the following two terms: (i) the total assignment cost between demand units and their allotted service centers and, (ii) total of penalties incurred. The problem of LBDD finds its application in the domain of urban planning. An instance of the LBDD problem can be reduced to an instance of the min-cost bi-partite matching problem. However, this approach cannot scale up to the real world large problem instances. The current state of the art related to LBDD makes simplifying assumptions such as infinite capacity or total capacity being equal to the total demand. This paper proposes a novel allotment subspace re-adjustment based approach (ASRAL) for the LBDD problem. We analyze ASRAL theoretically and present its asymptotic time complexity. We also evaluate ASRAL experimentally on large problem instances and compare with alternative approaches. Our results indicate that ASRAL is able to scale-up while maintaining significantly better solution quality over the alternative approaches. In addition, we also extend ASRAL to para-ASRAL which uses the GPU and CPU cores to speed-up the execution while maintaining the same solution quality as ASRAL.Comment: arXiv admin note: text overlap with arXiv:2009.0176

    Efficient Client-Server Assignment for Internet Distributed Systems

    Get PDF
    The World Wide Web is used by millions of people every day for various purposes including email, reading news, downloading music, online shopping or simply accessing information about anything. Using a standard web browser, the user can access information stored on Web servers situated anywhere on the globe. This gives the illusion that all this information is situated locally on the user’s computer. In reality, Internet is a collection of several distributed systems consisting of various clients and servers. These clients communicate with each other with the help of transitional servers. As this field is the most useful area of the computer science, optimizing on the whole performance of such a system then can be formulated as a client server assignment problem whose aim is to allocate the clients to the servers in such a way to satisfy some pre-specified necessities on the communication cost and load balancing. Servers recover from failures and get back information needed. It provides fault tolerance by doing work in the background and during client operations that are rare. I propose an approach based on an algorithm which obtains better efficiency than the exis ting client server assignment and load balancing

    Heuristics for Client Assignment and Load Balancing Problems in Online Games

    Get PDF
    Massively multiplayer online games (MMOGs) have been very popular over the past decade. The infrastructure necessary to support a large number of players simultaneously playing these games raises interesting problems to solve. Since the computations involved in solving those problems need to be done while the game is being played, they should not be so expensive that they cause any noticeable slowdown, as this would lead to a poor player perception of the game. Many of the problems in MMOGs are NP-Hard or NP-Complete, therefore we must develop heuristics for those problems without negatively affecting the player experience as a result of excessive computation. In this dissertation, we focus on a few of the problems encountered in MMOGs – the Client Assignment Problem (CAP) and both centralized and distributed load balancing – and develop heuristics for each. For the CAP we investigate how best to assign players to servers while meeting several conditions for satisfactory play, while in load balancing we investigate how best to distribute load among game servers subject to several criteria. In particular, we develop three heuristics - a heuristic for a variant of the CAP called Offline CAP-Z, a heuristic for centralized load balancing called BreakpointLB, and a heuristic for distributed load balancing called PLGR. We develop a simulator to simulate the operations of an MMOG and implement our heuristics to measure performance against adapted heuristics from the literature. We find that in many cases we are able to produce better results than those adapted heuristics, showing promise for implementation into production environments. Further, we believe that these ideas could also be easily adapted to the numerous other problems to solve in MMOGs, and they merit further consideration and augmentation for future research
    corecore