429 research outputs found

    Multi-stage production with variable lot sizes and transportation of partial lots

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    This paper describes a model for a multi-stage production/inventory system where lots may be of different sizes. In addition, either completed lots or partial lots, called batches, may be transported to succeeding stages. The model incorporates constraints on lot and batch-sizes and thus provides a rather comprehensive set of possibilities for organizing a production/inventory system. A heuristic solution procedure is developed and is shown to be `close to optimal' by bounding.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/24742/1/0000164.pd

    A Survey on Approximation Mechanism Design without Money for Facility Games

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    In a facility game one or more facilities are placed in a metric space to serve a set of selfish agents whose addresses are their private information. In a classical facility game, each agent wants to be as close to a facility as possible, and the cost of an agent can be defined as the distance between her location and the closest facility. In an obnoxious facility game, each agent wants to be far away from all facilities, and her utility is the distance from her location to the facility set. The objective of each agent is to minimize her cost or maximize her utility. An agent may lie if, by doing so, more benefit can be obtained. We are interested in social choice mechanisms that do not utilize payments. The game designer aims at a mechanism that is strategy-proof, in the sense that any agent cannot benefit by misreporting her address, or, even better, group strategy-proof, in the sense that any coalition of agents cannot all benefit by lying. Meanwhile, it is desirable to have the mechanism to be approximately optimal with respect to a chosen objective function. Several models for such approximation mechanism design without money for facility games have been proposed. In this paper we briefly review these models and related results for both deterministic and randomized mechanisms, and meanwhile we present a general framework for approximation mechanism design without money for facility games

    Hybrid Meta-heuristics with VNS and Exact Methods: Application to Large Unconditional and Conditional Vertex p-Centre Problems

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    Large-scale unconditional and conditional vertex p-centre problems are solved using two meta-heuristics. One is based on a three-stage approach whereas the other relies on a guided multi-start principle. Both methods incorporate Variable Neighbourhood Search, exact method, and aggregation techniques. The methods are assessed on the TSP dataset which consist of up to 71,009 demand points with p varying from 5 to 100. To the best of our knowledge, these are the largest instances solved for unconditional and conditional vertex p-centre problems. The two proposed meta-heuristics yield competitive results for both classes of problems

    Complete solution of a constrained tropical optimization problem with application to location analysis

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    We present a multidimensional optimization problem that is formulated and solved in the tropical mathematics setting. The problem consists of minimizing a nonlinear objective function defined on vectors over an idempotent semifield by means of a conjugate transposition operator, subject to constraints in the form of linear vector inequalities. A complete direct solution to the problem under fairly general assumptions is given in a compact vector form suitable for both further analysis and practical implementation. We apply the result to solve a multidimensional minimax single facility location problem with Chebyshev distance and with inequality constraints imposed on the feasible location area.Comment: 20 pages, 3 figure

    Incorporating Neighborhood Reduction for the Solution of the Planar p-Median Problem

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    Two efficient neighbourhood reduction schemes are proposed for the solution of the p-Median problem on the plane. Their integration into a local search significantly reduces the run time with an insignificant deterioration in the quality of the solution. For completeness this fast local search is also embedded into one of the most powerful meta-heuristic algorithms recently developed for this continuous location problem. Excellent results for instances with up to 1060 demand points with various values of p are reported. Eight new best known solutions for ten instances of a large problem with 3,038 demand points and up to 500 facilities are also found

    Neighbourhood Reduction in Global and Combinatorial Optimization: The Case of the p-Centre Problem

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    Neighbourhood reductions for a class of location problems known as the vertex (or discrete) and planar (or continuous) p-centre problems are presented. A brief review of these two forms of the p-centre problem is first provided followed by those respective reduction schemes that have shown to be promising. These reduction schemes have the power of transforming optimal or near optimal methods such as metaheuristics or relaxation-based procedures, which were considered relatively slow, into efficient and exciting ones that are now able to find optimal solutions or tight lower/upper bounds for larger instances. Research highlights of neighbourhood reduction for global and combinatorial optimisation problems in general and for related location problems in particular are also given

    Perturbation strength and the global structure of qap fitness landscapes

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    We study the effect of increasing the perturbation strength on the global structure of QAP fitness landscapes induced by Iterated Local Search (ILS). The global structure is captured with Local Optima Networks. Our analysis concentrates on the number, characteristics and distribution of funnels in the landscape, and how they change with increasing perturbation strengths. Well-known QAP instance types are considered. Our results confirm the multi-funnel structure of QAP fitness landscapes and clearly explain, visually and quantitatively, why ILS with large perturbation strengths produces better results. Moreover, we found striking differences between randomly generated and real-world instances, which warns about using synthetic benchmarks for (manual or automatic) algorithm design and tuning
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