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1.
This paper studies a semi-online hierarchical scheduling problem on three identical machines. In the problem, there is only one machine with hierarchy 1 and two machines with hierarchy 2, and the goal is to minimize the makespan. When the total size of low-hierarchy is known, an online algorithm with the competitive ratio of 5/3 and the lower bound of 3/2 is given. When the total size of high-hierarchy is known, an online algorithm with the competitive ratio of 9/5 and the lower bound of 3/2 is given. When the total size of each hierarchy is known, an online algorithm with the competitive ratio of 3/2 and the lower bound of 4/3 is given. When the total size of jobs is known, a best possible online algorithm with the competitive ratio of 3/2 is given. 相似文献
2.
针对家纺企业车间调度的实际情况,建立了优先级特殊工艺约束下并行多机拖后调度模型,并提出一种新颖的人工免疫算法对其求解。该算法是依据生物的免疫机理,将目标函数作为抗原,将问题的解作为抗体,对抗体采用向量组编码的方式进行编码,通过克隆、变异及一种新颖的基于浓度的种群多样性更新选择方法,提高了种群多样性,并通过局部搜索改善了种群质量,加快了收敛速度。仿真结果表明,与遗传算法相比较,该算法能更快更准确地收敛到全局最优解。 相似文献
3.
针对在特殊工艺约束下,非等同并行多机总完工时间最小和总拖后惩罚最小双目标调度问题(BOSP),设计了一个双目标调度模型,进而构造了一个基于向量组编码的遗传算法。此算法的编码方法简单,能有效地反映实际调度方案,收敛速度快。同时为了更好地适应调度实时性和解大型此类问题的需要,在基于遗传算法自然并行性特点的基础上,实现了主从式控制网络模式下并行遗传算法。仿真结果表明,此算法是有效的,优于普通的遗传算法,具有较高的并行性,并能适用于解大型此类调度问题。 相似文献
4.
基于多灾点非合作博弈的资源调度建模与仿真 总被引:3,自引:0,他引:3
当突发事件发生后,在应急资源有限的情况下,对多个灾点进行合理的资源调度是一个非常现实而复杂的问题。从多灾点所需应急资源的角度出发,提出了基于非合作博弈的应急资源调度模型和算法。在该调度模型中,各个灾点被映射为博弈模型的局中人,可能的资源调度方案映射为策略集,资源调度成本的倒数映射为效用函数,将应急资源的调度问题转化为对非合作博弈调度模型的Nash均衡点求解问题,接着介绍了一种求解Nash均衡点的迭代算法。最后对模型的仿真测试验证了该模型的有效性和可行性。 相似文献
5.
We study atomic routing games on networks in which players choose a path with the objective of minimizing the maximum congestion along the edges of their path. The social cost is the global maximum congestion over all edges in the network. We show that the price of stability is 1. The price of anarchy , PoA, is determined by topological properties of the network. In particular, PoA=O(?+logn), where ? is the length of the longest path in the player strategy sets, and n is the size of the network. Further, κ−1≤PoA≤c(κ2+log2n), where κ is the length of the longest cycle in the network, and c is a constant. 相似文献
6.
Vittorio Bilò 《Theoretical computer science》2010,411(3):660-671
In non-cooperative games played on highly decentralized networks the assumption that each player knows the strategy adopted by any other player may be too optimistic or even infeasible. In such situations, the set of players of which each player knows the chosen strategy can be modeled by means of a social knowledge graph in which nodes represent players and there is an edge from i to j if i knows j. Following the framework introduced in [7], we study the impact of social knowledge graphs on the fundamental multicast cost sharing game in which all the players want to receive the same communication from a given source in an undirected network. In the classical complete information case, such a game is known to be highly inefficient, since its price of anarchy can be as high as the total number of players ρ. We first show that, under our incomplete information setting, pure Nash equilibria always exist only if the social knowledge graph is directed acyclic (DAG). We then prove that the price of stability of any DAG is at least and provide a DAG lowering the classical price of anarchy to a value between and log2ρ. If specific instances of the game are concerned, that is if the social knowledge graph can be selected as a function of the instance, we show that the price of stability is at least , and that the same bound holds also for the price of anarchy of any social knowledge graph (not only DAGs). Moreover, we provide a nearly matching upper bound by proving that, for any fixed instance, there always exists a DAG yielding a price of anarchy less than 4. Our results open a new window on how the performances of non-cooperative systems may benefit from the lack of total knowledge among players. 相似文献
7.
针对家纺企业车间调度的实际情况,建立了一种产品优先级约束的模糊车间调度模型。在模型中,完工时间和交货期都是模糊的,交货期平均满意度最大为调度目标。基于此模型,提出了一种自适应的遗传算法,该算法通过比例选择及局部搜索保证种群的优良特性,并通过自动调节变异率和交叉率的方式保证种群的多样性,有效跳出局部收敛。仿真结果表明,自适应遗传算法能有效求解,并优于免疫遗传算法。 相似文献
8.
针对最小化完工时间的等同和非等同并行多机调度一类问题,提出了一种递阶遗传算法。该算法根据问题的特点,采用一种递阶编码方案,此编码与调度方案一一对应。用递阶遗传算法优化并行多机调度不需设计专门的遗传算子,操作简单。计算结果表明,递阶遗传算法是有效的,能适用于大规模等同和非等同并行多机调度问题。 相似文献
9.
In this paper we study the unrelated parallel machines problem where n independent jobs must be assigned to one out of m parallel machines and the processing time of each job differs from machine to machine. We deal with the objective of the minimisation of the maximum completion time of the jobs, usually referred to as makespan or Cmax. This is a type of assignment problem that has been frequently studied in the scientific literature due to its many potential applications. We propose a set of metaheuristics based on a size-reduction of the original assignment problem that produce solutions of very good quality in a short amount of time. The underlying idea is to consider only a few of the best possible machine assignments for the jobs and not all of them. The results are simple, yet powerful methods. We test the proposed algorithms with a large benchmark of instances and compare them with current state-of-the-art methods. In most cases, the proposed size-reduction algorithms produce results that are statistically proven to be better by a significant margin. 相似文献
10.
Baruch MorGur Mosheiov 《Computers & Operations Research》2012,39(3):571-575
The solution of the classical batch scheduling problem with identical jobs and setup times to minimize flowtime is known for twenty five years. In this paper we extend this result to a setting of two uniform machines with machine-dependent setup times. We introduce an O(n) solution for the relaxed version (allowing non-integer batch sizes), followed by a simple rounding procedure to obtain integer batch sizes. 相似文献
11.
一种求解同等并行机调度的混合量子衍生进化规划算法 总被引:1,自引:0,他引:1
针对带顺序相关建立时间的同等并行机调度问题的求解,提出一种新的混合量子衍生进化规划算法.该算法通过定义新的量子个体来表示调度问题中的工件排序,并定义了针对调度问题的量子旋转角,使个体向更好的解靠近.同时,针对并行机问题本身,改进了个体的编码方式和新的变异方法.为了验证算法的有效性和收敛性,采用不同规模的算例进行仿真实验.结果表明,即使在小种群情况下,算法所得解均优于基本进化规划求得的解. 相似文献
12.
In machine scheduling, a set of jobs must be scheduled on a set of machines so as to minimize some global objective function, such as the makespan, which we consider in this paper. In practice, jobs are often controlled by independent, selfishly acting agents, which each select a machine for processing that minimizes the (expected) completion time. This scenario can be formalized as a game in which the players are job owners, the strategies are machines, and a player’s disutility is the completion time of its jobs in the corresponding schedule. The equilibria of these games may result in larger-than-optimal overall makespan. The price of anarchy is the ratio of the worst-case equilibrium makespan to the optimal makespan. In this paper, we design and analyze scheduling policies, or coordination mechanisms, for machines which aim to minimize the price of anarchy of the corresponding game. We study coordination mechanisms for four classes of multiprocessor machine scheduling problems and derive upper and lower bounds on the price of anarchy of these mechanisms. For several of the proposed mechanisms, we also prove that the system converges to a pure-strategy Nash equilibrium in a linear number of rounds. Finally, we note that our results are applicable to several practical problems arising in communication networks. 相似文献
13.
研究一类考虑转包的供应链排序问题, 即工厂从客户处接受一批订单, 这些订单既可以由工厂完成, 也可以通过支付一定费用进行转包. 工厂需要确定被转包的订单集并安排未被转包订单的生产和运输. 针对工厂为平行机生产环境的情况, 以交货期限内完成所有订单的转包成本、生产成本与运输成本之和最小化为目标, 构建了问题的数学模型, 并设计了启发式算法. 最后通过数值实验结果表明了算法的有效性.
相似文献14.
In this paper, we consider the on-line scheduling of two parallel identical machines sharing a single server with the objective of minimizing the latest completion time of all jobs. Each job has to be setup by the server before being processed on one of the machines. Three special cases: equal length jobs, equal processing times and regular equal setup times are considered and the asymptotic competitive ratios of list scheduling are determined. Also, a lower bound for the equal length job case is given, and two heuristics with tight asymptotic competitive ratios for the other two cases are proposed. 相似文献
15.
We propose an integrated three-stage model for maintenance scheduling of unrelated parallel machines (UPMs) with aging effect and multi-maintenance activities (AEMMAs) using a variety of MODM techniques such as the fuzzy analytic hierarchy process (AHP), the technique for order of preference by similarity to ideal solution (TOPSIS), and goal programming (GP). We use fuzzy AHP in the first stage of the proposed model to account for the inherent ambiguity and vagueness in real-life maintenance scheduling problems. In the second stage, we use TOPSIS to reduce the multi-objective problem into an efficient bi-objective problem. Finally, we use GP to solve the resulting bi-objective problem and develop an optimal maintenance schedule in the third stage of the model. We use a numerical example to demonstrate the applicability of the proposed approach and exhibit the efficacy of the procedures and algorithms. 相似文献
16.
We study the online batch scheduling problem on parallel machines with delivery times. Online algorithms are designed on m parallel batch machines to minimize the time by which all jobs have been delivered. When all jobs have identical processing times, we provide the optimal online algorithms for both bounded and unbounded versions of this problem. For the general case of processing time on unbounded batch machines, an online algorithm with a competitive ratio of 2 is given when the number of machines m=2 or m=3, respectively. When m≥4, we present an online algorithm with a competitive ratio of 1.5+o(1). 相似文献
17.
We study the network routing problem with restricted and related links.There are parallel links with possibly different speeds,between a source and a sink.Also there are users,and each user has a traffic of some weight to assign to one of the links from a subset of all the links,named his/her allowable set.The users choosing the same link suffer the same delay,which is equal to the total weight assigned to that link over its speed.A state of the system is called a Nash equilibrium if no user can decrease his/her delay by unilaterally changing his/her link.To measure the performance degradation of the system due to the selfish behavior of all the users,Koutsoupias and Papadimitriou proposed the notion Price of Anarchy (denoted by PoA),which is the ratio of the maximum delay in the worst-case Nash equilibrium and in an optimal solution.The PoA for this restricted related model has been studied,and a linear lower bound was obtained.However in their bad instance,some users can only use extremely slow links.This is a little artificial and unlikely to appear in a real world.So in order to better understand this model,we introduce a parameter for the system,and prove a better Price of Anarchy in terms of the parameter.We also show an important application of our result in coordination mechanism design for task scheduling game.We propose a new coordination mechanism,Group-Makespan,for unrelated selfish task scheduling game with improved price of anarchy. 相似文献
18.
Following several recent papers discussing various problems of scheduling a maintenance activity, we focus here on scheduling a maintenance activity on unrelated parallel machines. The objective is to minimize flow-time. In the basic setting, we assume that all the machines must be maintained simultaneously. The problem is known to be NP-hard, and we introduce and test numerically an efficient heuristic and a lower bound, both based on a solution of a matching problem. We also study the relaxed version, where the machines are not restricted to be maintained at the same time. Similar heuristic and lower bound are proposed and tested. 相似文献
19.
Kangbok Lee Joseph Y.-T. Leung Michael L. Pinedo 《Theoretical computer science》2009,410(38-40):3975-3981
We consider the online scheduling of a set of jobs on two uniform machines with the makespan as objective. The jobs are presented in a list. We consider two different eligibility constraint set assumptions, namely (i) arbitrary eligibility constraints and (ii) Grade of Service (GoS) eligibility constraints. In the first case, we prove that the High Speed Machine First (HSF) algorithm, which assigns jobs to the eligible machine that has the highest speed, is optimal. With regard to the second case, we point out an error in [M. Liu et al., Online scheduling on two uniform machines to minimize the makespan, Theoretical Computer Science 410 (21–23) (2009) 2099–2109]; we then provide tighter lower bounds and present algorithms with worst-case analysis for various ranges of machine speeds. 相似文献
20.
Soft computing for scheduling with batch setup times and earliness-tardiness penalties on parallel machines 总被引:2,自引:0,他引:2
A model for scheduling grouped jobs on identical parallel machines is addressed in this paper. The model assumes that a set-up time is incurred when a machine changes from processing one type of component to a different type of component, and the objective is to minimize the total earliness-tardiness penalties. In this paper, the algorithm of soft computing, which is a fuzzy logic embedded Genetic Algorithm is developed to solve the problem. The efficiency of this approach is tested on several groups of random problems and shows that the soft computing algorithm has potential for practical applications in larger scale production systems. 相似文献