• Title/Summary/Keyword: Mathematical Programming

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On the Assembly Block Storage Location Assignment Problem (조립블록 저장위치 할당문제에 대한 재고찰)

  • Park, Chang-Kyu;Seo, Jun-Yong
    • IE interfaces
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    • v.22 no.2
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    • pp.116-125
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    • 2009
  • We revisit the assembly block storage location assignment problem (ABSLAP) at a shipyard, in order to compensate for the deficiency in performance verification of the heuristic ABSLAP algorithm developed by the previous study. In this paper, we formulate a mathematical programming model of the ABSLAP, refine elaborately the heuristic ABSLAP algorithm, and show the performance of the developed mathematical programming model and the revised heuristic ABSLAP algorithm. In addition, we explain simulation experiments conducted using the revised heuristic ABSLAP algorithm to investigate the influences of block stockyard layouts and production schedule instability on the block stockyard operations.

Mathematical Programming Approach for the Multiple Forest Land Use -Comparison between STEM and Constraint Method- (다목적(多目的) 산지이용(山地利用)을 위한 수리계획법(數理計劃法)의 비교(比較))

  • Yoo, Byoung Il
    • Journal of Korean Society of Forest Science
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    • v.76 no.4
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    • pp.361-369
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    • 1987
  • The idea of multiple-use of forest land is tile one field of economics to improve the efficiency of forest land, and is the famous management technique widely used in the developed forestry country. This paper introduces the STEM and the constraint method, which is one kind of mathematical programming techniques used for multiple forest Land use, and discusses the differences between these two methods by using the hypothetical data.

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Multiple Linear Goal Programming Using Scenario Approach to Obtain Fuzzy Solution

  • Namatame, Takashi;Yamaguchi, Toshikazu
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.512-516
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    • 1998
  • Fuzzy mathematical programming (FMP) can be treated an uncertainty condition using fuzzy concept. Further, it can be extended to the multiple objective (or goal) programming problem, naturally. But we feel that FMP have some shortcomings such as the fuzzy number in FMP is the one dimesional possibility set, so it can not be represented the relationship between them, and, in spite of FMP includes some (uncertainty) fuzzy paramenters, many alogrithms are only obtained a crisp solution.In this study, we propose a method of FMS. Our method use the scenario approach (or fuzzy random variables) to represent the relationship between fuzzy numbers, and can obtain the fuzzy solution.

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PCB 생산라인에서의 호이스트 스케쥴링을 위한 유전자알고리즘의 응용

  • 임준묵
    • Journal of Korea Society of Industrial Information Systems
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    • v.1 no.1
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    • pp.29-62
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    • 1996
  • In this paper, the problem of determining cyclic schedules for a material handling hoist in the printed-circuit-board(PCB) electroplating line is considered. The objective of this research is to determine an optimal simple-cycle schedule of the hoist which in turn maximizes the line throughput rate. Previous approaches to the cyclic hoist scheduling problem are all mathematical programming-based approaches to develop cyclic schedules(Mixed Integer Programming, Linear Programming based Branch and Bound, Branch and Bound Search Method and so on). In this paper, a genetic algorithm-based approach for a single hoist scheduling in the PCB electroplating line is described. Through some experiments for the well known example data and randomly generated data, the proposed algorithm is shown to be more efficient than the previous mathematical programming-based algorithm.

Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

A study on the application of robotic programming to promote logical and critical thinking in mathematics education (논리·비판적 사고 신장을 위한 로봇 프로그래밍의 수학교육 적용 방안)

  • Rim, Haemee;Choi, Inseon;Noh, Sunsook
    • The Mathematical Education
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    • v.53 no.3
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    • pp.413-434
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    • 2014
  • Logic lays the foundation of Mathematics and the development of Mathematics is dependent on critical thinking. So it is important that school mathematics helps students develop their logical and critical thinking ability for both mathematics learning and problem solving in general. MINDSTORMS, a LEGO based programming activity kit, is an effective teaching and learning tool that can be used to enhance logical and critical thinking in students. This study focused on measuring the growth of students' ability to think logically and critically when they used MINDSTORMS activities to learn programming. In addition, we investigated how the students' logical and critical thinking changed from the MINDSTORMS learning experience. The study confirmed that the programming activities using MINDSTORMS help to enhance logical and critical thinking in students. The students attitude about logical and critical thinking became more positive and the activities helped to engage students to think logically and critically. This type of programming activities should be valuable in mathematics education and it should be included in a general mathematics curriculum.