• Title/Summary/Keyword: heuristic-based algorithm

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Sequencing the Mixed Model Assembly Line with Multiple Stations to Minimize the Total Utility Work and Idle Time

  • Kim, Yearnmin;Choi, Won-Joon
    • Industrial Engineering and Management Systems
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    • v.15 no.1
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    • pp.1-10
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    • 2016
  • This paper presents a fast sequencing algorithm for a mixed model assembly line with multiple workstations which minimize the total utility work and idle time. We compare the proposed algorithms with another heuristic, the Tsai-based heuristic, for a sequencing problem that minimizes the total utility works. Numerical experiments are used to evaluate the performance and effectiveness of the proposed algorithm. The Tsai-based heuristic performs best in terms of utility work, but the fast sequencing algorithm performs well for both utility work and idle time. However, the computational complexity of the fast sequencing algorithm is O (KN) while the Tsai-based algorithm is O (KNlogN). Actual computational time of the fast sequencing heuristic is 2-6 times faster than that of the Tsai-based heuristic.

Development of a Heuristic Algorithm Based on Simulated Annealing for Time-Resource Tradeoffs in Project Scheduling Problems (시간-자원 트레이드오프 프로젝트 스케줄링 문제 해결을 위한 시뮬레이티드 어닐링 기반 휴리스틱 알고리즘 개발)

  • Kim, Geon-A;Seo, Yoon-Ho
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.175-197
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    • 2019
  • Purpose This study develops a heuristic algorithm to solve the time-resource tradeoffs in project scheduling problems with a real basis. Design/methodology/approach Resource constrained project scheduling problem with time-resource tradeoff is well-known as one of the NP-hard problems. Previous researchers have proposed heuristic that minimize Makespan of project scheduling by deriving optimal combinations from finite combinations of time and resource. We studied to solve project scheduling problems by deriving optimal values from infinite combinations. Findings We developed heuristic algorithm named Push Algorithm that derives optimal combinations from infinite combinations of time and resources. Developed heuristic algorithm based on simulated annealing shows better improved results than genetic algorithm and further research suggestion was discussed as a project scheduling problem with multiple resources of real numbers.

Determining Minimal Set of Vertices Limiting The Maximum Path Length in General Directed Graphs (유향 그래프의 최대 경로 길이를 제한하는 최소 노드 집합을 구하는 알고리즘)

  • Lee Dong Ho
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.1
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    • pp.11-20
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    • 1995
  • A new graph problem is formulated to limit the maximum path length of a general directed graph when a minimal set of vertices together with their incident edges are removed from the graph. An optimal algorithm and a heuristic algorithm are proposed and the proposed heuristic algorithm is shown to be effective through experiments using a collection of graphs obtained from large sequential circuits. The heuristic algorithm is based on a feedback vertex set algorithm based on graph reduction.

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Path-finding Algorithm using Heuristic-based Genetic Algorithm (휴리스틱 기반의 유전 알고리즘을 활용한 경로 탐색 알고리즘)

  • Ko, Jung-Woon;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.123-132
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    • 2017
  • The path-finding algorithm refers to an algorithm for navigating the route order from the current position to the destination in a virtual world in a game. The conventional path-finding algorithm performs graph search based on cost such as A-Star and Dijkstra. A-Star and Dijkstra require movable node and edge data in the world map, so it is difficult to apply online games with lots of map data. In this paper, we provide a Heuristic-based Genetic Algorithm Path-finding(HGAP) using Genetic Algorithm(GA). Genetic Algorithm is a path-finding algorithm applicable to game with variable environment and lots of map data. It seek solutions through mating, crossing, mutation and evolutionary operations without the map data. The proposed algorithm is based on Binary-Coded Genetic Algorithm and searches for a path by performing a heuristic operation that estimates a path to a destination to arrive at a destination more quickly.

Path Finding with Minimum Speed Dynamic Heuristic (최저 속력 동적 휴리스틱을 이용한 경로탐색)

  • Moon, Dae-Jin;Cho, Dae-Soo
    • Journal of Korea Spatial Information System Society
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    • v.10 no.2
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    • pp.35-48
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    • 2008
  • In this paper, we propose a Dynamic Heuristic to reduce the number of node accesses and improve quality of path in the client-based navigation service. The Dynamic Heuristic is to use heuristic data from server that is calculated with traffic data. The server-based navigation service provides a path searched on server and transmits it to client, but we propose that server only provide heuristic data to client. The proposed client searches a path with heuristic transmitted data from server. We present a new algorithm for using Dynamic Heuristic in the path-finding. The algorithm bases Grid Based Path-Finding, and has minimum speed data of edges in grid. It removes several grids whose minimum speed is less than limited speed.

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Design and Implementation of a Genetic Algorithm for Global Routing (글로벌 라우팅 유전자 알고리즘의 설계와 구현)

  • 송호정;송기용
    • Journal of the Institute of Convergence Signal Processing
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    • v.3 no.2
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    • pp.89-95
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    • 2002
  • Global routing is to assign each net to routing regions to accomplish the required interconnections. The most popular algorithms for global routing inlcude maze routing algorithm, line-probe algorithm, shortest path based algorithm, and Steiner tree based algorithm. In this paper we propose weighted network heuristic(WNH) as a minimal Steiner tree search method in a routing graph and a genetic algorithm based on WNH for the global routing. We compare the genetic algorithm(GA) with simulated annealing(SA) by analyzing the results of each implementation.

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Branch-and-Bound Based Heuristic Scheduling for the Single-Hoist and Multiple-Products Production System (단일 호이스트 생산시스템에서 다양한 주문을 처리하기 위한 분지한계 기반의 휴리스틱 일정계획)

  • Lee, Jungkoo;Kim, Jeongbae;Koh, Shiegheun
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.3
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    • pp.173-181
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    • 2016
  • This paper deals with the single-hoist and multiple-products scheduling problem. Although a mixed integer linear programming model for the problem was developed earlier, a branch-and-bound based heuristic algorithm is proposed in this paper to solve the big-size problems in real situation. The algorithm is capable of handling problems incorporating different product types, jobs in the process, and tank capacities. Using a small example problem the procedure of the heuristic algorithm is explained. To assess the performance of the heuristic we generate a bigger example problem and compare the results of the algorithm proposed in this paper with the optimal solutions derived from the mathematical model of earlier research. The comparison shows that the heuristic has very good performance and the computation time is sufficiently short to use the algorithm in real situation.

A new hybrid meta-heuristic for structural design: ranked particles optimization

  • Kaveh, A.;Nasrollahi, A.
    • Structural Engineering and Mechanics
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    • v.52 no.2
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    • pp.405-426
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    • 2014
  • In this paper, a new meta-heuristic algorithm named Ranked Particles Optimization (RPO), is presented. This algorithm is not inspired from natural or physical phenomena. However, it is based on numerous researches in the field of meta-heuristic optimization algorithms. In this algorithm, like other meta-heuristic algorithms, optimization process starts with by producing a population of random solutions, Particles, located in the feasible search space. In the next step, cost functions corresponding to all random particles are evaluated and some of those having minimum cost functions are stored. These particles are ranked and their weighted average is calculated and named Ranked Center. New solutions are produced by moving each particle along its previous motion, the ranked center, and the best particle found thus far. The robustness of this algorithm is verified by solving some mathematical and structural optimization problems. Simplicity of implementation and reaching to desired solution are two main characteristics of this algorithm.

A novel heuristic for handover priority in mobile heterogeneous networks based on a multimodule Takagi-Sugeno-Kang fuzzy system

  • Zhang, Fuqi;Xiao, Pingping;Liu, Yujia
    • ETRI Journal
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    • v.44 no.4
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    • pp.560-572
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    • 2022
  • H2RDC (heuristic handover based on RCC-DTSK-C), a heuristic algorithm based on a highly interpretable deep Takagi-Sugeno-Kang fuzzy classifier, is proposed for suppressing the mobile heterogeneous networks problem of frequent handover and handover ping-pong in the multibase-station scenario. This classifier uses a stack structure between subsystems to form a deep classifier before generating a base station (BS) priority sequence during the handover process, and adaptive handover hysteresis is calculated. Simulation results show that H2RDC allows user equipment to switch to the best antenna at the optimal time. In high-BS density load and mobility scenarios, the proposed algorithm's handover success rate is similar to those of classic algorithms such as best connection (BC), self tuning handover algorithm (STHA), and heuristic for handover based on AHP-TOPSIS-FUZZY (H2ATF). Moreover, the handover rate is 83% lower under H2RDC than under BC, whereas the handover ping-pong rate is 76% lower.

THE STUDY OF OPTIMAL BUFFER ALLOCATION IN FMS USING GENETIC ALGORITHM AND SIMULATION

  • Lee, Youngkyun;Kim, Kyungsup;Park, Joonho
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.263-268
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    • 2001
  • In this paper, we present a new heuristic algorithm fur buffer allocation in FMS (Flexible Manufacturing System). It is conducted by using a genetic algorithm and simulation. First, we model the system by using a simulation software, \"Arena\". Then, we apply a genetic algorithm to achieve an optimal solution. VBA blocks, which are kinds of add-in functions in Arena, are used to connect Arena with the genetic algorithm. The system being modeled has seven workstations, one loading/unloading station, and three AGVs (Automated Guided Vehicle). Also it contains three products, which each have their own machining order and processing times. We experimented with two kinds of buffer allocation problems with a proposed heuristic algorithm, and we will suggest a simple heuristic approach based on processing times and workloads to validate our proposed algorithm. The first experiment is to find a buffer profile to achieve the maximum throughput using a finite number of buffers. The second experiment is to find the minimum number of buffers to achieve the desired throughput. End of this paper, we compare the result of a proposed algorithm with the result of a simple buffer allocation heuristic based on processing times and workloads. We show that the proposed algorithm increase the throughput by 7.2%.t by 7.2%.

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