• 제목/요약/키워드: Heuristics for $A^*$ algorithm

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A Shaking Optimization Algorithm for Solving Job Shop Scheduling Problem

  • Abdelhafiez, Ehab A.;Alturki, Fahd A.
    • Industrial Engineering and Management Systems
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    • 제10권1호
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    • pp.7-14
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    • 2011
  • In solving the Job Shop Scheduling Problem, the best solution rarely is completely random; it follows one or more rules (heuristics). The Genetic Algorithm (GA), Particle Swarm Optimization (PSO), Simulated Annealing, and Tabu search, which belong to the Evolutionary Computations Algorithms (ECs), are not efficient enough in solving this problem as they neglect all conventional heuristics and hence they need to be hybridized with different heuristics. In this paper a new algorithm titled "Shaking Optimization Algorithm" is proposed that follows the common methodology of the Evolutionary Computations while utilizing different heuristics during the evolution process of the solution. The results show that the proposed algorithm outperforms the GA, PSO, SA, and TS algorithms, while being a good competitor to some other hybridized techniques in solving a selected number of benchmark Job Shop Scheduling problems.

효율적인 계획생성을 위한 그래프 기반의 혼합 휴리스틱 (Graph-based Mixed Heuristics for Effective Planning)

  • 박병준;김완태;김현식
    • 디지털산업정보학회논문지
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    • 제17권3호
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    • pp.27-37
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    • 2021
  • Highly informative heuristics in AI planning can help to a more efficient search a solutions. However, in general, to obtain informative heuristics from planning problem specifications requires a lot of computational effort. To address this problem, we propose a Partial Planning Graph(PPG) and Mixed Heuristics for solving planning problems more efficiently. The PPG is an improved graph to be applied to can find a partial heuristic value for each goal condition from the relaxed planning graph which is a means to get heuristics to solve planning problems. Mixed Heuristics using PPG requires size of each graph is relatively small and less computational effort as a partial plan generated for each goal condition compared to the existing planning graph. Mixed Heuristics using PPG can find partial interactions for each goal conditions in an effective way, then consider them in order to estimate the goal state heuristics. Therefore Mixed Heuristics can not only find interactions for each goal conditions more less computational effort, but also have high accuracy of heuristics than the existing max and additive heuristics. In this paper, we present the PPG and the algorithm for computing Mixed Heuristics, and then explain analysis to accuracy and the efficiency of the Mixed Heuristics.

순회 판매원 문제를 위한 하이브리드 병렬 유전자 알고리즘 (Hybrid Parallel Genetic Algorithm for Traveling Salesman Problem)

  • 김기태;전건욱
    • 대한안전경영과학회지
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    • 제13권3호
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    • pp.107-114
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    • 2011
  • Traveling salesman problem is to minimize the total cost for a traveling salesman who wants to make a tour given finite number of cities along with the cost of travel between each pair them, visiting each cities exactly once before returning home. Traveling salesman problem is known to be NP-hard, and it needs a lot of computing time to get the optimal solution, so that heuristics are more frequently developed than optimal algorithms. This study suggests a hybrid parallel genetic algorithm(HPGA) for traveling salesman problem The suggested algorithm combines parallel genetic algorithm, nearest neighbor search, and 2-opt. The suggested algorithm has been tested on 7 problems in TSPLIB and compared the results of existing methods(heuristics, meta-heuristics, hybrid, and parallel). Experimental results shows that HPGA could obtain good solution in total travel distance minimization.

최적 계획생성을 위한 동작비용 기반의 휴리스틱 (Action Costs-based Heuristics for Optimal Planning)

  • 김완태;김현식
    • 디지털산업정보학회논문지
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    • 제13권2호
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    • pp.27-34
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    • 2017
  • Highly informative admissible heuristics can help to conduct more efficient search for optimal solutions. However, in general, more informative ones of heuristics from planning problems requires lots of computational effort. To address this problem, we propose an Delete Relaxation based Action Costs-based Planning Graph(ACPG) and Action Costs-based Heuristics for solving optimal planning problems more efficiently. The ACPG is an extended one to be applied to can find action costs between subgoal & goal conditions from the Relaxed Planning Graph(RPG) which is a common means to get heuristics for solving the planning problems, Action Costs-based Heuristics utilizing ACPG can find action costs difference between subgoal & goal conditions in an effective way, and then consider them to estimate the goal distance. In this paper, we present the heuristics algorithm to compute Action Costs-based Heuristics, and then explain experimental analysis to investigate the efficiency and the accuracy of the Action Costs-based Heuristics.

작업순서 의존형 준비시간을 갖는 이종병렬기계의 휴리스틱 일정계획 (Heuristics for Non-Identical Parallel Machine Scheduling with Sequence Dependent Setup Times)

  • 고시근
    • 대한산업공학회지
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    • 제40권3호
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    • pp.305-312
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    • 2014
  • This research deals with a problem that minimizes makespan in a non-identical parallel machine system with sequence and machine dependent setup times and machine dependent processing times. We first present a new mixed integer programming formulation for the problem, and using this formulation, one can easily find optimal solutions for small problems. However, since the problem is NP-hard and the size of a real problem is large, we propose four heuristic algorithms including genetic algorithm based heuristics to solve the practical big-size problems in a reasonable computational time. To assess the performance of the algorithms, we conduct a computational experiment, from which we found the heuristic algorithms show different performances as the problem characteristics are changed and the simple heuristics show better performances than genetic algorithm based heuristics for the case when the numbers of jobs and/or machines are large.

순열 flowshop 스케줄링에서의 평균 flowtime 최소화를 위한 경험적 알고리듬 (A heuristic algorithm for mean flowtime minimization in permutation flowshop scheduling)

  • 우훈식;임동순;이완규
    • 대한산업공학회지
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    • 제22권1호
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    • pp.115-127
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    • 1996
  • Based on a job insertion method, we developed a heuristic algorithm for the mean flowtime objective in a permutation flowshop environment. The simulation experiments are implemented to evaluate the effectiveness of the proposed algorithm against the existing heuristics. The experiments reveal the superiority of the proposed algorithm to other heuristics especially when the ratio of the number of jobs and number of machines is greater than or equal to two.

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설비배치계획에서의 개미 알고리듬 응용 (Ant Algorithm Based Facility Layout Planning)

  • 이성열;이월선
    • 한국산업정보학회논문지
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    • 제13권5호
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    • pp.142-148
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    • 2008
  • Facility Layout Planning is concerned with how to arrange facilities necessary for production in a given space. Its objective is often to minimize the total sum of all material flows multiplied by the distance among facilities. FLP belongs to NP complete problem; i.e., the number of possible layout solutions increases with the increase of the number of facilities. Thus, meta heuristics such as Genetic Algorithm (GA) and Simulated Annealing have been investigated to solve the FLP problems. However, one of the biggest problems which lie in the existing meta heuristics including GA is hard to find an appropriate combinations of parameters which result in optimal solutions for the specific problem. The Ant System algorithm with elitist and ranking strategies is used to solve the FLP problem as an another good alternative. Experimental results show that the AS algorithm is able to produce the same level of solution quality with less sensitive parameters selection comparing to the ones obtained by applying other existing meta heuristic algorithms.

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유전자알고리즘 및 경험법칙을 이용한 1차원 부재의 최적 절단계획 (Optimal Cutting Plan for 1D Parts Using Genetic Algorithm and Heuristics)

  • 조경호
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2001년도 춘계학술대회논문집C
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    • pp.554-558
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    • 2001
  • In this study, a hybrid method is used to search the pseudo-optimal solution for the I-dimentional nesting problem. This method is composed of the genetic algorithm for the global search and a simple heuristic one for the local search near the pseudo optimal solution. Several simulation results show that the hybrid method gives very satisfactory results.

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준비시간이 작업순서에 영향을 받는 흐름작업에서의 휴리스틱 알고리즘 (A Development of Multi-Stage Sequence Dependent Flowshop Scheduling Heuristics)

  • 최성운;노인규
    • 품질경영학회지
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    • 제17권2호
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    • pp.121-141
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    • 1989
  • This paper is concerned with a development and evaluation of heuristics for the multi-stage sequence dependent flowshop sequencing. Eighteen heuristics, CAM1, CAM2, and etc., are proposed. The performance measure is a makespan which is to be minimized. The experiment for each algorithm is designed for a 4*3*3 factorial design with 360 observations. The experimental factors are PS(ratio of processing times to setup times), M(number of machines), N(number of jobs). The makespan of the proposed heuristics is compared with the optimal makespan obtained by the complete enumeration of schedules. This yardstick of comparison is called a relative error. The mean relative errors of the eighteen heuristics are from 2.048% to 8.717%. The computational results are analysed using SPSS. The experimental results show that the three factors are statistically significant at 5% level. The simulation for the large size problems is conducted to show having the similar computational results like the small size problems.

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퍼즐 휴리스틱스: 대규모 환경을 위한 효율적인 다중 에이전트 경로 탐색 알고리즘 (Puzzle Heuristics: Efficient Lifelong Multi-Agent Pathfinding Algorithm for Large-scale Challenging Environments)

  • 이원종;심준열;남창주
    • 로봇학회논문지
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    • 제19권3호
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    • pp.281-286
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    • 2024
  • This paper describes the solution method of Team AIRLAB used to participate in the League of Robot Runners Competition which tackles the problem of Lifelong Multi-agent Pathfinding (MAPF). In lifelong MAPF, multiple agents are tasked to navigate to their respective goal locations where new goals are consecutively revealed once they reach initial goals. The agents need to avoid collisions and deadlock situations while they navigate to perform tasks. Our method consists of (i) Puzzle Heuristics, (ii) MAPF-LNS2, and (iii) RHCR. The Puzzle Heuristics is our own algorithm that generates a compact heuristic table contributing to reduce memory consumption and computation time. MAPF-LNS2 and RHCR are state-of-the-art algorithms for MAPF. By combining these three algorithms, our method can improve the efficiency of paths for all agents significantly.