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An Overview of Solving Job Shop Scheduling Problem by Local Search Techniques

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Title: An Overview of Solving Job Shop Scheduling Problem by Local Search Techniques


1
An Overview of Solving Job Shop Scheduling
Problem by Local Search Techniques
  • Chiu Wo Chio

2
Job Shop Scheduling Problem (JSSP)
  • Operations
  • Machines
  • Jobs
  • The processing time of an operation
  • G (O, A, E)

3
Schedule
  • Schedule
  • Feasible Schedule
  • Makespan of a schedule

4
Orientation
  • Orientation
  • Complete/partial orientation
  • Feasible orientation (no cycles)
  • Feasible complete orientation ? unique feasible
    schedule

5
Local Search
  • Iterative
  • Making small changes
  • Set of feasible solutions F
  • Cost function
  • Neighbor function N
  • Execution of search is walk in F
  • Local minimum

6
A Local Search Algorithm
  • Defines
  • A solution representation
  • A cost function
  • A neighborhood function
  • For JSSP
  • Start times of operation
  • makespan

7
Some Definitions Useful for Defining
Neighborhoods
  • js(v), jp(v), mpS(v), msS(v)
  • Block
  • Internal operation of a block

8
Properties Useful in Obtaining Good Neighborhoods
  • Given a feasible orientation, reversing an
    oriented edge on a longest path in the
    corresponding diagraph results again in a
    feasible orientation
  • If reversing an oriented edge of a feasible
    orientation that is not part of the longest path
    results in another feasible orientation, the new
    makespan is at least as large as the previous one

9
Properties Useful in Obtaining Good Neighborhoods
  • 3. Given a feasible orientation, reversing an
    oriented edge between two internal operations of
    a block results in a feasible schedule with a
    makespan at least as long the previous one
  • 4. Given a feasible schedule reversing the two
    first operations of the first block results in a
    feasible schedule with makespan at least as long
    as the previous one. The same is true if we
    reverse the last two operations of the last block.

10
Threshold Algorithms
  • Accepts a neighbor of a solution if the cost
    difference is below a certain treshold
  • Threshold updated at every iteration if necessary
  • Basic threshold algorithms
  • Iterative improvement
  • Threshold accepting
  • Simulated annealing

11
Iterative Improvement
  • Threshold is set to 0
  • Employs a multi-start strategy
  • N1 interchanges two adjacent operations of a
    block
  • N2 interchanges
  • two adjacent operations of a block except when
    they are both internal
  • jp(w) and mp(jp(w))
  • js(v) and ms(js(v)), if such edges exists

12
Threshold Accepting
  • Threshold is set to large positive number
  • Threshold increased gradually to 0 at every
    iteration
  • but general rules lacking ? determined
    empirically
  • Was tested with N1

13
Simulated annealing
  • Used positive and stochastic thresholds
  • -T ln u , where T is a control parameter
  • Values gradually decrease according to a cooling
    schedule
  • u is drawn from a uniform distribution from (0,1
    at each iteration

14
Tabu Search Algorithms
  • Selects a solution of minimum cost from a subset
    of neighbors which is not on the tabu list
  • OR satisfies a certain aspiration criteria
  • tabu list
  • defined in terms of forbidden moves from the
    current solution to a neighbor
  • recomputed at every iteration

15
DellAmico and Trubian
  • Was tested with N3
  • For any two adjacent operations of a block v, w
    (except when they are both internal), a
    neighboring orientation is obtained by permuting
    mp(v), v and w
  • Or by permuting v, w and ms(w)
  • Such that v and w are interchanged and a feasible
    orientation results
  • For any block of size two, a neighbor is obtained
    by interchanging its operation if feasible
  • Otherwise v is removed to the right or the left
    as long as the orientation remains feasible

16
DellAmico and Trubian
  • The length of the list varies according to
    whether the current solution is better than the
    one before and the best one or not.
  • The minimal and maximal allowable length of the
    list changes over iterations
  • Aspiration is moving to a better solution
  • When no allowable neighbor exists a random one is
    chosen

17
Tabu Search with Backtracking
  • Use N4
  • has the same interchanges as N1 except those
    involving internal operations
  • Disallows the interchange of the first two
    operation of the first block and the two last
    operations of the last block when size of the
    block is greater than 2
  • Neither a schedule of with only one block nor one
    with only blocks of size 1 has neighbors
  • It only allows reorientations of arcs on a
    single shortest path

18
Tabu Search with Backtracking
  • Length of tabu list is 8
  • If no allowable neighbor found
  • If there is only one neighbor that is tabu,, this
    one becomes the new schedule
  • else the oldest items on the tabu list is removed
    until one neighbor becomes non-tabu

19
Tabu Search with Backtracking
  • Backtracking resumes the tabu search from
    unvisited neighbors of solutions previously
    generated
  • Suppose S is a new best solution
  • R(S) the set of feasible arc orientation in S
  • R the next orientation
  • If R(S) gt2, (S,R(S)\r,T) is stored on a list
    with max length 5
  • When R(S) becomes 1, the triple is deleted,
    otherwise its orientation will exclude the
    orientation made in the next iteration

20
Results and Observations
  • Among the threshold algorithms, simulated
    annealing perform the best given the same amount
    of processing time
  • Tabu search produce even better solutions in a
    reasonable time even without specific information
    on the problem structure
  • Tabu search with backtracking is one of the
    champions for solving JSSP.
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