69 resultados para problem complexity
Resumo:
Contextualization is critical in every decision making process. Adequate responses to problems depend not only on the variables with direct influence on the outcomes, but also on a correct contextualization of the problem regarding the surrounding environment. Electricity markets are dynamic environments with increasing complexity, potentiated by the last decades' restructuring process. Dealing with the growing complexity and competitiveness in this sector brought the need for using decision support tools. A solid example is MASCEM (Multi-Agent Simulator of Competitive Electricity Markets), whose players' decisions are supported by another multiagent system – ALBidS (Adaptive Learning strategic Bidding System). ALBidS uses artificial intelligence techniques to endow market players with adaptive learning capabilities that allow them to achieve the best possible results in market negotiations. This paper studies the influence of context awareness in the decision making process of agents acting in electricity markets. A context analysis mechanism is proposed, considering important characteristics of each negotiation period, so that negotiating agents can adapt their acting strategies to different contexts. The main conclusion is that context-dependant responses improve the decision making process. Suiting actions to different contexts allows adapting the behaviour of negotiating entities to different circumstances, resulting in profitable outcomes.
Resumo:
The painting activity is one of the most complex and important activities in automobile manufacturing. The inherent complexity of the painting activity and the frequent need for repainting usually turn the painting process into a bottleneck in automobile assembly plants, which is reflected in higher operating costs and longer overall cycle times. One possible approach for optimizing the performance of the paint shop is to improve the efficiency of the color planning. This can be accomplished by evaluating the relative merits of a set of vehicle painting plans. Since this problem has a multicriteria nature, we resort to the multicriteria decision analysis (MCDA) methodology to tackle it. A recent trend in the MCDA field is the development of hybrid approaches that are used to achieve operational synergies between different methods. Here we apply, for the first time, an integrated approach that combines the strengths of the analytic hierarchy process (AHP) and the Preference Ranking Organization METHod for Enrichment Evaluations (PROMETHEE), aided by Geometrical Analysis for Interactive Aid (GAIA), to the problem of assessing alternative vehicle painting plans. The management of the assembly plant found the results of value and is currently using them in order to schedule the painting activities such that an enhancement of the operational efficiency of the paint shop is obtained. This efficiency gain has allowed the management to bid for a new automobile model to be assembled at this specific plant.
Resumo:
The Container Loading Problem (CLP) literature has traditionally evaluated the dynamic stability of cargo by applying two metrics to box arrangements: the mean number of boxes supporting the items excluding those placed directly on the floor (M1) and the percentage of boxes with insufficient lateral support (M2). However, these metrics, that aim to be proxies for cargo stability during transportation, fail to translate real-world cargo conditions of dynamic stability. In this paper two new performance indicators are proposed to evaluate the dynamic stability of cargo arrangements: the number of fallen boxes (NFB) and the number of boxes within the Damage Boundary Curve fragility test (NB_DBC). Using 1500 solutions for well-known problem instances found in the literature, these new performance indicators are evaluated using a physics simulation tool (StableCargo), replacing the real-world transportation by a truck with a simulation of the dynamic behaviour of container loading arrangements. Two new dynamic stability metrics that can be integrated within any container loading algorithm are also proposed. The metrics are analytical models of the proposed stability performance indicators, computed by multiple linear regression. Pearson’s r correlation coefficient was used as an evaluation parameter for the performance of the models. The extensive computational results show that the proposed metrics are better proxies for dynamic stability in the CLP than the previous widely used metrics.
Resumo:
In the last two decades, small strain shear modulus became one of the most important geotechnical parameters to characterize soil stiffness. Finite element analysis have shown that in-situ stiffness of soils and rocks is much higher than what was previously thought and that stress-strain behaviour of these materials is non-linear in most cases with small strain levels, especially in the ground around retaining walls, foundations and tunnels, typically in the order of 10−2 to 10−4 of strain. Although the best approach to estimate shear modulus seems to be based in measuring seismic wave velocities, deriving the parameter through correlations with in-situ tests is usually considered very useful for design practice.The use of Neural Networks for modeling systems has been widespread, in particular within areas where the great amount of available data and the complexity of the systems keeps the problem very unfriendly to treat following traditional data analysis methodologies. In this work, the use of Neural Networks and Support Vector Regression is proposed to estimate small strain shear modulus for sedimentary soils from the basic or intermediate parameters derived from Marchetti Dilatometer Test. The results are discussed and compared with some of the most common available methodologies for this evaluation.
Resumo:
In the last two decades, small strain shear modulus became one of the most important geotechnical parameters to characterize soil stiffness. Finite element analysis have shown that in-situ stiffness of soils and rocks is much higher than what was previously thought and that stress-strain behaviour of these materials is non-linear in most cases with small strain levels, especially in the ground around retaining walls, foundations and tunnels, typically in the order of 10−2 to 10−4 of strain. Although the best approach to estimate shear modulus seems to be based in measuring seismic wave velocities, deriving the parameter through correlations with in-situ tests is usually considered very useful for design practice.The use of Neural Networks for modeling systems has been widespread, in particular within areas where the great amount of available data and the complexity of the systems keeps the problem very unfriendly to treat following traditional data analysis methodologies. In this work, the use of Neural Networks and Support Vector Regression is proposed to estimate small strain shear modulus for sedimentary soils from the basic or intermediate parameters derived from Marchetti Dilatometer Test. The results are discussed and compared with some of the most common available methodologies for this evaluation.
Resumo:
The Rural Postman Problem (RPP) is a particular Arc Routing Problem (ARP) which consists of determining a minimum cost circuit on a graph so that a given subset of required edges is traversed. The RPP is an NP-hard problem with significant real-life applications. This paper introduces an original approach based on Memetic Algorithms - the MARP algorithm - to solve the RPP and, also deals with an interesting Industrial Application, which focuses on the path optimization for component cutting operations. Memetic Algorithms are a class of Metaheuristics which may be seen as a population strategy that involves cooperation and competition processes between population elements and integrates “social knowledge”, using a local search procedure. The MARP algorithm is tested with different groups of instances and the results are compared with those gathered from other publications. MARP is also used in the context of various real-life applications.
Resumo:
As centrais termoelétricas convencionais convertem apenas parte do combustível consumido na produção de energia elétrica, sendo que outra parte resulta em perdas sob a forma de calor. Neste sentido, surgiram as unidades de cogeração, ou Combined Heat and Power (CHP), que permitem reaproveitar a energia dissipada sob a forma de energia térmica e disponibilizá-la, em conjunto com a energia elétrica gerada, para consumo doméstico ou industrial, tornando-as mais eficientes que as unidades convencionais Os custos de produção de energia elétrica e de calor das unidades CHP são representados por uma função não-linear e apresentam uma região de operação admissível que pode ser convexa ou não-convexa, dependendo das caraterísticas de cada unidade. Por estas razões, a modelação de unidades CHP no âmbito do escalonamento de geradores elétricos (na literatura inglesa Unit Commitment Problem (UCP)) tem especial relevância para as empresas que possuem, também, este tipo de unidades. Estas empresas têm como objetivo definir, entre as unidades CHP e as unidades que apenas geram energia elétrica ou calor, quais devem ser ligadas e os respetivos níveis de produção para satisfazer a procura de energia elétrica e de calor a um custo mínimo. Neste documento são propostos dois modelos de programação inteira mista para o UCP com inclusão de unidades de cogeração: um modelo não-linear que inclui a função real de custo de produção das unidades CHP e um modelo que propõe uma linearização da referida função baseada na combinação convexa de um número pré-definido de pontos extremos. Em ambos os modelos a região de operação admissível não-convexa é modelada através da divisão desta àrea em duas àreas convexas distintas. Testes computacionais efetuados com ambos os modelos para várias instâncias permitiram verificar a eficiência do modelo linear proposto. Este modelo permitiu obter as soluções ótimas do modelo não-linear com tempos computationais significativamente menores. Para além disso, ambos os modelos foram testados com e sem a inclusão de restrições de tomada e deslastre de carga, permitindo concluir que este tipo de restrições aumenta a complexidade do problema sendo que o tempo computacional exigido para a resolução do mesmo cresce significativamente.
Resumo:
Com o aumento de plataformas móveis disponíveis no mercado e com o constante incremento na sua capacidade computacional, a possibilidade de executar aplicações e em especial jogos com elevados requisitos de desempenho aumentou consideravelmente. O mercado dos videojogos tem assim um cada vez maior número de potenciais clientes. Em especial, o mercado de jogos massive multiplayer online (MMO) tem-se tornado muito atractivo para as empresas de desenvolvimento de jogos. Estes jogos suportam uma elevada quantidade de jogadores em simultâneo que podem estar a executar o jogo em diferentes plataformas e distribuídos por um "mundo" de jogo extenso. Para incentivar a exploração desse "mundo", distribuem-se de forma inteligente pontos de interesse que podem ser explorados pelo jogador. Esta abordagem leva a um esforço substancial no planeamento e construção desses mundos, gastando tempo e recursos durante a fase de desenvolvimento. Isto representa um problema para as empresas de desenvolvimento de jogos, e em alguns casos, e impraticável suportar tais custos para equipas indie. Nesta tese e apresentada uma abordagem para a criação de mundos para jogos MMO. Estudam-se vários jogos MMO que são casos de sucesso de modo a identificar propriedades comuns nos seus mundos. O objectivo e criar uma framework flexível capaz de gerar mundos com estruturas que respeitam conjuntos de regras definidas por game designers. Para que seja possível usar a abordagem aqui apresentada em v arias aplicações diferentes, foram desenvolvidos dois módulos principais. O primeiro, chamado rule-based-map-generator, contem a lógica e operações necessárias para a criação de mundos. O segundo, chamado blocker, e um wrapper à volta do módulo rule-based-map-generator que gere as comunicações entre servidor e clientes. De uma forma resumida, o objectivo geral e disponibilizar uma framework para facilitar a geração de mundos para jogos MMO, o que normalmente e um processo bastante demorado e aumenta significativamente o custo de produção, através de uma abordagem semi-automática combinando os benefícios de procedural content generation (PCG) com conteúdo gráfico gerado manualmente.
Resumo:
Manipulator systems are rather complex and highly nonlinear which makes difficult their analysis and control. Classic system theory is veil known, however it is inadequate in the presence of strong nonlinear dynamics. Nonlinear controllers produce good results [1] and work has been done e. g. relating the manipulator nonlinear dynamics with frequency response [2–5]. Nevertheless, given the complexity of the problem, systematic methods which permit to draw conclusions about stability, imperfect modelling effects, compensation requirements, etc. are still lacking. In section 2 we start by analysing the variation of the poles and zeros of the descriptive transfer functions of a robot manipulator in order to motivate the development of more robust (and computationally efficient) control algorithms. Based on this analysis a new multirate controller which is an improvement of the well known “computed torque controller” [6] is announced in section 3. Some research in this area was done by Neuman [7,8] showing tbat better robustness is possible if the basic controller structure is modified. The present study stems from those ideas, and attempts to give a systematic treatment, which results in easy to use standard engineering tools. Finally, in section 4 conclusions are presented.