#region License Information /* HeuristicLab * Copyright (C) 2002-2011 Heuristic and Evolutionary Algorithms Laboratory (HEAL) * * This file is part of HeuristicLab. * * HeuristicLab is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * HeuristicLab is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with HeuristicLab. If not, see . */ #endregion using System; using System.Collections.Generic; using System.Linq; using System.Text; using HeuristicLab.Core; using HeuristicLab.Persistence.Default.CompositeSerializers.Storable; using HeuristicLab.Common; using HeuristicLab.Data; using HeuristicLab.Encodings.PermutationEncoding; using HeuristicLab.Optimization; using HeuristicLab.Parameters; using HeuristicLab.Encodings.SchedulingEncoding.JobSequenceMatrix; using HeuristicLab.Encodings.SchedulingEncoding; using HeuristicLab.Problems.Scheduling.Interfaces; namespace HeuristicLab.Problems.Scheduling.Decoders { [Item("Job Sequence Matrix Decoder", "Applies the GifflerThompson algorithm to create an active schedule from a JobSequence Matrix.")] [StorableClass] public class JSMDecoder : SchedulingDecoder, IStochasticOperator, IJSSPOperator { [StorableConstructor] protected JSMDecoder(bool deserializing) : base(deserializing) { } protected JSMDecoder(JSMDecoder original, Cloner cloner) : base(original, cloner) { this.resultingSchedule = cloner.Clone(original.resultingSchedule); this.jobs = cloner.Clone(original.jobs); this.decodingErrorPolicy = original.decodingErrorPolicy; this.forcingStrategy = original.forcingStrategy; } public override IDeepCloneable Clone(Cloner cloner) { return new JSMDecoder(this, cloner); } public ILookupParameter RandomParameter { get { return (LookupParameter)Parameters["Random"]; } } public ILookupParameter> JobDataParameter { get { return (LookupParameter>)Parameters["JobData"]; } } #region Private Members [Storable] private Schedule resultingSchedule; [Storable] private ItemList jobs; [Storable] private JSMDecodingErrorPolicyTypes decodingErrorPolicy = JSMDecodingErrorPolicyTypes.GuidedPolicy; [Storable] private JSMForcingStrategyTypes forcingStrategy = JSMForcingStrategyTypes.ShiftForcing; #endregion public JSMDecoder() : base() { Parameters.Add(new LookupParameter("Random", "The pseudo random number generator which should be used for stochastic manipulation operators.")); Parameters.Add(new LookupParameter>("JobData", "Job data taken from the Schedulingproblem - Instance.")); } private Task SelectTaskFromConflictSet(int conflictedResourceNr, int progressOnConflictedResource, ItemList conflictSet, ItemList jsm) { if (conflictSet.Count == 1) return conflictSet[0]; //get solutionCandidate from jobSequencingMatrix int solutionCandidateJobNr = jsm[conflictedResourceNr][progressOnConflictedResource]; //scan conflictSet for given solutionCandidate, and return if found foreach (Task t in conflictSet) { if (t.JobNr.Value == solutionCandidateJobNr) return t; } //if solutionCandidate wasn't found in conflictSet apply DecodingErrorPolicy and ForcingPolicy Task result = ApplyDecodingErrorPolicy(conflictSet, jsm[conflictedResourceNr], progressOnConflictedResource); int newResolutionIndex = 0; while (newResolutionIndex < jsm[conflictedResourceNr].Length && jsm[conflictedResourceNr][newResolutionIndex] != result.JobNr.Value) newResolutionIndex++; ApplyForcingStrategy(jsm, conflictedResourceNr, newResolutionIndex, progressOnConflictedResource, result.JobNr.Value); return result; } private Task ApplyDecodingErrorPolicy(ItemList conflictSet, Permutation resource, int progress) { if (decodingErrorPolicy == JSMDecodingErrorPolicyTypes.RandomPolicy) { //Random return conflictSet[RandomParameter.ActualValue.Next(conflictSet.Count - 1)]; } else { //Guided for (int i = progress; i < resource.Length; i++) { int j = 0; while (j < conflictSet.Count && conflictSet[j].JobNr.Value != resource[i]) j++; if (j < conflictSet.Count) return (conflictSet[j]); } return conflictSet[RandomParameter.ActualValue.Next(conflictSet.Count - 1)]; } } private void ApplyForcingStrategy(ItemList jsm, int conflictedResource, int newResolutionIndex, int progressOnResource, int newResolution) { if (forcingStrategy == JSMForcingStrategyTypes.SwapForcing) { //SwapForcing jsm[conflictedResource][newResolutionIndex] = jsm[conflictedResource][progressOnResource]; jsm[conflictedResource][progressOnResource] = newResolution; } else { //ShiftForcing List asList = jsm[conflictedResource].ToList(); if (newResolutionIndex > progressOnResource) { asList.RemoveAt(newResolutionIndex); asList.Insert(progressOnResource, newResolution); } else { asList.Insert(progressOnResource, newResolution); asList.RemoveAt(newResolutionIndex); } jsm[conflictedResource] = new Permutation (PermutationTypes.Absolute, asList.ToArray()); } } public Schedule CreateScheduleFromEncoding(JSMEncoding solution, ItemList jobData) { ItemList jobSequenceMatrix = solution.JobSequenceMatrix; jobs = (ItemList)jobData.Clone(); resultingSchedule = new Schedule(new IntValue(jobs[0].Tasks.Count)); //Reset scheduled tasks in result foreach (Job j in jobs) { foreach (Task t in j.Tasks) { t.IsScheduled.Value = false; } } //GT-Algorithm //STEP 0 - Compute a list of "earliest operations" ItemList earliestTasksList = GTAlgorithmUtils.GetEarliestNotScheduledTasks(jobs); while (earliestTasksList.Count > 0) { //STEP 1 - Get earliest not scheduled operation with minimal earliest completing time Task minimal = GTAlgorithmUtils.GetTaskWithMinimalEC(earliestTasksList, resultingSchedule); int conflictedResourceNr = minimal.ResourceNr.Value; Resource conflictedResource = resultingSchedule.Resources[conflictedResourceNr]; //STEP 2 - Compute a conflict set of all operations that can be scheduled on the conflicted resource ItemList conflictSet = GTAlgorithmUtils.GetConflictSetForTask(minimal, earliestTasksList, jobs, resultingSchedule); //STEP 3 - Select a task from the conflict set int progressOnResource = conflictedResource.Tasks.Count; Task selectedTask = SelectTaskFromConflictSet(conflictedResourceNr, progressOnResource, conflictSet, jobSequenceMatrix); //STEP 4 - Add the selected task to the current schedule selectedTask.IsScheduled.Value = true; double startTime = GTAlgorithmUtils.ComputeEarliestStartTime(selectedTask, resultingSchedule); resultingSchedule.ScheduleTask(selectedTask.ResourceNr.Value, startTime, selectedTask.Duration.Value, selectedTask.JobNr.Value); //STEP 5 - Back to STEP 1 earliestTasksList = GTAlgorithmUtils.GetEarliestNotScheduledTasks(jobs); } return resultingSchedule; } public override Schedule CreateScheduleFromEncoding(JSMEncoding solution) { return CreateScheduleFromEncoding(solution, JobDataParameter.ActualValue); } public override IOperation Apply() { return base.Apply(); } } }