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Flávio Keidi Miyazawa

Publications and source records attributed to Flávio Keidi Miyazawa.

4 recordsLinked to original sources

The Quadratic Bin Packing Problem: Exact Formulations and Algorithm

In this article, we introduce and study the Quadratic Bin Packing Problem (QBPP), which generalizes the classical bin packing problem by introducing a fixed cost for each used bin and a pairwise cost (or profit) incurred whenever two items are packed together. Beyond its theoretical relevance, the QBPP is of practical interest due to its numerous real-world applications, mainly related to cluster analysis. To address the QBPP, we propose three compact mixed-integer linear programming (MILP) formulations, along with a set-partitioning formulation. For each compact model, we present an enhanced version with a strengthened continuous relaxation, while, for the set-partitioning formulation, we develop a tailored Branch-and-Price algorithm. Computational experiments on benchmark instances demonstrated that, while the enhanced compact formulations can be effectively solved by a standard MILP solver for small-sized instances, the Branch-and-Price approach delivered superior performance overall, especially on larger and more challenging instances.

math.OC↗

A Framework for Efficient Approximation Schemes on Geometric Packing Problems of $d$-dimensional Fat Objects

We investigate approximation algorithms for several fundamental optimization problems on geometric packing. The geometric objects considered are very generic, namely $d$-dimensional convex fat objects. Our main contribution is a versatile framework for designing efficient approximation schemes for classic geometric packing problems. The framework effectively addresses problems such as the multiple knapsack, bin packing, multiple strip packing, and multiple minimum container problems. Furthermore, the framework handles additional problem features, including item multiplicity, item rotation, and additional constraints on the items commonly encountered in packing contexts. The core of our framework lies in formulating the problems as integer programs with a nearly decomposable structure. This approach enables us to obtain well-behaved fractional solutions, which can then be efficiently rounded. By modeling the problems in this manner, our framework offers significant flexibility, allowing it to address a wide range of problems and incorporate additional features. To the best of our knowledge, prior to this work, the known results on approximation algorithms for packing problems were either highly fixed for one problem or restricted to one class of objects, mainly polygons and hypercubes. In this sense, our framework is the first result with a general toolbox flavor in the context of approximation algorithms for geometric packing problems. Thus, we believe that our technique is of independent interest, being possible to inspire further work on geometric packing.

cs.CG↗

A tight lower bound for an online hypercube packing problem and bounds for prices of anarchy of a related game

We prove a tight lower bound on the asymptotic performance ratio $ρ$ of the bounded space online $d$-hypercube bin packing problem, solving an open question raised in 2005. In the classic $d$-hypercube bin packing problem, we are given a sequence of $d$-dimensional hypercubes and we have an unlimited number of bins, each of which is a $d$-dimensional unit hypercube. The goal is to pack (orthogonally) the given hypercubes into the minimum possible number of bins, in such a way that no two hypercubes in the same bin overlap. The bounded space online $d$-hypercube bin packing problem is a variant of the $d$-hypercube bin packing problem, in which the hypercubes arrive online and each one must be packed in an open bin without the knowledge of the next hypercubes. Moreover, at each moment, only a constant number of open bins are allowed (whenever a new bin is used, it is considered open, and it remains so until it is considered closed, in which case, it is not allowed to accept new hypercubes). Epstein and van Stee [SIAM J. Comput. 35 (2005), no. 2, 431-448] showed that $ρ$ is $Ω(\log d)$ and $O(d/\log d)$, and conjectured that it is $Θ(\log d)$. We show that $ρ$ is in fact $Θ(d/\log d)$. To obtain this result, we elaborate on some ideas presented by those authors, and go one step further showing how to obtain better (offline) packings of certain special instances for which one knows how many bins any bounded space algorithm has to use. Our main contribution establishes the existence of such packings, for large enough $d$, using probabilistic arguments. Such packings also lead to lower bounds for the prices of anarchy of the selfish $d$-hypercube bin packing game. We present a lower bound of $Ω(d/\log d)$ for the pure price of anarchy of this game, and we also give a lower bound of $Ω(\log d)$ for its strong price of anarchy.

cs.DS↗

Online Circle and Sphere Packing

In this paper we consider the Online Bin Packing Problem in three variants: Circles in Squares, Circles in Isosceles Right Triangles, and Spheres in Cubes. The two first ones receive an online sequence of circles (items) of different radii while the third one receive an online sequence of spheres (items) of different radii, and they want to pack the items into the minimum number of unit squares, isosceles right triangles of leg length one, and unit cubes, respectively. For Online Circle Packing in Squares, we improve the previous best-known competitive ratio for the bounded space version, when at most a constant number of bins can be open at any given time, from 2.439 to 2.3536. For Online Circle Packing in Isosceles Right Triangles and Online Sphere Packing in Cubes we show bounded space algorithms of asymptotic competitive ratios 2.5490 and 3.5316, respectively, as well as lower bounds of 2.1193 and 2.7707 on the competitive ratio of any online bounded space algorithm for these two problems. We also considered the online unbounded space variant of these three problems which admits a small reorganization of the items inside the bin after their packing, and we present algorithms of competitive ratios 2.3105, 2.5094, and 3.5146 for Circles in Squares, Circles in Isosceles Right Triangles, and Spheres in Cubes, respectively.

cs.DS↗