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Tony Wauters

Publications and source records attributed to Tony Wauters.

7 recordsLinked to original sources

An open-source heuristic to reboot 2D nesting research

2D nesting problems rank among the most challenging cutting and packing problems. Yet, despite their practical relevance, research over the past decade has seen remarkably little progress. One reasonable explanation could be that nesting problems are already solved to near optimality, leaving little room for improvement. However, as our paper demonstrates, we are not at the limit after all. This paper presents $\texttt{sparrow}$, an open-source heuristic approach to solving 2D irregular strip packing problems, along with ten new real-world instances for benchmarking. Our approach decomposes the optimization problem into a sequence of feasibility problems, where collisions between items are gradually resolved. $\texttt{sparrow}$ consistently outperforms the state of the art - in some cases by an unexpectedly wide margin. We are therefore convinced that the aforementioned stagnation is better explained by both a high barrier to entry and a widespread lack of reproducibility. By releasing $\texttt{sparrow}$'s source code, we directly address both issues. At the same time, we are confident there remains significant room for further algorithmic improvement. The ultimate aim of this paper is not only to take a single step forward, but to reboot the research culture in the domain and enable continued, reproducible progress.

cs.CG

A goal-driven ruin and recreate heuristic for the 2D variable-sized bin packing problem with guillotine constraints

This paper addresses the two-dimensional bin packing problem with guillotine constraints. The problem requires a set of rectangular items to be cut from larger rectangles, known as bins, while only making use of edge-to-edge (guillotine) cuts. The goal is to minimize the total bin area needed to cut all required items. This paper also addresses variants of the problem which permit 90{\deg} rotation of items and/or a heterogeneous set of bins. A novel heuristic is introduced which is based on the ruin and recreate paradigm combined with a goal-driven approach. When applying the proposed heuristic to benchmark instances from the literature, it outperforms the current state-of-the-art algorithms in terms of solution quality for all variants of the problem considered.

cs.CG

Decoupling Geometry from Optimization in 2D Irregular Cutting and Packing Problems: an Open-Source Collision Detection Engine

Addressing irregular cutting and packing (C&P) optimization problems poses two distinct challenges: the geometric challenge of determining whether or not an item can be placed feasibly at a certain position, and the optimization challenge of finding a good solution according to some objective function. Until now, those tackling such problems have had to address both challenges simultaneously, requiring two distinct sets of expertise and a lot of research & development effort. One way to lower this barrier is to decouple the two challenges. In this paper we introduce a powerful collision detection engine (CDE) for 2D irregular C&P problems which assumes full responsibility for the geometric challenge. The CDE (i) allows users to focus with full confidence on their optimization challenge by abstracting geometry away and (ii) enables independent advances to propagate to all optimization algorithms built atop it. We present a set of core principles and design philosophies to model a general and adaptable CDE focused on maximizing performance, accuracy and robustness. These principles are accompanied by a concrete open-source implementation called $\texttt{jagua-rs}$. This paper together with its implementation serves as a catalyst for future advances in irregular C&P problems by providing a solid foundation which can either be used as it currently exists or be further improved upon.

cs.CG

Exploring search space trees using an adapted version of Monte Carlo tree search for combinatorial optimization problems

In this article we propose a heuristic algorithm to explore search space trees associated with instances of combinatorial optimization problems. The algorithm is based on Monte Carlo tree search, a popular algorithm in game playing that is used to explore game trees and represents the state-of-the-art algorithm for a number of games. Several enhancements to Monte Carlo tree search are proposed that make the algorithm more suitable in a combinatorial optimization context. These enhancements exploit the combinatorial structure of the problem and aim to efficiently explore the search space tree by pruning subtrees, using a heuristic simulation policy, reducing the domains of variables by eliminating dominated value assignments and using a beam width. The algorithm was implemented with its components specifically tailored to two combinatorial optimization problems: the quay crane scheduling problem with non-crossing constraints and the 0-1 knapsack problem. For the first problem our algorithm surpasses the state-of-the-art results and several new best solutions are found for a benchmark set of instances. For the second problem our algorithm typically produces near-optimal solutions that are slightly worse than the state-of-the-art results, but it needs only a small fraction of the time to do so. These results indicate that the algorithm is competitive with the state-of-the-art for two entirely different combinatorial optimization problems.

cs.AI

A fast and scalable bottom-left-fill algorithm to solve nesting problems using a semi-discrete representation

We present a fast algorithm to solve nesting problems based on a semi-discrete representation of both the 2D non-convex pieces and the strip. The pieces and the strip are represented by a set of equidistant vertical line segments. The discretization algorithm uses a sweep-line method and applies minimal extensions to the line segments of a piece to ensure that non-overlapping placement of the segments, representing two pieces, cannot cause overlap of the original pieces. We implemented a bottom-left-fill greedy placement procedure, using an optimised ordering of the segments overlap tests. The C++ implementation of our algorithm uses appropriate data structures that allow fast execution. It executes the bottom-left-fill algorithm for typical ESICUP data sets in a few milliseconds, even when rotation of the pieces is considered, and thus provides a suitable `building block' for integration in metaheuristics. Moreover, we show that the algorithm scales well when the number of pieces increases.

cs.CG

Heuristics for vehicle routing problems: Sequence or set optimization?

We investigate a structural decomposition for the capacitated vehicle routing problem (CVRP) based on vehicle-to-customer "assignment" and visits "sequencing" decision variables. We show that an heuristic search focused on assignment decisions with a systematic optimal choice of sequences (using Concorde TSP solver) during each move evaluation is promising but requires a prohibitive computational effort. We therefore introduce an intermediate search space, based on the dynamic programming procedure of Balas & Simonetti, which finds a good compromise between intensification and computational efficiency. A variety of speed-up techniques are proposed for a fast exploration: neighborhood reductions, dynamic move filters, memory structures, and concatenation techniques. Finally, a tunneling strategy is designed to reshape the search space as the algorithm progresses. The combination of these techniques within a classical local search, as well as in the unified hybrid genetic search (UHGS) leads to significant improvements of solution accuracy. New best solutions are found for surprisingly small instances with as few as 256 customers. These solutions had not been attained up to now with classic neighborhoods. Overall, this research permits to better evaluate the respective impact of sequence and assignment optimization, proposes new ways of combining the optimization of these two decision sets, and opens promising research perspectives for the CVRP and its variants.

math.OC

MILP and Max-Clique based heuristics for the Eternity II puzzle

The present paper considers a hybrid local search approach to the Eternity II puzzle and to unsigned, rectangular, edge matching puzzles in general. Both an original mixed-integer linear programming (MILP) formulation and a novel Max-Clique formulation are presented for this NP-hard problem. Although the presented formulations remain computationally intractable for medium and large sized instances, they can serve as the basis for developing heuristic decompositions and very large scale neighbourhoods. As a side product of the Max-Clique formulation, new hard-to-solve instances are published for the academic research community. Two reasonably well performing MILP-based constructive methods are presented and used for determining the initial solution of a multi-neighbourhood local search approach. Experimental results confirm that this local search can further improve the results obtained by the constructive heuristics and is quite competitive with the state of the art procedures.

cs.DS