TOPSU

Models, Algorithms and Evaluation

In Cooperation with:
Arbeitskreis Mathematik
und Metallindiustrie
Universität Paderborn       DaimlerChrysler
                      TU Berlin     ARRIVAL     EFRE
        TU Darmstadt TUD: Discrete Optimization
Introduction

TOPSU is an interactive framework for optimal planning and control of production or other control processes under uncertainty. It devides an optimization task in three parts: model building, algorithm for solving the problem which is induced from the model, and the experimental evaluation of the algorithm inside the model.

One most crucial point of TOPSU is that the frame work does not only demand this partition but also allows the distribution of these three tasks to different people. Thus it is a platform for the competition of algorithms. The second crucial point is the fact that TOPSU supports the influence of uncertainty within its implicit optimization model. We decided to incorporate this feature for two reasons. Firstly, practitioners often claim that production processes have massively to deal with several kinds of uncertainty. Secondly, production systems are typically so large that optimization must focus on a certain part of this system. Or in other words, we have to optimize parts of a supply chain. We think, it will be advantageous for the optimization of a supply chain, if its components are aware of uncertain boundaries.

The optimization model of TOPSU can be explained with the help of games. One player is the optimizing planning algorithm, the other one is 'Nature' realizing probability distributions of model parameters, in the course of time. This is quite straight forward. The time is discretized into periods of the same length (e.g. 5 minutes per period), and at the beginning of each period, the solver algorithm has to propose which machine should perform which task within the coming period. When the period is finished, the TOPSU environment plays the part of reality and informs the algorithm about what happened in 'reality'. It informs the algorithm about the current state of the system. Then the algorithm has to propose a next assignment of tasks to machines, etc.

We are preparing various optimization problems / games:
Game Description
PP3 Assembly production (session closed)
PP2 An optimization task in a steel company (german) (session closed)
RDM1 Railway Delay Management
DGR1 Dynamic Graph Reliability
If you have Internet access, you can use one of our game clients for connecting to our server. In order to do so, you need the Microsoft .NET Framework and an extension kit for C++ (see at link section). If you aim at developing an intelligent controller for our simulation world, you have to write a stand-alone console program, which connects to our game client. Your controller - we call it the engine - can then be started with the help of the client program. If your engine follows the game dependent text protocoll, it can participate. Your engine does only exchange messages with the client program, all communication between client and server via Internet is hidden for you and fully transparent.

 

General Downloads
Version Item
4. Feb. 2007 Documents:
Wettkampfserver.pdf (german)
Vortrag für das Symposium 'Mathematik in Forschung und Praxis', Bad Honnef, 2006 (german)
OR2006.pdf

 

Links
Microsoft .NET Framework:
(http://www.microsoft.com/downloads/...)
Extension kit for C++:
(http://www.microsoft.com/downloads/...)

 

Contact

Ulf Lorenz (flulo@upb.de)

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