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A Two-machine Flowshop Problem With Processing Time-dependent Buffer Constraints-an Application In Multimedia Presentations

机译:具有时间依赖性缓冲区约束的两机Flowshop问题-在多媒体演示中的应用

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To have a quality multimedia presentation through networks,its presentation lag needs to be controlled.One way to reduce the lag is to prefetch the media objects before their due dates.This paper explores techniques for optimizing the object sequence in a prefetch-enabled TV-like presentation.An optimal solution is the one with which the presentation lag is minimized.We formulate the problem into a two-machine flowshop scheduling problem with a single chain precedence constraint and a player-side buffer constraint.The player-side buffer is "processing time-dependent" and distinguished from the conventional item-based intermediate buffer constraints discussed in previous flowshop studies.We prove the problem to be strongly NP-hard.A branch and bound algorithm equipped with four lower bounds and an NEH-based upper bound is developed.The simulation results show that the average gaps between the overall lower bounds and the NEH-based upper bound are less than 3% for problems with a large buffer size,and less than 13% for problems with a small buffer size and high density of precedence constraints.For applications where the media objects are delivered through extremely busy servers with which only very restricted CPU resources can be allocated for computation,the CDS-based algorithm provides better sequences than the NEH-based algorithm.
机译:为了通过网络进行高质量的多媒体演示,需要控制其演示滞后。减少滞后的一种方法是在媒体对象到期之前预取。本文探讨了在支持预取功能的电视中优化对象序列的技术。像表示。最佳解决方案是最小化表示滞后的解决方案。我们将该问题公式化为具有单链优先约束和玩家侧缓冲区约束的两机流水车间调度问题。玩家侧缓冲区为“处理时间依赖”,并与之前的Flowshop研究中讨论的基于常规项的中间缓冲区约束有所区别。我们证明了该问题具有很强的NP困难性。一种分支定界算法,具有四个下限和一个基于NEH的上限仿真结果表明,对于b较大的问题,总体下限与基于NEH的上限之间的平均差距小于3%缓冲区大小较小,而缓冲区大小较小且优先级约束密度较高的问题,其大小小于13%。对于通过非常繁忙的服务器传送媒体对象的应用程序,仅可将非常有限的CPU资源分配给它们进行计算,CDS-基于算法的算法比基于NEH的算法提供更好的序列。

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