I'm designing a realtime strategy wargame where the AI will be responsible for controlling a large number of units (possibly 1000+) on a large hexagonal map.
A unit has a number of action points which can be expended on movement, attacking enemy units or various special actions (e.g. building new units). For example, a tank with 5 action points could spend 3 on movement then 2 in firing on an enemy within range. Different units have different costs for different actions etc.
Some additional notes:
The output of the AI is a "command" to any given unit
Action points are allocated at the beginning of a time period, but may be spent at any point within the time period (this is to allow for realtime multiplayer games). Hence "do nothing and save action points for later" is a potentially valid tactic (e.g. a gun turret that cannot move waiting for an enemy to come within firing range)
The game is updating in realtime, but the AI can get a consistent snapshot of the game state at any time (thanks to the game state being one of Clojure's persistent data structures)
I'm not expecting "optimal" behaviour, just something that is not obviously stupid and provides reasonable fun/challenge to play against
What can you recommend in terms of specific algorithms/approaches that would allow for the right balance between efficiency and reasonably intelligent behaviour?
If you read Russell and Norvig, you'll find a wealth of algorithms for every purpose, updated to pretty much today's state of the art. That said, I was amazed at how many different problem classes can be successfully approached with Bayesian algorithms.
However, in your case I think it would be a bad idea for each unit to have its own Petri net or inference engine... there's only so much CPU and memory and time available. Hence, a different approach:
While in some ways perhaps a crackpot, Stephen Wolfram has shown that it's possible to program remarkably complex behavior on a basis of very simple rules. He bravely extrapolates from the Game of Life to quantum physics and the entire universe.
Similarly, a lot of research on small robots is focusing on emergent behavior or swarm intelligence. While classic military strategy and practice are strongly based on hierarchies, I think that an army of completely selfless, fearless fighters (as can be found marching in your computer) could be remarkably effective if operating as self-organizing clusters.
This approach would probably fit a little better with Erlang's or Scala's actor-based concurrency model than with Clojure's STM: I think self-organization and actors would go together extremely well. Still, I could envision running through a list of units at each turn, and having each unit evaluating just a small handful of very simple rules to determine its next action. I'd be very interested to hear if you've tried this approach, and how it went!
EDIT
Something else that was on the back of my mind but that slipped out again while I was writing: I think you can get remarkable results from this approach if you combine it with genetic or evolutionary programming; i.e. let your virtual toy soldiers wage war on each other as you sleep, let them encode their strategies and mix, match and mutate their code for those strategies; and let a refereeing program select the more successful warriors.
I've read about some startling successes achieved with these techniques, with units operating in ways we'd never think of. I have heard of AIs working on these principles having had to be intentionally dumbed down in order not to frustrate human opponents.
First you should aim to make your game turn based at some level for the AI (i.e. you can somehow model it turn based even if it may not be entirely turn based, in RTS you may be able to break discrete intervals of time into turns.) Second, you should determine how much information the AI should work with. That is, if the AI is allowed to cheat and know every move of its opponent (thereby making it stronger) or if it should know less or more. Third, you should define a cost function of a state. The idea being that a higher cost means a worse state for the computer to be in. Fourth you need a move generator, generating all valid states the AI can transition to from a given state (this may be homogeneous [state-independent] or heterogeneous [state-dependent].)
The thing is, the cost function will be greatly influenced by what exactly you define the state to be. The more information you encode in the state the better balanced your AI will be but the more difficult it will be for it to perform, as it will have to search exponentially more for every additional state variable you include (in an exhaustive search.)
If you provide a definition of a state and a cost function your problem transforms to a general problem in AI that can be tackled with any algorithm of your choice.
Here is a summary of what I think would work well:
Evolutionary algorithms may work well if you put enough effort into them, but they will add a layer of complexity that will create room for bugs amongst other things that can go wrong. They will also require extreme amounts of tweaking of the fitness function etc. I don't have much experience working with these but if they are anything like neural networks (which I believe they are since both are heuristics inspired by biological models) you will quickly find they are fickle and far from consistent. Most importantly, I doubt they add any benefits over the option I describe in 3.
With the cost function and state defined it would technically be possible for you to apply gradient decent (with the assumption that the state function is differentiable and the domain of the state variables are continuous) however this would probably yield inferior results, since the biggest weakness of gradient descent is getting stuck in local minima. To give an example, this method would be prone to something like attacking the enemy always as soon as possible because there is a non-zero chance of annihilating them. Clearly, this may not be desirable behaviour for a game, however, gradient decent is a greedy method and doesn't know better.
This option would be my most highest recommended one: simulated annealing. Simulated annealing would (IMHO) have all the benefits of 1. without the added complexity while being much more robust than 2. In essence SA is just a random walk amongst the states. So in addition to the cost and states you will have to define a way to randomly transition between states. SA is also not prone to be stuck in local minima, while producing very good results quite consistently. The only tweaking required with SA would be the cooling schedule--which decides how fast SA will converge. The greatest advantage of SA I find is that it is conceptually simple and produces superior results empirically to most other methods I have tried. Information on SA can be found here with a long list of generic implementations at the bottom.
3b. (Edit Added much later) SA and the techniques I listed above are general AI techniques and not really specialized to AI for games. In general, the more specialized the algorithm the more chance it has at performing better. See No Free Lunch Theorem 2. Another extension of 3 is something called parallel tempering which dramatically improves the performance of SA by helping it avoid local optima. Some of the original papers on parallel tempering are quite dated 3, but others have been updated4.
Regardless of what method you choose in the end, its going to be very important to break your problem down into states and a cost function as I said earlier. As a rule of thumb I would start with 20-50 state variables as your state search space is exponential in the number of these variables.
This question is huge in scope. You are basically asking how to write a strategy game.
There are tons of books and online articles for this stuff. I strongly recommend the Game Programming Wisdom series and AI Game Programming Wisdom series. In particular, Section 6 of the first volume of AI Game Programming Wisdom covers general architecture, Section 7 covers decision-making architectures, and Section 8 covers architectures for specific genres (8.2 does the RTS genre).
It's a huge question, and the other answers have pointed out amazing resources to look into.
I've dealt with this problem in the past and found the simple-behavior-manifests-complexly/emergent behavior approach a bit too unwieldy for human design unless approached genetically/evolutionarily.
I ended up instead using abstracted layers of AI, similar to a way armies work in real life. Units would be grouped with nearby units of the same time into squads, which are grouped with nearby squads to create a mini battalion of sorts. More layers could be use here (group battalions in a region, etc.), but ultimately at the top there is the high-level strategic AI.
Each layer can only issue commands to the layers directly below it. The layer below it will then attempt to execute the command with the resources at hand (ie, the layers below that layer).
An example of a command issued to a single unit is "Go here" and "shoot at this target". Higher level commands issued to higher levels would be "secure this location", which that level would process and issue the appropriate commands to the lower levels.
The highest level master AI is responsible for very board strategic decisions, such as "we need more ____ units", or "we should aim to move towards this location".
The army analogy works here; commanders and lieutenants and chain of command.
I did a little GP (note:very little) work in college and have been playing around with it recently. My question is in regards to the intial run settings (population size, number of generations, min/max depth of trees, min/max depth of initial trees, percentages to use for different reproduction operations, etc.). What is the normal practice for setting these parameters? What papers/sites do people use as a good guide?
You'll find that this depends very much on your problem domain - in particular the nature of the fitness function, your implementation DSL etc.
Some personal experience:
Large population sizes seem to work
better when you have a noisy fitness
function, I think this is because the growth
of sub-groups in the population over successive generations acts
to give more sampling of
the fitness function. I typically use
100 for less noisy/deterministic functions, 1000+
for noisy.
For number of generations it is best to measure improvements in the
fitness function and stop when it
meets your target criteria. I normally run a few hundred generations and see what kind of answers are coming out, if it is showing no improvement then you probably have an issue elsewhere.
Tree depth requirements are really dependent on your DSL. I sometimes try to do an
implementation without explicit
limits but penalise or eliminate
programs that run too long (which is probably
what you really care about....). I've also found total node counts of ~1000 to be quite useful hard limits.
Percentages for different mutation / recombination operators don't seem
to matter all that much. As long as
you have a comprehensive set of mutations, any reasonably balanced
distribution will usually work. I think the reason for this is that you are basically doing a search for favourable improvements so the main objective is just to make sure the trial improvements are reasonably well distributed across all the possibilities.
Why don't you try using a genetic algorithm to optimise these parameters for you? :)
Any problem in computer science can be
solved with another layer of
indirection (except for too many
layers of indirection.)
-David J. Wheeler
When I started looking into Genetic Algorithms I had the same question.
I wanted to collect data variating parameters on a very simple problem and link given operators and parameters values (such as mutation rates, etc) to given results in function of population size etc.
Once I started getting into GA a bit more I then realized that given the enormous number of variables this is a huge task, and generalization is extremely difficult.
talking from my (limited) experience, if you decide to simplify the problem and use a fixed way to implement crossover, selection, and just play with population size and mutation rate (implemented in a given way) trying to come up with general results you'll soon realize that too many variables are still into play because at the end of the day the number of generations after which statistically you will get a decent result (whatever way you wanna define decent) still obviously depend primarily on the problem you're solving and consequently on the genome size (representing the same problem in different ways will obviously lead to different results in terms of effect of given GA parameters!).
It is certainly possible to draft a set of guidelines - as the (rare but good) literature proves - but you will be able to generalize the results effectively in statistical terms only when the problem at hand can be encoded in the exact same way and the fitness is evaluated in a somehow an equivalent way (which more often than not means you're ealing with a very similar problem).
Take a look at Koza's voluminous tomes on these matters.
There are very different schools of thought even within the GP community -
Some regard populations in the (low) thousands as sufficient whereas Koza and others often don't deem if worthy to start a GP run with less than a million individuals in the GP population ;-)
As mentioned before it depends on your personal taste and experiences, resources and probably the GP system used!
Cheers,
Jan
I've been wondering if there are known solutions for algorithm of creating a school timetable. Basically, it's about optimizing "hour-dispersion" (both in teachers and classes case) for given class-subject-teacher associations. We can assume that we have sets of classes, lesson subjects and teachers associated with each other at the input and that timetable should fit between 8AM and 4PM.
I guess that there is probably no accurate algorithm for that, but maybe someone knows a good approximation or hints for developing it.
This problem is NP-Complete!
In a nutshell one needs to explore all possible combinations to find the list of acceptable solutions. Because of the variations in the circumstances in which the problem appears at various schools (for example: Are there constraints with regards to classrooms?, Are some of the classes split in sub-groups some of the time?, Is this a weekly schedule? etc.) there isn't a well known problem class which corresponds to all the scheduling problems. Maybe, the Knapsack problem has many elements of similarity with these problems at large.
A confirmation that this is both a hard problem and one for which people perennially seek a solution, is to check this (long) list of (mostly commercial) software scheduling tools
Because of the big number of variables involved, the biggest source of which are, typically, the faculty member's desires ;-)..., it is typically impractical to consider enumerating all possible combinations. Instead we need to choose an approach which visits a subset of the problem/solution spaces.
- Genetic Algorithms, cited in another answer is (or, IMHO, seems) well equipped to perform this kind of semi-guided search (The problem being to find a good evaluation function for the candidates to be kept for the next generation)
- Graph Rewriting approaches are also of use with this type of combinatorial optimization problems.
Rather than focusing on particular implementations of an automatic schedule generator program, I'd like to suggest a few strategies which can be applied, at the level of the definition of the problem.
The general rationale is that in most real world scheduling problems, some compromises will be required, not all constraints, expressed and implied: will be satisfied fully. Therefore we help ourselves by:
Defining and ranking all known constraints
Reducing the problem space, by manually, providing a set of additional constraints.This may seem counter-intuitive but for example by providing an initial, partially filled schedule (say roughly 30% of the time-slots), in a way that fully satisfies all constraints, and by considering this partial schedule immutable, we significantly reduce the time/space needed to produce candidate solutions. Another way additional constraints help is for example "artificially" adding a constraint which prevent teaching some subjects on some days of the week (if this is a weekly schedule...); this type of constraints results in reducing the problem/solution spaces, without, typically, excluding a significant number of good candidates.
Ensuring that some of the constraints of the problem can be quickly computed. This is often associated with the choice of data model used to represent the problem; the idea is to be able to quickly opt-for (or prune-out) some of the options.
Redefining the problem and allowing some of the constraints to be broken, a few times, (typically towards the end nodes of the graph). The idea here is to either remove some of constraints for filling-in the last few slots in the schedule, or to have the automatic schedule generator program stop shy of completing the whole schedule, instead providing us with a list of a dozen or so plausible candidates. A human is often in a better position to complete the puzzle, as indicated, possibly breaking a few of the contraints, using information which is not typically shared with the automated logic (eg "No mathematics in the afternoon" rule can be broken on occasion for the "advanced math and physics" class; or "It is better to break one of Mr Jones requirements than one of Ms Smith ... ;-) )
In proof-reading this answer , I realize it is quite shy of providing a definite response, but it none the less full of practical suggestions. I hope this help, with what is, after all, a "hard problem".
It's a mess. a royal mess. To add to the answers, already very complete, I want to point out my family experience. My mother was a teacher and used to be involved in the process.
Turns out that having a computer to do so is not only difficult to code per-se, it is also difficult because there are conditions that are difficult to specify to a pre-baked computer program. Examples:
a teacher teaches both at your school and at another institute. Clearly, if he ends the lesson there at 10.30, he cannot start at your premises at 10.30, because he needs some time to commute between the institutes.
two teachers are married. In general, it's considered good practice not to have two married teachers on the same class. These two teachers must therefore have two different classes
two teachers are married, and their child attends the same school. Again, you have to prevent the two teachers to teach in the specific class where their child is.
the school has separate facilities, like one day the class is in one institute, and another day the class is in another.
the school has shared laboratories, but these laboratories are available only on certain weekdays (for security reasons, for example, where additional personnel is required).
some teachers have preferences for the free day: some prefer on Monday, some on Friday, some on Wednesday. Some prefer to come early in the morning, some prefer to come later.
you should not have situations where you have a lesson of say, history at the first hour, then three hours of math, then another hour of history. It does not make sense for the students, nor for the teacher.
you should spread the arguments evenly. It does not make sense to have the first days in the week only math, and then the rest of the week only literature.
you should give some teachers two consecutive hours to do evaluation tests.
As you can see, the problem is not NP-complete, it's NP-insane.
So what they do is that they have a large table with small plastic insets, and they move the insets around until a satisfying result is obtained. They never start from scratch: they normally start from the previous year timetable and make adjustments.
The International Timetabling Competition 2007 had a lesson scheduling track and exam scheduling track. Many researchers participated in that competition. Lots of heuristics and metaheuristics were tried, but in the end the local search metaheuristics (such as Tabu Search and Simulated Annealing) clearly beat other algorithms (such as genetic algorithms).
Take a look at the 2 open source frameworks used by some of the finalists:
JBoss OptaPlanner (Java, open source)
Unitime (Java, open source) - more for universities
One of my half-term assignments was an genetic-algorithm school table generation.
Whole table is one "organism". There were some changes and caveats to the generic genetic algorithms approach:
Rules were made for "illegal tables": two classes in the same classroom, one teacher teaching two groups at the same time etc. These mutations were deemed lethal immediately and a new "organism" was sprouted in place of the "deceased" immediately. The initial one was generated by a series of random tries to get a legal (if senseless) one. Lethal mutation wasn't counted towards count of mutations in iteration.
"Exchange" mutations were much more common than "Modify" mutations. Changes were only between parts of the gene that made sense - no substituting a teacher with a classroom.
Small bonuses were assigned for bundling certain 2 hours together, for assigning same generic classroom in sequence for the same group, for keeping teacher's work hours and class' load continuous. Moderate bonuses were assigned for giving correct classrooms for given subject, keeping class hours within bonds (morning or afternoon), and such. Big bonuses were for assigning correct number of given subject, given workload for a teacher etc.
Teachers could create their workload schedules of "want to work then", "okay to work then", "doesn't like to work then", "can't work then", with proper weights assigned. Whole 24h were legal work hours except night time was very undesired.
The weight function... oh yeah. The weight function was huge, monstrous product (as in multiplication) of weights assigned to selected features and properties. It was extremely steep, one property easily able to change it by an order of magnitude up or down - and there were hundreds or thousands of properties in one organism. This resulted in absolutely HUGE numbers as the weights, and as a direct result, need to use a bignum library (gmp) to perform the calculations. For a small testcase of some 10 groups, 10 teachers and 10 classrooms, the initial set started with note of 10^-200something and finished with 10^+300something. It was totally inefficient when it was more flat. Also, the values grew a lot wider distance with bigger "schools".
Computation time wise, there was little difference between a small population (100) over a long time and a big population (10k+) over less generations. The computation over the same time produced about the same quality.
The calculation (on some 1GHz CPU) would take some 1h to stabilize near 10^+300, generating schedules that looked quite nice, for said 10x10x10 test case.
The problem is easily paralellizable by providing networking facility that would exchange best specimens between computers running the computation.
The resulting program never saw daylight outside getting me a good grade for the semester. It showed some promise but I never got enough motivation to add any GUI and make it usable to general public.
This problem is tougher than it seems.
As others have alluded to, this is a NP-complete problem, but let's analyse what that means.
Basically, it means you have to look at all possible combinations.
But "look at" doesn't tell you much what you need to do.
Generating all possible combinations is easy. It might produce a huge amount of data, but you shouldn't have much problems understanding the concepts of this part of the problem.
The second problem is the one of judging whether a given possible combination is good, bad, or better than the previous "good" solution.
For this you need more than just "is it a possible solution".
For instance, is the same teacher working 5 days a week for X weeks straight? Even if that is a working solution, it might not be a better solution than alternating between two people so that each teacher does one week each. Oh, you didn't think about that? Remember, this is people you're dealing with, not just a resource allocation problem.
Even if one teacher could work full-time for 16 weeks straight, that might be a sub-optimal solution compared to a solution where you try to alternate between teachers, and this kind of balancing is very hard to build into software.
To summarize, producing a good solution to this problem will be worth a lot, to many many people. Hence, it's not an easy problem to break down and solve. Be prepared to stake out some goals that aren't 100% and calling them "good enough".
My timetabling algorithm, implemented in FET (Free Timetabling Software, http://lalescu.ro/liviu/fet/ , a successful application):
The algorithm is heuristic. I named it "recursive swapping".
Input: a set of activities A_1...A_n and the constraints.
Output: a set of times TA_1...TA_n (the time slot of each activity. Rooms are excluded here, for simplicity). The algorithm must put each activity at a time slot, respecting constraints. Each TA_i is between 0 (T_1) and max_time_slots-1 (T_m).
Constraints:
C1) Basic: a list of pairs of activities which cannot be simultaneous (for instance, A_1 and A_2, because they have the same teacher or the same students);
C2) Lots of other constraints (excluded here, for simplicity).
The timetabling algorithm (which I named "recursive swapping"):
Sort activities, most difficult first. Not critical step, but speeds up the algorithm maybe 10 times or more.
Try to place each activity (A_i) in an allowed time slot, following the above order, one at a time. Search for an available slot (T_j) for A_i, in which this activity can be placed respecting the constraints. If more slots are available, choose a random one. If none is available, do recursive swapping:
a. For each time slot T_j, consider what happens if you put A_i into T_j. There will be a list of other activities which don't agree with this move (for instance, activity A_k is on the same slot T_j and has the same teacher or same students as A_i). Keep a list of conflicting activities for each time slot T_j.
b. Choose a slot (T_j) with lowest number of conflicting activities. Say the list of activities in this slot contains 3 activities: A_p, A_q, A_r.
c. Place A_i at T_j and make A_p, A_q, A_r unallocated.
d. Recursively try to place A_p, A_q, A_r (if the level of recursion is not too large, say 14, and if the total number of recursive calls counted since step 2) on A_i began is not too large, say 2*n), as in step 2).
e. If successfully placed A_p, A_q, A_r, return with success, otherwise try other time slots (go to step 2 b) and choose the next best time slot).
f. If all (or a reasonable number of) time slots were tried unsuccessfully, return without success.
g. If we are at level 0, and we had no success in placing A_i, place it like in steps 2 b) and 2 c), but without recursion. We have now 3 - 1 = 2 more activities to place. Go to step 2) (some methods to avoid cycling are used here).
UPDATE: from comments ... should have heuristics too!
I'd go with Prolog ... then use Ruby or Perl or something to cleanup your solution into a prettier form.
teaches(Jill,math).
teaches(Joe,history).
involves(MA101,math).
involves(SS104,history).
myHeuristic(D,A,B) :- [test_case]->D='<';D='>'.
createSchedule :- findall(Class,involves(Class,Subject),Classes),
predsort(myHeuristic,Classes,ClassesNew),
createSchedule(ClassesNew,[]).
createSchedule(Classes,Scheduled) :- [the actual recursive algorithm].
I am (still) in the process of doing something similar to this problem but using the same path as I just mentioned. Prolog (as a functional language) really makes solving NP-Hard problems easier.
Genetic algorithms are often used for such scheduling.
Found this example (Making Class Schedule Using Genetic Algorithm) which matches your requirement pretty well.
Here are a few links I found:
School timetable - Lists some problems involved
A Hybrid Genetic Algorithm for School Timetabling
Scheduling Utilities and Tools
This paper describes the school timetable problem and their approach to the algorithm pretty well: "The Development of SYLLABUS—An Interactive, Constraint-Based Scheduler for Schools and Colleges."[PDF]
The author informs me the SYLLABUS software is still being used/developed here: http://www.scientia.com/uk/
I work on a widely-used scheduling engine which does exactly this. Yes, it is NP-Complete; the best approaches seek to approximate an optimal solution. And, of course there are a lot of different ways to say which one is the "best" solution - is it more important that your teachers are happy with their schedules, or that students get into all their classes, for instance?
The absolute most important question you need to resolve early on is what makes one way of scheduling this system better than another? That is, if I have a schedule with Mrs Jones teaching Math at 8 and Mr Smith teaching Math at 9, is that better or worse than one with both of them teaching Math at 10? Is it better or worse than one with Mrs Jones teaching at 8 and Mr Jones teaching at 2? Why?
The main advice I'd give here is to divide the problem up as much as possible - maybe course by course, maybe teacher by teacher, maybe room by room - and work on solving the sub-problem first. There you should end up with multiple solutions to choose from, and need to pick one as the most likely optimal. Then, work on making the "earlier" sub-problems take into account the needs of later sub-problems in scoring their potential solutions. Then, maybe work on how to get yourself out of painted-into-the-corner situations (assuming you can't anticipate those situations in earlier sub-problems) when you get to a "no valid solutions" state.
A local-search optimization pass is often used to "polish" the end answer for better results.
Note that typically we are dealing with highly resource-constrained systems in school scheduling. Schools don't go through the year with a lot of empty rooms or teachers sitting in the lounge 75% of the day. Approaches which work best in solution-rich environments aren't necessarily applicable in school scheduling.
Generally, constraint programming is a good approach to this type of scheduling problem. A search on "constraint programming" and scheduling or "constraint based scheduling" both within stack overflow and on Google will generate some good references. It's not impossible - it's just a little hard to think about when using traditional optimization methods like linear or integer optimization. One output would be - does a schedule exist that satisfies all the requirements? That, in itself, is obviously helpful.
Good luck !
I have designed commercial algorithms for both class timetabling and examination timetabling. For the first I used integer programming; for the second a heuristic based on maximizing an objective function by choosing slot swaps, very similar to the original manual process that had been evolved. They main things in getting such solutions accepted are the ability to represent all the real-world constraints; and for human timetablers to not be able to see ways to improve the solution. In the end the algorithmic part was quite straightforward and easy to implement compared with the preparation of the databases, the user interface, ability to report on statistics like room utilization, user education and so on.
You can takle it with genetic algorithms, yes. But you shouldn't :). It can be too slow and parameter tuning can be too timeconsuming etc.
There are successful other approaches. All implemented in open source projects:
Constraint based approach
Implemented in UniTime (not really for schools)
You could also go further and use Integer programming. Successfully done at Udine university and also at University Bayreuth (I was involved there) using the commercial software (ILOG CPLEX)
Rule based approach with heuristisc - See Drools planner
Different heuristics - FET and my own
See here for a timetabling software list
I think you should use genetic algorithm because:
It is best suited for large problem instances.
It yields reduced time complexity on the price of inaccurate answer(Not the ultimate best)
You can specify constraints & preferences easily by adjusting fitness punishments for not met ones.
You can specify time limit for program execution.
The quality of solution depends on how much time you intend to spend solving the program..
Genetic Algorithms Definition
Genetic Algorithms Tutorial
Class scheduling project with GA
Also take a look at :a similar question and another one
This problem is MASSIVE where I work - imagine 1800 subjects/modules, and 350 000 students, each doing 5 to 10 modules, and you want to build an exam in 10 weeks, where papers are 1 hour to 3 days long... one plus point - all exams are online, but bad again, cannot exceed the system's load of max 5k concurrent. So yes we are doing this now in cloud on scaling servers.
The "solution" we used was simply to order modules on how many other modules they "clash" with descending (where a student does both), and to "backpack" them, allowing for these long papers to actually overlap, else it simply cannot be done.
So when things get too large, I found this "heuristic" to be practical... at least.
I don't know any one will agree with this code but i developed this code with the help of my own algorithm and is working for me in ruby.Hope it will help them who are searching for it
in the following code the periodflag ,dayflag subjectflag and the teacherflag are the hash with the corresponding id and the flag value which is Boolean.
Any issue contact me.......(-_-)
periodflag.each do |k2,v2|
if(TimetableDefinition.find(k2).period.to_i != 0)
subjectflag.each do |k3,v3|
if (v3 == 0)
if(getflag_period(periodflag,k2))
#teachers=EmployeesSubject.where(subject_name: #subjects.find(k3).name, division_id: division.id).pluck(:employee_id)
#teacherlists=Employee.find(#teachers)
teacherflag=Hash[teacher_flag(#teacherlists,teacherflag,flag).to_a.shuffle]
teacherflag.each do |k4,v4|
if(v4 == 0)
if(getflag_subject(subjectflag,k3))
subjectperiod=TimetableAssign.where("timetable_definition_id = ? AND subject_id = ?",k2,k3)
if subjectperiod.blank?
issubjectpresent=TimetableAssign.where("section_id = ? AND subject_id = ?",section.id,k3)
if issubjectpresent.blank?
isteacherpresent=TimetableAssign.where("section_id = ? AND employee_id = ?",section.id,k4)
if isteacherpresent.blank?
#finaltt=TimetableAssign.new
#finaltt.timetable_struct_id=#timetable_struct.id
#finaltt.employee_id=k4
#finaltt.section_id=section.id
#finaltt.standard_id=standard.id
#finaltt.division_id=division.id
#finaltt.subject_id=k3
#finaltt.timetable_definition_id=k2
#finaltt.timetable_day_id=k1
set_school_id(#finaltt,current_user)
if(#finaltt.save)
setflag_sub(subjectflag,k3,1)
setflag_period(periodflag,k2,1)
setflag_teacher(teacherflag,k4,1)
end
end
else
#subjectdetail=TimetableAssign.find_by_section_id_and_subject_id(#section.id,k3)
#finaltt=TimetableAssign.new
#finaltt.timetable_struct_id=#subjectdetail.timetable_struct_id
#finaltt.employee_id=#subjectdetail.employee_id
#finaltt.section_id=section.id
#finaltt.standard_id=standard.id
#finaltt.division_id=division.id
#finaltt.subject_id=#subjectdetail.subject_id
#finaltt.timetable_definition_id=k2
#finaltt.timetable_day_id=k1
set_school_id(#finaltt,current_user)
if(#finaltt.save)
setflag_sub(subjectflag,k3,1)
setflag_period(periodflag,k2,1)
setflag_teacher(teacherflag,k4,1)
end
end
end
end
end
end
end
end
end
end
end