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Real-world scheduling is decision making under vague constraints of diierent importance, often using uncertain data, where compromises between antagonistic criteria are allowed. We explain in theory and by detailed examples a new combination of fuzzy set based constraints and repair based heuristics that help to model these scheduling problems. We simplify(More)
Generating high-quality schedules for a rotating workforce is a critical task in all settings where a certain staffing level must be guaranteed beyond the capacity of single employees, such as for instance in industrial plants, hospitals, or airline companies. Results from ergonomics [2] indicate that rotating workforce schedules have a profound impact on(More)
Designing shifts is one of the important stages in the general workforce scheduling process. In this paper we consider solving the shift design problem by using local search methods. First we propose a set of move types that give rise to a composite neighborhood relation. In the move selection process, we make use of the basic prohibition mechanisms of tabu(More)
The World Wide Web is the largest database of the world - a huge amount of knowledge, information and services primarily intended for human users. Unfortunately, data on the Web requires intelligent interpretation and cannot be easily used by programs. It requires advanced data extraction and integration techniques to automatically process data. Lixto(More)
We submitted two kinds of strategies to the iterated prisoner's dilemma (IPD) competitions organized by Graham Kendall, Paul Darwen and Xin Yao in 2004 and 2005 1. Our strategies performed exceedingly well in both years. One type is an intelligent and optimistic enhanced version of the well known TitForTat strategy which we named OmegaTitForTat. It(More)
In the graph avoidance game two players alternatingly color edges of a graph G in red and in blue respectively. The player who first creates a monochromatic subgraph isomorphic to a forbidden graph F loses. A symmetric strategy of the second player ensures that, independently of the first player's strategy, the blue and the red subgraph are isomor-phic(More)
Tagging is a promising method for organising and refinding information. However, studies comparing tagging mechanisms to organising information in folder hierarchies are relatively scarce. A study with the software framework tagstore shows that tagging does not necessarily mean slower filing performance. For experienced users, tagging required less time,(More)
The use of game thinking and game mechanics in non-gaming context is becoming more and more popular. This has been known as gamification. Recent studies have shown that this attempt seems very promising in different areas. In this paper we explore the value of gamification in a software development team. This paper describes one approach to add gamification(More)
Due to complexity reasons of realistic scheduling applications, often iterative improvement techniques that perform a kind of local search to improve a given schedule are proposed instead of enumeration techniques that guarantee optimal solutions. In this paper we describe an experimental comparison of four iterative improvement techniques for schedule(More)
We present a scheduling methodology for applications where the generation of schedules is constrained by antagonistic and vague knowledge. Besides temporal and capacity constraints, compatibility constraints between consecutive jobs are managed. We model the vague constraints and uncertain data by fuzzy set theory. The importance of single jobs and and the(More)