Research on a Multi-Agent Job Shop Scheduling Method Based on Improved Game Evolution
Abstract
1. Introduction
- The independent optimization of the machine allocation and AGV path will lead to an increase in AGV waiting time and an idling rate of more than 30% [12];
- The equipment starts and stops frequently, and the idle energy consumption accounts for more than 25% of the total energy consumption [13];
- When dynamic orders are inserted, the fixed scheduling rules make it difficult to quickly reconstruct the production schedule, and the order delivery delay rate increases by 40% [14].
2. Related Work, Problems, and Challenges
2.1. Existing Scheduling Methods for Manufacturing Workshops
2.2. Core Challenges in Current Scheduling
- A single game is prone to conflict in resource allocation due to insufficient negotiation [22];
- There is a lack of refined modeling of AGV charging scheduling, machine energy consumption differences, and other practical constraints [23];
- The population diversity declines during evolution, and it is difficult to approach the Pareto front stably [24].
3. Materials and Methods
3.1. Problem Description
3.2. Mathematical Model
3.2.1. Objective Function
3.2.2. Constraint Condition
- Precedence Constraint of OperationsOperations of the same job must be processed in sequence such that a subsequent operation can only start after the completion of its preceding operation:
- Machine Exclusivity ConstraintAt any given time, a single machine can process at most one operation:
- Transportation Constraints
- (a)
- Single-Task ExclusivityA mobile robot can transport at most one job at a time:
- (b)
- Conflict-Free PathAt any time, a single path node can be occupied by at most one mobile robot:
- Charging Trigger ConstraintWhen the battery level of a mobile robot drops below a threshold, transportation must be interrupted for charging:
- Warehouse Exclusivity ConstraintAt any time, a single warehouse can be accessed by at most one mobile robot:
3.3. Multi-Agent System Architecture Design
3.4. An Algorithmic Framework Based on a Hybrid Game–Genetic Algorithm
3.4.1. The Decision-Makers in the Game
Algorithm 1 Enhanced Best-Response Dynamic Algorithm | |
Require: , , Jobs, , , , | |
Ensure: , , | |
1: Initialization: | |
2: for each do | |
3: Initialize (queue), (idle time) | ▹ Section 3.4.1 |
4: end for | |
5: for each do | |
6: Initialize position, (energy), current task | ▹ Equation (8) |
7: end for | |
8: repeat | ▹ Dual-stage symmetric game |
9: Stage 1: Machine Competition | |
10: for each operation do | |
11: Calculate utility : | |
▹ Equation (10) | |
12: Assign to | |
13: | ▹ Update queue |
14: end for | |
15: Stage 2: AGV Competition | |
16: for each do | |
17: Generate paths with ST-A* satisfying: | |
18: | ▹ Single-task exclusivity (Equation (6)) |
19: | ▹ Path conflict-free (Equation (7)) |
20: | ▹ Warehouse exclusivity (Equation (9)) |
21: Check charging: if enforce | ▹ Equation (8) |
22: Select path maximizing: | |
▹ Equation (11) | |
23: end for | |
24: Symmetric Update: | |
25: for each do | |
26: if then | |
27: | ▹ Update idle time |
28: end if | |
29: end for | |
30: Update AGV selection probabilities via Softmax() | ▹ Nash refinement |
31: until or | ▹ Convergence condition |
32: Output: , , |
3.4.2. Layer of Genetic Optimization
Algorithm 2 Integrated Competition-Driven Genetic Optimization | |
Require: : Current population, | |
1: : Nash equilibrium solutions, | |
2: : Machine bid counts, | |
3: : Path conflict counts | |
Ensure: : Optimized population | |
4: Phase 1: Adaptive Genetic Operations | |
5: for each parent pair do | |
6: Initialize offspring | ▹ Competition-aware crossover |
7: for each gene do | |
8: if Machine selection gene then | |
9: Compute | ▹ Equation (14) |
10: Adjust based on | |
11: if then | |
12: Apply restricted crossover | ▹ High-competition zone |
13: end if | |
14: else if Path gene then | |
15: Compute | ▹ Equation (15) |
16: Adjust based on | |
17: if then | |
18: Verify energy: if enforce charging | ▹ Equation (8) |
19: Recombine paths with ST-A* verification | ▹ Equation (9) |
20: end if | |
21: end if | |
22: end for | |
▹ Strategy-guided mutation | |
23: for each gene do | |
24: if Machine gene then | |
25: Replace with low-competition machine | |
26: else if Machine gene then | |
27: Explore underutilized machines | |
28: else if Path gene then | |
29: Reroute using conflict-aware planning | |
30: else if Path gene then | |
31: Explore adjacent nodes | |
32: end if | |
33: end for | |
34: Add to | |
35: end for | |
36: Phase 2: Elite Selection | |
37: Normalize objectives: | |
38: Select: | |
39: Top 10% by | ▹ Global fitness |
40: Top 5% per objective | ▹ Single-objective excellence |
41: Nash solutions with Stability Contribution | ▹ Section 3.4.2 constraint |
42: Aggregate elite pool | |
43: Phase 3: Dynamic Adaptation | |
44: | |
45: Update | ▹ Equation (14) |
46: if then | |
47: Refresh competition metrics | |
48: Adjust via gradient ascent on | ▹ Section 3.4.2 mechanism |
49: end if |
3.4.3. Coordinated Pivot Level
Algorithm 3 Real-Time Coordination Mechanism | |
Require: : Real-time monitoring data (equipment status, energy, paths), | |
1: : Current population of genetic optimization layer, | |
2: : Nash equilibrium solutions from game layer, | |
3: : Machine competition factors (Equation (13)), | |
4: : Path conflict factors (Equation (14)) | |
Ensure: : Updated constraints for scheduling, | |
5: : Feasibility flag (True if all constraints are satisfied) | |
6: Step 1: Update energy constraints (Equation (8)) | |
7: for all do | ▹ AGV set as defined in Chapter 3 |
8: if then | ▹ Battery threshold |
9: | ▹ Add charging task to constraints |
10: end if | |
11: end for | |
12: Step 2: Update path conflict constraints (Equation (9)) | |
13: Calculate path node occupancy: | |
▹ Ensure no concurrent occupancy of path nodes | |
14: Step 3: Update competition factors (Equations (13) and (14)) | |
15: Machine competition factors: | |
▹ Exponential smoothing for dynamic adaptation | |
16: Path conflict factors: | |
▹ Normalize by maximum conflict count | |
17: Step 4: Verify feasibility against core constraints | |
18: Check operation precedence constraint (Equation (4)): | |
19: Verify machine exclusivity constraint (Equation (5)): | |
20: Validate transportation-charging exclusivity (Equation (8)): | |
21: Step 5: Set feasibility flag | |
22: if all constraints in are satisfied, else False | |
23: return |
4. Simulation Evaluation
4.1. Simulation Setup
4.2. Comparative Analysis of Simulation Results
4.2.1. Algorithm Analysis in Simple Scenarios
4.2.2. Algorithm Analysis in Complex Scenarios
4.2.3. Component Contribution Analysis Through Ablation Studies
5. Conclusions and Discussion
5.1. Core Contributions and Performance Validation
- The fitness value converges rapidly from an initial 330 to a stable 250, representing a 20.6% improvement over the TGA (315) and a 7.4% improvement over PSO (270).
- The maximum completion time is shortened to 50 units, a 54.5% reduction compared to the TGA (110 units) and a 44.4% reduction compared to PSO (90 units), highlighting its ability to streamline production cycles.
- The AGV idle rate is reduced from 40% to 9.5%, achieving a 68.3% optimization over both the TGA and PSO (30% each), effectively mitigating resource waste.
- Total energy consumption drops from 1000 units to 780 units, with 15.7% lower consumption than the TGA (925 units) and 10.9% lower consumption than PSO (875 units), demonstrating its energy-saving potential.
- The fitness value stabilizes at 550, a 29.5% improvement over the TGA (780) and a 21.4% improvement over PSO (700), reflecting stronger adaptability to high-complexity tasks.
- The maximum completion time is reduced to 60 units, a 57.1% reduction compared to both the TGA and PSO (140 units), underscoring its efficiency in coordinating multi-resource interactions.
- The AGV idle rate is optimized to 13%, a 67.5% reduction compared to the TGA (40%) and a 77.6% reduction compared to PSO (58%), indicating superior dynamic load balancing.
- Total energy consumption is lowered to 1800 units, 25% less than the TGA (2400 units) and 18.2% less than PSO (2200 units), validating its effectiveness in integrating processing and transportation energy optimization.
5.2. Theoretical Innovations and Mechanism Analysis
5.2.1. Hybrid Game–Genetic Synergy
5.2.2. Symmetric Multi-Agent Framework
5.2.3. Real-Time Coordination Mechanism
5.3. Practical Implications and Industry Relevance
5.3.1. Efficiency and Resource Utilization
5.3.2. Energy Conservation and Low-Carbon Development
5.3.3. Adaptability to Dynamic Scenarios
5.3.4. Industrial Implementation and Validation
5.4. Limitations and Future Work
5.4.1. Current Limitations
5.4.2. Future Research Directions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
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Agent Type | Strategy Space | Key State Variables |
---|---|---|
Machine Agent | Whether to accept the current workpiece | Queue length , idle time |
AGV Agent | Transportation path selection | Remaining power , current position |
Workpiece | Select processing equipment and transportation path | Current position , process constraint |
Scenario | Workpieces | Metric | Algorithm Performance | Improvement (%) | |||
---|---|---|---|---|---|---|---|
HG-GA | TGA | PSO | vs. TGA | vs. PSO | |||
Simple | 20 | Fitness | 250.0 | 315.0 | 270.0 | 20.6 | 7.4 |
Makespan (min) | 50.0 | 110.0 | 90.0 | 54.5 | 44.4 | ||
AGV Idle Rate (%) | 9.5 | 30.0 | 30.0 | 68.3 | 68.3 | ||
Energy (kWh) | 780.0 | 925.0 | 875.0 | 15.7 | 10.9 | ||
100 | Fitness | 295.0 | 385.0 | 320.0 | 23.4 | 7.8 | |
Makespan (min) | 300.0 | 500.0 | 480.0 | 40.0 | 37.5 | ||
AGV Idle Rate (%) | 13.0 | 30.0 | 35.0 | 56.7 | 62.9 | ||
Energy (kWh) | 4000.0 | 5000.0 | 4800.0 | 20.0 | 16.7 | ||
Complex | 40 | Fitness | 550.0 | 780.0 | 700.0 | 29.5 | 21.4 |
Makespan (min) | 60.0 | 140.0 | 140.0 | 57.1 | 57.1 | ||
AGV Idle Rate (%) | 13.0 | 40.0 | 58.0 | 67.5 | 77.6 | ||
Energy (kWh) | 1800.0 | 2400.0 | 2200.0 | 25.0 | 18.2 | ||
100 | Fitness | 1500.0 | 1900.0 | 1700.0 | 21.1 | 11.8 | |
Makespan (min) | 300.0 | 450.0 | 450.0 | 33.3 | 33.3 | ||
AGV Idle Rate (%) | 13.0 | 40.0 | 58.0 | 67.5 | 77.6 | ||
Energy (kWh) | 4500.0 | 6500.0 | 5500.0 | 30.8 | 18.2 |
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Xie, W.; Du, B.; Ma, J.; Chen, J.; Zheng, X. Research on a Multi-Agent Job Shop Scheduling Method Based on Improved Game Evolution. Symmetry 2025, 17, 1368. https://doi.org/10.3390/sym17081368
Xie W, Du B, Ma J, Chen J, Zheng X. Research on a Multi-Agent Job Shop Scheduling Method Based on Improved Game Evolution. Symmetry. 2025; 17(8):1368. https://doi.org/10.3390/sym17081368
Chicago/Turabian StyleXie, Wei, Bin Du, Jiachen Ma, Jun Chen, and Xiangle Zheng. 2025. "Research on a Multi-Agent Job Shop Scheduling Method Based on Improved Game Evolution" Symmetry 17, no. 8: 1368. https://doi.org/10.3390/sym17081368
APA StyleXie, W., Du, B., Ma, J., Chen, J., & Zheng, X. (2025). Research on a Multi-Agent Job Shop Scheduling Method Based on Improved Game Evolution. Symmetry, 17(8), 1368. https://doi.org/10.3390/sym17081368