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Integrated Intelligent Research (IIR) International Journal of Computing Algorithm
Volume: 07, Issue: 01, June 2018, Page No.45-53
ISSN: 2278-2397
45
Football Game Algorithm Implementation on
the Capacitated Vehicle Routing Problems
Adrianus Vincent Djunaidi1
, Cynthia Prithadevi Juwono2
Industrial Engineering Department, Parahyangan Catholic University, Bandung, Indonesia
Email: adrianus.djunaidi95@gmail.com, juwonocp@unpar.ac.id
Abstract- Capacitated Vehicle Routing Problem is a problem about finding the shortest route travelled by the vehicles in
serving the customers. Each vehicle starts from a depot and the vehicle that has completed the assigned route will return to
the depot. Each customer can only be served by one vehicle. The vehicle capacity and demand of each customer are
considered. In this research, Capacitated Vehicle Routing Problem was solved by using Football Game Algorithm. Football
Game Algorithm is a metaheuristic algorithm that is inspired by the behavior of football players in finding the best position
to score. The total distance travelled by all the vehicles was used to measure the performance of Football Game Algorithm in
solving the Capacitated Vehicle Routing Problem. Football Game Algorithm was implemented in six benchmark cases. The
performances of the implementation were compared to those of Artificial Bee Colony and Genetic Algorithm. In four cases,
Football Game Algorithm performed as good as Artificial Bee Colony and Genetic Algorithm in achieving best solutions. In
the other two cases, Football Game Algorithm performed slightly worse than Genetic Algorithm. Several parameters that
used in Football Game Algorithm were tested. The objective of testing the parameters was to see the effect of parameter
values in the performance of Football Game Algorithm. The results of the test indicated that the values of some parameters
affect the performance of Football Game Algorithm.
Keywords—Capacitated Vehicle Routing Problem (CVRP); Combinatorial Problem; Distribution; Football Game
Algorithm; Metaheuristics
I. INTRODUCTION
Vehicle Routing Problem (VRP) is a problem that related to the distribution management [8], [18], [22], [29] which was first
introduced by Dantzig and Ramser in 1959 [20]. VRP is classified as a combinatorial problem[27], [28]. The objective of VRP
is to find the shortest route that can be travelled by the vehicles in serving the customers. There are many variants of VRP.
One of them is the Capacitated VRP (CVRP) [5], [14], [21]. CVRP is an operational problem that must be solved in the
operation of physical distribution. Therefore, it is important to learn about this problem and the method for finding the solution
of the problem [2]. In CVRP, there is capacity constraint of each vehicle that needs to be considered in finding the shortest
route. CVRP is an NP-hard problem [4], [12], [16], [30] which needs more time in finding the optimal solution if it is solved
by using exact method. The time required depends on the complexity of the problem. Therefore, an appropriate method is
needed to solve CVRP. During the past decades, some metaheuristic algorithms have shown satisfactory capabilities to solve
high dimension optimization problems [6]. Metaheuristic is a development of heuristic method [15]. Metaheuristic uses an
iterative process to explore and exploit the search space with a certain strategy [6], [15]. This method does not guarantee to get
the optimal solution. The objective by using metaheuristic is to find a good solution in a reasonable time [15], [26].
Football Game Algorithm (FGA) is a relatively new metaheuristic. FGA can be used to solve continuous global optimization
problem. It is inspired by the behavior of football player in finding the best position to score [10]. In this research, FGA was
used to solve CVRP. The results were compared with the results obtained by other algorithms, those are Artificial Bee Colony
(ABC) [7] and Genetic Algorithm (GA) [19]. The parameters of FGA can affect the algorithm’s performance [10].
Therefore, this research was also intended to find out the effect of the parameters of FGA on the algorithm’s performance
statistically. This paper consists of seven sections. Section II is about the explanations of CVRP and the related works. Section
III is about the explanations of the FGA. Section IV is about the explanations of the proposed FGA in solving CVRP. Section
V is about the explanations of the encoding and decoding method used in the proposed algorithm. Section VI is about the
explanations of the benchmark functions and the test results. Section VII is about the conclusion of this research and the
possible plans for the future work.
II. CAPACITATED VEHICLE ROUTING PROBLEM AND RELATED WORK
Capacitated Vehicle Routing Problem (CVRP) is a problem of finding the shortest route that can be travelled by the vehicles
in serving the customers. Each route travelled by each vehicle starts from the depot and finishes at the depot. Each customer is
visited only once by a vehicle. The total demand of each route should not be more than the vehicle’s capacity [2]. In CVRP,
Integrated Intelligent Research (IIR) International Journal of Computing Algorithm
Volume: 07, Issue: 01, June 2018, Page No.45-53
ISSN: 2278-2397
46
the customer’s demand is known, the vehicle is identical and based at a depot, and the vehicle’s capacity becomes the
restriction of the problem. The objective is to find the smallest total distance required to fulfill the customer’s demand [17],
[28]. The mathematical formulation for CVRP is defined as follows [24]:
min∑ 𝑐𝑖𝑗 ∑ 𝑥𝑖𝑗𝑘
𝑘
𝑘=1
(𝑖,𝑗)𝜖𝐴 (1)
subject to
∑ yik
=1
K
k=1 ∀i∈V{0} (2)
∑ y0k
=K
K
k=1 (3)
∑ xijk=yik
j∈V{i} ∀i∈V, k=1,…, K (4)
∑ xjik=yik
j∈V{i} ∀i∈V, k=1,…, K (5)
∑ diyik
≤Uk
i∈V{0} ∀k=1,…,K (6)
∑ ∑ xijk≤|S|-1
j∈S{i}
i∈S ∀S⊆V{0},|S|≥2,k=1,…,K (7)
yik
∈{0,1} ∀i∈V, k=1,…, K (8)
xijk∈{0,1} ∀(i,j)∈A, k=1,…,K (9)
Notation:
xijk = Decision variable (take a value of 1 if vehicle k move to customer j from customer i).
yik
= Binary variable (take a value of 1 if vehicle k visited customer i).
cij = Distance between customer i and customer j.
k = Index of vehicle
K = Number of Vehicles that can be used
Uk = Maximum capacity of vehicle k that can be used
di = Demand of customer i.
V = Set of customers (0, 1, 2, …, n), where 0 is depot.
S = Subset of the stops that does not contain depot.
A = Set of arcs between two customers.
Equation (1) shows the objective function of CVRP. Equation (2), equation (3), equation (4), equation (5) ensure that each
customer is visited only once and there are K vehicles that can be used to serve customers starting from depot. Equation (6) is
the capacity constraint for each vehicle. Equation (7) is sub-tour elimination constraint for each vehicle [24].
CVRP is an NP-hard problem [4], [12], [16], [30]. In the recent years, researchers have have been using approximation
methods to solve the NP-hard problem [3]. The approximate methods consist of heuristic method and metaheuristic method
[9]. There were some metaheuristics that have ever been used to solve CVRP, such as Artificial Bee Colony [7], Genetic
Algorithm [19], Particle Swarm Optimization [1], [2], Ant Colony Optimization [27], Simulated Annealing [11], Bat
Algorithm [25], Grey Wolf Algorithm [13], Improved Golden Ball Algorithm [23], and Cuckoo Search [4]. The results
showed that these metaheuristics can find a fairly good solution.
In addition, there was also research that combined the metaheuristic method with some local improvements. In [2], the
authors combined the local improvement with the Particle Swarm Optimization to solve CVRP. The local improvement they
used were 2-opt, 1-1 exchange, and 1-0 exchange. The 2-opt works on improving single route by exchanging the route
directions between two pairs of consecutive customers in the route. The 1-1 exchange and 1-0 exchange work on improving
two adjacent routes by exchanging customers between routes. The 1-1 exchange was done by exchanging one customer from
the first route with another customer from the second route. The 1-0 exchange was done by moving one customer from the
first route to the second route [2]. The authors implemented the combined method in some CVRP benchmark cases. They
found that the addition of the local improvement has significant effect on the quality of the solution. We proposed to use a
relatively new metaheuristic algorithm, known as Football Game Algorithm, for solving CVRP. Football Game Algorithm
was proposed by Fadakar and Ebrahimi in 2016. Football Game Algorithm was only ever used to solve some benchmark
functions. We also proposed to add the local improvement based on the modification of the local improvement proposed by
Ai and Kachitvichyanukul (2009).
III. FOOTBALL GAME ALGORITHM
Football Game Algorithm (FGA) is a relatively new metaheuristic algorithm proposed by Fadakar and Ebrahimi in 2016. It is
inspired by the behavior of football players in finding the best position to score. Two things in a football game that become the
basis of the FGA are the general movement of the players and the coaching from the coach. There are two strategies that can
be applied by the coach, those are the attacking strategy and the substitution strategy [10].The first step of FGA is to define the
population. The population defined shows the initial formation of players in the field. Every player will move around their last
Integrated Intelligent Research (IIR) International Journal of Computing Algorithm
Volume: 07, Issue: 01, June 2018, Page No.45-53
ISSN: 2278-2397
47
position (random walk) and tend to move towards the ball. The ball will be passed between players. Every player has a fitness
value which shows the quality of the player’s position. The player in the better position (having a smaller fitness value in a
minimization problem) have a greater chance to receive the ball. The coach will remember some best positions of the players
and uses them to guide the other players [10]. Hyper sphere (HS) with hyper radius (HR) is defined. The best player’s position
is set as its center. Hyper radius limitation value (HRLV) is also be defined. HRLV decreases gradually as the iteration
proceed. Every player has a hyper distance (HD) from the best position. Players with higher hyper distance in comparison with
HRLV are pushed toward the nearest best position. The coach can also change some weaker players. Fitness limitation value
(FLV) is defined. FLV decreases gradually as the iteration proceed. Players with greater fitness values in comparison with
FLV are replaced with the other players. The position of the new player is around the nearest best position. The steps of FGA
can be summarized as the pseudo code shown below [10]:
Define the fitness function
Initialize the team formation (Players position)
Define the parameters of the algorithm
while (t < maximum number of iterations)
Compute the fitness values of each player
Rank the players and save the best solutions in the CM
Identify the player who possess the ball (Xball
t
)
if (fitness value > FLVt
OR HDi > HRLVt
)
Generate a local solution around nearest best solution
else
Generate new positions by general movement
end
Update αi, HRLV, FLV
end while
IV. THE PROPOSED FOOTBALL GAME ALGORITHM FOR CAPACITATED VEHICLE
ROUTING PROBLEM
The proposed method to solve Capacitated Vehicle Routing Problem (CVRP) was the combination between the Football
Game Algorithm (FGA) and the local improvement based on the modification of the local improvement proposed by Ai and
Kachitvichyanukul (2009). FGA is an algorithm that is designed to solve continuous problem. CVRP is a discrete problem.
Therefore, encoding and decoding is needed to adapt FGA for solving CVRP. Encoding and decoding that we used are a
modification from the SR-2 representation that was proposed by Ai and Kachitvichyanukul (2009). The local improvement
was added in the decoding step. The proposed Football Game Algorithm developed to solve CVRP was given in Fig. 1.
V. ENCODING AND DECODING
Encoding and decoding are an important steps in this algorithm. A solution of CVRP was encoded as player’s position in
Football Game Algorithm. Position of the player was denoted by a position vector. Each position vector consisted of 3K
dimensions where K was the number of vehicles in CVRP. The first dimension showed the x coordinate point of the vehicle.
The second dimension showed the y coordinate point of the vehicle. The third dimension showed the vehicle coverage
radius. The initial player’s position was defined by generating a real number with a minimum value of the minimum point in
customer coordinate and with a maximum value of the maximum point in customer coordinate. Fig. 2 shows an example of
the player’s position. The player’s position represented the solution of CVRP. The solution of CVRP can be obtained by
decoding the player’s position. The steps of decoding were as follow:
1. Route construction
1a. Determine the vehicle reference points.
1b. Assign the customer based on the vehicle coverage radius.
1c. Assign the customer to the nearest vehicle.
2. Calculate the total distance for each route.
3. Do the local improvement for each route.
4. Calculate the total distance by using the route obtained by doing the local improvement.
The first step of the decoding was to construct the route of each vehicle. Suppose the player’s position during the decoding
process is shown in Fig. 2. Vehicle reference points are the x coordinate point, y coordinate point, and the coverage radius of
each vehicle. The next step is to assign the customer based on the vehicle coverage radius. Therefore, we must calculate the
euclidean distance between each vehicle and each customer. Table I shows an example of the euclidean distance between
each vehicle and customer.
Integrated Intelligent Research (IIR) International Journal of Computing Algorithm
Volume: 07, Issue: 01, June 2018, Page No.45-53
ISSN: 2278-2397
48
Start
Input the Value of Football Game Algorithm’s
parameter
Define the player’s initial position (Encoding)
Decoding the solution based on the player’s
position and determine the best solution
Set the iteration = 1
Sort the players based on their fitness value and
determine the players in the coach memory
Calculate the step size of each player, hyper
radius limitation value (HRLV), and fitness
limitation value (FLV)
Determine the player with the ball
Calculate the hyper distance (HD) between each
player and the player with the smallest fitness
value
HD > HRLV?
Or
Fitness value > FLV?
Generate player’s position by general movement
Generate player’s position around the nearest best
solution
Yes
No
Decoding the solution based on the player’s
position and determine the best solution
Set the iteration = iteration+1
iteration ≤ maximum
number of iterations?
Show final solution
Yes
No
End
Fig. 1. Flow Diagram of the Proposed Algorithm
60.67 24.69 59.10 38.75 32.06 20.42
Vehicle 1 Vehicle 2
X1 Y1 R1 X2 Y2 R2
Fig. 2. Example of A Player’s Position
Table 1 : Euclidean distance between vehicle and customer
Customer
1 2 3 4 5
Vehicle 1 56.33 58.92 32.68 59.26 59.57
Vehicle 2 49.24 43.82 17.98 36.15 36.87
Suppose the vehicle coverage radius of vehicle 1 and vehicle 2 were 59.10 and 20.42 respectively. Based on Table 1, the
customers that could be assigned to vehicle 1 are customer 1, customer 2, and customer 3. Whereas, the customer that can be
assigned to vehicle 2 is customer 3. The customer that can be assigned to both of the vehicles is prioritized to be assigned to
the nearest vehicle. Therefore, customer 3 is assigned to vehicle 2 and customer 1 and customer 2 are assigned to vehicle 1.
The priority of customer that will be served is determined by the distance to the vehicle. The vehicle’s capacity was
considered in the route constuction. The route construction based on the vehicle coverage radius is shown below:
1. Vehicle 1: Depot – 1 – 2
2. Vehicle 2: Depot – 3
Integrated Intelligent Research (IIR) International Journal of Computing Algorithm
Volume: 07, Issue: 01, June 2018, Page No.45-53
ISSN: 2278-2397
49
A Customer who have a farther distance from depot is assigned first. The customer is assigned to the nearest vehicle. If the
customer’s demand is more than the remaining capacity of the nearest vehicle, then the customer is assigned to the other
vehicle. In this example, customers that haven’t be assigned are customer 4 and customer 5. Based on Table I, customer who
has a farther distance from depot is customer 4. Therefore, customer 4 will be assigned first. The nearest vehicle from
customer 4 is vehicle 2. Then, customer 4 is assigned to vehicle 2. The nearest vehicle from customer 5 is vehicle 2. Assume
that the demand of customer 5 is more than the remaining capacity of vehicle 2. Therefore, customer 5 is assigned to vehicle
The result of the route construction is shown below:
1. Vehicle 1: Depot – 1 – 2 – 5 – Depot
2. Vehicle 2: Depot – 3 – 4 – Depot
The second step of the decoding was to calculate the total distance for each route. The total distance is calculated by using
the euclidean distance matrix between depot and customer. The third step of the decoding is to do the local improvement for
each route based on the route construction. Local improvement used in this research was the modification of the 2-opt
proposed by Ai and Kachitvichyanukul (2009). In our proposed method, local improvement was done by changing the order
of customers served on each route. If the total distance of modified route was less than the initial route, then keep the
modified route. Otherwise, keep the initial route. The local improvement was done repeatedly until the changing process
could not generate a modified route with a smaller total distance. The ilustration of the local improvement process was given
in Fig. 3.
Initial Route
Distance = 178
Distance = 186
2 1 5
Distance = 254
2 5 1
1 2 5
Distance = 186
2 1 5
Distance = 254
1 5 2
1 2 5
Distance = 186
5 1 2
Distance = 254
1 5 2
1 2 5
Initial Route
Distance = 178
Initial Route
Distance = 178
Fig. 3. The Illustration of The Local Improvement
The fourth step of the decoding was to calculate the total distance based on the route obtained in the local improvement. The
total distance obtained by this step is the fitness value of the player’s position.
VI. RESULTS AND DISCUSSIONS
In this research, Football Game Algorithm was implemented to six Capacitated Vehicle Routing Problem (CVRP)
benchmark cases. Table II shows the list of benchmark cases and the characteristics of each cases [31].
Table II: List of benchmark cases
No Problem Number of Customers Number of Vehicles Capacity Best Known Solution
1 P-N16-K8 15 8 35 450
2 P-N19-K2 18 2 160 212
3 B-N31-K5 30 5 100 672
4 A-N32-K5 31 5 100 784
5 A-N54-K7 53 7 100 1,167
6 B-N57-K7 56 7 100 1,153
The number of the players used in the implementation of Football Game Algorithm for all the benchmark cases is 300. The
number of the iterations used in the implementation is different for each case. Table III shows the number of the iterations
used in each benchmark case.
Integrated Intelligent Research (IIR) International Journal of Computing Algorithm
Volume: 07, Issue: 01, June 2018, Page No.45-53
ISSN: 2278-2397
50
TABLE III: Number of iterations
No. Problem Number of Iterations
1 P-N16-K8 100
2 P-N19-K2 100
3 B-N31-K5 100
4 A-N32-K5 10,000
5 A-N54-K7 10,000
6 B-N57-K7 10,000
In this research, there were four Football Game Algorithm’s parameters that were tested in order to see the effect of each
parameter on the performance of Football Game Algorithm. The four parameters were teta (θ), gamma (γ), lamda (λ), and
CMS (coach memory size). Teta is the reduction constant of the player’s step size. Gamma is the reduction constant of the
hyper radius limitation value (HRLV). Lamda is the reduction constant of the fitness limitation value (FLV). CMS is the size
of the coach memory. The parameter values that were tested were as follows:
1. teta: 0.1 and 1.
2. gamma: 0.1 and 0.95.
3. lamda: 0.1 and 0.95.
4. CMS: 25% and 75% of the number of players (75 and 225).
Football Game Algorithm was replicated five times for each combinations of the parameter values. Table IV shows the best
total distance obtained by the Football Game Algorithm for each benchmark cases [31].
Table IV: Best total distance obtained by football game algorithm
Problem Best Total Distance
P-N16-K8 450
P-N19-K2 212
B-N31-K5 672
A-N32-K5 784
A-N54-K7 1,176
B-N57-K7 1,172
Analysis of Variance (ANOVA) was conducted to see the effect of each parameter value on the performance of the Football
Game Algorithm. The results show that all the parameters and the interaction between parameters do not affect the
performance of the Football Game Algorithm in problem P-N16-K8 and B-N31-K5. The parameter that affected the
performance of the Football Game Algorithm in problem P-N19-K2 and A-N32-K5 was teta. The parameter that affected the
performance of the Football Game Algorithm in problem A-N54-K7 was the interaction between teta and lamda. The
parameters that affected the performance of the Football Game Algorithm in problem B-N57-K7 were teta and CMS.The
parameters and interaction between parameters that affected the performance of the Football Game Algorithm for each
benchmark case was analyzed by using main effect plot or interaction plot. Fig. 4 shows the main effect plot of teta for
problem P-N19-K2.
Fig. 4. Main Effect Plot of Teta for Problem P-N19-K2
Integrated Intelligent Research (IIR) International Journal of Computing Algorithm
Volume: 07, Issue: 01, June 2018, Page No.45-53
ISSN: 2278-2397
51
Based on the main effect plot in Fig. 4, it can be inferred that higher teta (1) was better than lower one (0.1). Fig. 5 shows the
main effect plot of teta for problem A-N32-K5.
Fig. 5. Main Effect Plot of Teta for Problem P-N19-K2
Based on the main effect plot in Fig. 5, it can be inferred that higher teta (1) was better than lower one (0.1). Fig. 6 shows the
main effect plot of teta and CMS for problem B-N57-K7.
Fig. 6. Main Effect Plot of Teta and CMS for Problem B-N57-K7
Based on the main effect plot in Fig. 6, it can be inferred that higher teta (1) was better than lower one (0.1). It can also be
inferred that smaller CMS (75) was better than higher one (225). Fig. 7 shows the interaction plot of teta and lamda for
problem A-N54-K7.
Fig. 7. Interaction Plot of Teta and Lamda for Problem A-N54-K7
Based on the interaction plot in Fig. 7, it can be inferred that the combination between higher teta (1) and higher lamda
(0.95) was better than the other combination of teta and lamda. The performance of the Football Game Algorithm was also
compared with Artificial Bee Colony [7] and Genetic Algorithm [19] in term of the best total distance obtained by each
algorithm. Table V shows the comparison among those algorithms.
Integrated Intelligent Research (IIR) International Journal of Computing Algorithm
Volume: 07, Issue: 01, June 2018, Page No.45-53
ISSN: 2278-2397
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Table V: the comparison between football game algorithm, genetic algorithm, and artificial bee colony
Problem
Best Total Distance
Football Game Algorithm Genetic Algorithm Artificial Bee Colony Best Known Solution
P-N16-K8 450 - 450 450
P-N19-K2 212 - 212 212
B-N31-K5 672 - 672 672
A-N32-K5 784 784 - 784
A-N54-K7 1,176 1,167 - 1,167
B-N57-K7 1,172 1,140 - 1,153
Based on Table V, it can be known that Football Game Algorithm can get the best known solution for four benchmark cases.
Football Game Algorithm generally shows performance that is as good as Genetic Algorithm and Artificial Bee Colony.
VII.CONCLUSION
In this research, Football Game Algorithm has been developed to solve Capacitated Vehicle Routing Problem. The
implementation for six benchmark cases shows a promising result. Football Game Algorithm can get the best known solution
for four benchmark cases. In the comparison with Genetic Algorithm and Artificial Bee Colony, Football Game Algorithm
perform as good as those algorithms. Analysis of Variance (ANOVA) has been conducted to know the parameter of Football
Game Algorithm that affect the algorithm’s performance statistically. The result shows that the parameters that affect the
algorithm’s performance is different for each benchmark cases. The parameter that affect the algorithm’s performance in
most cases is teta. Football Game Algorithm is a relatively new metaheuristic. It shows a promising result to solve
Capacitated Vehicle Routing Problem. Therefore, Implementation of Football Game Algorithm to solve another optimization
problem can be an interesting topic for the future research.
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Football Game Algorithm Implementation on the Capacitated Vehicle Routing Problems

  • 1. Integrated Intelligent Research (IIR) International Journal of Computing Algorithm Volume: 07, Issue: 01, June 2018, Page No.45-53 ISSN: 2278-2397 45 Football Game Algorithm Implementation on the Capacitated Vehicle Routing Problems Adrianus Vincent Djunaidi1 , Cynthia Prithadevi Juwono2 Industrial Engineering Department, Parahyangan Catholic University, Bandung, Indonesia Email: adrianus.djunaidi95@gmail.com, juwonocp@unpar.ac.id Abstract- Capacitated Vehicle Routing Problem is a problem about finding the shortest route travelled by the vehicles in serving the customers. Each vehicle starts from a depot and the vehicle that has completed the assigned route will return to the depot. Each customer can only be served by one vehicle. The vehicle capacity and demand of each customer are considered. In this research, Capacitated Vehicle Routing Problem was solved by using Football Game Algorithm. Football Game Algorithm is a metaheuristic algorithm that is inspired by the behavior of football players in finding the best position to score. The total distance travelled by all the vehicles was used to measure the performance of Football Game Algorithm in solving the Capacitated Vehicle Routing Problem. Football Game Algorithm was implemented in six benchmark cases. The performances of the implementation were compared to those of Artificial Bee Colony and Genetic Algorithm. In four cases, Football Game Algorithm performed as good as Artificial Bee Colony and Genetic Algorithm in achieving best solutions. In the other two cases, Football Game Algorithm performed slightly worse than Genetic Algorithm. Several parameters that used in Football Game Algorithm were tested. The objective of testing the parameters was to see the effect of parameter values in the performance of Football Game Algorithm. The results of the test indicated that the values of some parameters affect the performance of Football Game Algorithm. Keywords—Capacitated Vehicle Routing Problem (CVRP); Combinatorial Problem; Distribution; Football Game Algorithm; Metaheuristics I. INTRODUCTION Vehicle Routing Problem (VRP) is a problem that related to the distribution management [8], [18], [22], [29] which was first introduced by Dantzig and Ramser in 1959 [20]. VRP is classified as a combinatorial problem[27], [28]. The objective of VRP is to find the shortest route that can be travelled by the vehicles in serving the customers. There are many variants of VRP. One of them is the Capacitated VRP (CVRP) [5], [14], [21]. CVRP is an operational problem that must be solved in the operation of physical distribution. Therefore, it is important to learn about this problem and the method for finding the solution of the problem [2]. In CVRP, there is capacity constraint of each vehicle that needs to be considered in finding the shortest route. CVRP is an NP-hard problem [4], [12], [16], [30] which needs more time in finding the optimal solution if it is solved by using exact method. The time required depends on the complexity of the problem. Therefore, an appropriate method is needed to solve CVRP. During the past decades, some metaheuristic algorithms have shown satisfactory capabilities to solve high dimension optimization problems [6]. Metaheuristic is a development of heuristic method [15]. Metaheuristic uses an iterative process to explore and exploit the search space with a certain strategy [6], [15]. This method does not guarantee to get the optimal solution. The objective by using metaheuristic is to find a good solution in a reasonable time [15], [26]. Football Game Algorithm (FGA) is a relatively new metaheuristic. FGA can be used to solve continuous global optimization problem. It is inspired by the behavior of football player in finding the best position to score [10]. In this research, FGA was used to solve CVRP. The results were compared with the results obtained by other algorithms, those are Artificial Bee Colony (ABC) [7] and Genetic Algorithm (GA) [19]. The parameters of FGA can affect the algorithm’s performance [10]. Therefore, this research was also intended to find out the effect of the parameters of FGA on the algorithm’s performance statistically. This paper consists of seven sections. Section II is about the explanations of CVRP and the related works. Section III is about the explanations of the FGA. Section IV is about the explanations of the proposed FGA in solving CVRP. Section V is about the explanations of the encoding and decoding method used in the proposed algorithm. Section VI is about the explanations of the benchmark functions and the test results. Section VII is about the conclusion of this research and the possible plans for the future work. II. CAPACITATED VEHICLE ROUTING PROBLEM AND RELATED WORK Capacitated Vehicle Routing Problem (CVRP) is a problem of finding the shortest route that can be travelled by the vehicles in serving the customers. Each route travelled by each vehicle starts from the depot and finishes at the depot. Each customer is visited only once by a vehicle. The total demand of each route should not be more than the vehicle’s capacity [2]. In CVRP,
  • 2. Integrated Intelligent Research (IIR) International Journal of Computing Algorithm Volume: 07, Issue: 01, June 2018, Page No.45-53 ISSN: 2278-2397 46 the customer’s demand is known, the vehicle is identical and based at a depot, and the vehicle’s capacity becomes the restriction of the problem. The objective is to find the smallest total distance required to fulfill the customer’s demand [17], [28]. The mathematical formulation for CVRP is defined as follows [24]: min∑ 𝑐𝑖𝑗 ∑ 𝑥𝑖𝑗𝑘 𝑘 𝑘=1 (𝑖,𝑗)𝜖𝐴 (1) subject to ∑ yik =1 K k=1 ∀i∈V{0} (2) ∑ y0k =K K k=1 (3) ∑ xijk=yik j∈V{i} ∀i∈V, k=1,…, K (4) ∑ xjik=yik j∈V{i} ∀i∈V, k=1,…, K (5) ∑ diyik ≤Uk i∈V{0} ∀k=1,…,K (6) ∑ ∑ xijk≤|S|-1 j∈S{i} i∈S ∀S⊆V{0},|S|≥2,k=1,…,K (7) yik ∈{0,1} ∀i∈V, k=1,…, K (8) xijk∈{0,1} ∀(i,j)∈A, k=1,…,K (9) Notation: xijk = Decision variable (take a value of 1 if vehicle k move to customer j from customer i). yik = Binary variable (take a value of 1 if vehicle k visited customer i). cij = Distance between customer i and customer j. k = Index of vehicle K = Number of Vehicles that can be used Uk = Maximum capacity of vehicle k that can be used di = Demand of customer i. V = Set of customers (0, 1, 2, …, n), where 0 is depot. S = Subset of the stops that does not contain depot. A = Set of arcs between two customers. Equation (1) shows the objective function of CVRP. Equation (2), equation (3), equation (4), equation (5) ensure that each customer is visited only once and there are K vehicles that can be used to serve customers starting from depot. Equation (6) is the capacity constraint for each vehicle. Equation (7) is sub-tour elimination constraint for each vehicle [24]. CVRP is an NP-hard problem [4], [12], [16], [30]. In the recent years, researchers have have been using approximation methods to solve the NP-hard problem [3]. The approximate methods consist of heuristic method and metaheuristic method [9]. There were some metaheuristics that have ever been used to solve CVRP, such as Artificial Bee Colony [7], Genetic Algorithm [19], Particle Swarm Optimization [1], [2], Ant Colony Optimization [27], Simulated Annealing [11], Bat Algorithm [25], Grey Wolf Algorithm [13], Improved Golden Ball Algorithm [23], and Cuckoo Search [4]. The results showed that these metaheuristics can find a fairly good solution. In addition, there was also research that combined the metaheuristic method with some local improvements. In [2], the authors combined the local improvement with the Particle Swarm Optimization to solve CVRP. The local improvement they used were 2-opt, 1-1 exchange, and 1-0 exchange. The 2-opt works on improving single route by exchanging the route directions between two pairs of consecutive customers in the route. The 1-1 exchange and 1-0 exchange work on improving two adjacent routes by exchanging customers between routes. The 1-1 exchange was done by exchanging one customer from the first route with another customer from the second route. The 1-0 exchange was done by moving one customer from the first route to the second route [2]. The authors implemented the combined method in some CVRP benchmark cases. They found that the addition of the local improvement has significant effect on the quality of the solution. We proposed to use a relatively new metaheuristic algorithm, known as Football Game Algorithm, for solving CVRP. Football Game Algorithm was proposed by Fadakar and Ebrahimi in 2016. Football Game Algorithm was only ever used to solve some benchmark functions. We also proposed to add the local improvement based on the modification of the local improvement proposed by Ai and Kachitvichyanukul (2009). III. FOOTBALL GAME ALGORITHM Football Game Algorithm (FGA) is a relatively new metaheuristic algorithm proposed by Fadakar and Ebrahimi in 2016. It is inspired by the behavior of football players in finding the best position to score. Two things in a football game that become the basis of the FGA are the general movement of the players and the coaching from the coach. There are two strategies that can be applied by the coach, those are the attacking strategy and the substitution strategy [10].The first step of FGA is to define the population. The population defined shows the initial formation of players in the field. Every player will move around their last
  • 3. Integrated Intelligent Research (IIR) International Journal of Computing Algorithm Volume: 07, Issue: 01, June 2018, Page No.45-53 ISSN: 2278-2397 47 position (random walk) and tend to move towards the ball. The ball will be passed between players. Every player has a fitness value which shows the quality of the player’s position. The player in the better position (having a smaller fitness value in a minimization problem) have a greater chance to receive the ball. The coach will remember some best positions of the players and uses them to guide the other players [10]. Hyper sphere (HS) with hyper radius (HR) is defined. The best player’s position is set as its center. Hyper radius limitation value (HRLV) is also be defined. HRLV decreases gradually as the iteration proceed. Every player has a hyper distance (HD) from the best position. Players with higher hyper distance in comparison with HRLV are pushed toward the nearest best position. The coach can also change some weaker players. Fitness limitation value (FLV) is defined. FLV decreases gradually as the iteration proceed. Players with greater fitness values in comparison with FLV are replaced with the other players. The position of the new player is around the nearest best position. The steps of FGA can be summarized as the pseudo code shown below [10]: Define the fitness function Initialize the team formation (Players position) Define the parameters of the algorithm while (t < maximum number of iterations) Compute the fitness values of each player Rank the players and save the best solutions in the CM Identify the player who possess the ball (Xball t ) if (fitness value > FLVt OR HDi > HRLVt ) Generate a local solution around nearest best solution else Generate new positions by general movement end Update αi, HRLV, FLV end while IV. THE PROPOSED FOOTBALL GAME ALGORITHM FOR CAPACITATED VEHICLE ROUTING PROBLEM The proposed method to solve Capacitated Vehicle Routing Problem (CVRP) was the combination between the Football Game Algorithm (FGA) and the local improvement based on the modification of the local improvement proposed by Ai and Kachitvichyanukul (2009). FGA is an algorithm that is designed to solve continuous problem. CVRP is a discrete problem. Therefore, encoding and decoding is needed to adapt FGA for solving CVRP. Encoding and decoding that we used are a modification from the SR-2 representation that was proposed by Ai and Kachitvichyanukul (2009). The local improvement was added in the decoding step. The proposed Football Game Algorithm developed to solve CVRP was given in Fig. 1. V. ENCODING AND DECODING Encoding and decoding are an important steps in this algorithm. A solution of CVRP was encoded as player’s position in Football Game Algorithm. Position of the player was denoted by a position vector. Each position vector consisted of 3K dimensions where K was the number of vehicles in CVRP. The first dimension showed the x coordinate point of the vehicle. The second dimension showed the y coordinate point of the vehicle. The third dimension showed the vehicle coverage radius. The initial player’s position was defined by generating a real number with a minimum value of the minimum point in customer coordinate and with a maximum value of the maximum point in customer coordinate. Fig. 2 shows an example of the player’s position. The player’s position represented the solution of CVRP. The solution of CVRP can be obtained by decoding the player’s position. The steps of decoding were as follow: 1. Route construction 1a. Determine the vehicle reference points. 1b. Assign the customer based on the vehicle coverage radius. 1c. Assign the customer to the nearest vehicle. 2. Calculate the total distance for each route. 3. Do the local improvement for each route. 4. Calculate the total distance by using the route obtained by doing the local improvement. The first step of the decoding was to construct the route of each vehicle. Suppose the player’s position during the decoding process is shown in Fig. 2. Vehicle reference points are the x coordinate point, y coordinate point, and the coverage radius of each vehicle. The next step is to assign the customer based on the vehicle coverage radius. Therefore, we must calculate the euclidean distance between each vehicle and each customer. Table I shows an example of the euclidean distance between each vehicle and customer.
  • 4. Integrated Intelligent Research (IIR) International Journal of Computing Algorithm Volume: 07, Issue: 01, June 2018, Page No.45-53 ISSN: 2278-2397 48 Start Input the Value of Football Game Algorithm’s parameter Define the player’s initial position (Encoding) Decoding the solution based on the player’s position and determine the best solution Set the iteration = 1 Sort the players based on their fitness value and determine the players in the coach memory Calculate the step size of each player, hyper radius limitation value (HRLV), and fitness limitation value (FLV) Determine the player with the ball Calculate the hyper distance (HD) between each player and the player with the smallest fitness value HD > HRLV? Or Fitness value > FLV? Generate player’s position by general movement Generate player’s position around the nearest best solution Yes No Decoding the solution based on the player’s position and determine the best solution Set the iteration = iteration+1 iteration ≤ maximum number of iterations? Show final solution Yes No End Fig. 1. Flow Diagram of the Proposed Algorithm 60.67 24.69 59.10 38.75 32.06 20.42 Vehicle 1 Vehicle 2 X1 Y1 R1 X2 Y2 R2 Fig. 2. Example of A Player’s Position Table 1 : Euclidean distance between vehicle and customer Customer 1 2 3 4 5 Vehicle 1 56.33 58.92 32.68 59.26 59.57 Vehicle 2 49.24 43.82 17.98 36.15 36.87 Suppose the vehicle coverage radius of vehicle 1 and vehicle 2 were 59.10 and 20.42 respectively. Based on Table 1, the customers that could be assigned to vehicle 1 are customer 1, customer 2, and customer 3. Whereas, the customer that can be assigned to vehicle 2 is customer 3. The customer that can be assigned to both of the vehicles is prioritized to be assigned to the nearest vehicle. Therefore, customer 3 is assigned to vehicle 2 and customer 1 and customer 2 are assigned to vehicle 1. The priority of customer that will be served is determined by the distance to the vehicle. The vehicle’s capacity was considered in the route constuction. The route construction based on the vehicle coverage radius is shown below: 1. Vehicle 1: Depot – 1 – 2 2. Vehicle 2: Depot – 3
  • 5. Integrated Intelligent Research (IIR) International Journal of Computing Algorithm Volume: 07, Issue: 01, June 2018, Page No.45-53 ISSN: 2278-2397 49 A Customer who have a farther distance from depot is assigned first. The customer is assigned to the nearest vehicle. If the customer’s demand is more than the remaining capacity of the nearest vehicle, then the customer is assigned to the other vehicle. In this example, customers that haven’t be assigned are customer 4 and customer 5. Based on Table I, customer who has a farther distance from depot is customer 4. Therefore, customer 4 will be assigned first. The nearest vehicle from customer 4 is vehicle 2. Then, customer 4 is assigned to vehicle 2. The nearest vehicle from customer 5 is vehicle 2. Assume that the demand of customer 5 is more than the remaining capacity of vehicle 2. Therefore, customer 5 is assigned to vehicle The result of the route construction is shown below: 1. Vehicle 1: Depot – 1 – 2 – 5 – Depot 2. Vehicle 2: Depot – 3 – 4 – Depot The second step of the decoding was to calculate the total distance for each route. The total distance is calculated by using the euclidean distance matrix between depot and customer. The third step of the decoding is to do the local improvement for each route based on the route construction. Local improvement used in this research was the modification of the 2-opt proposed by Ai and Kachitvichyanukul (2009). In our proposed method, local improvement was done by changing the order of customers served on each route. If the total distance of modified route was less than the initial route, then keep the modified route. Otherwise, keep the initial route. The local improvement was done repeatedly until the changing process could not generate a modified route with a smaller total distance. The ilustration of the local improvement process was given in Fig. 3. Initial Route Distance = 178 Distance = 186 2 1 5 Distance = 254 2 5 1 1 2 5 Distance = 186 2 1 5 Distance = 254 1 5 2 1 2 5 Distance = 186 5 1 2 Distance = 254 1 5 2 1 2 5 Initial Route Distance = 178 Initial Route Distance = 178 Fig. 3. The Illustration of The Local Improvement The fourth step of the decoding was to calculate the total distance based on the route obtained in the local improvement. The total distance obtained by this step is the fitness value of the player’s position. VI. RESULTS AND DISCUSSIONS In this research, Football Game Algorithm was implemented to six Capacitated Vehicle Routing Problem (CVRP) benchmark cases. Table II shows the list of benchmark cases and the characteristics of each cases [31]. Table II: List of benchmark cases No Problem Number of Customers Number of Vehicles Capacity Best Known Solution 1 P-N16-K8 15 8 35 450 2 P-N19-K2 18 2 160 212 3 B-N31-K5 30 5 100 672 4 A-N32-K5 31 5 100 784 5 A-N54-K7 53 7 100 1,167 6 B-N57-K7 56 7 100 1,153 The number of the players used in the implementation of Football Game Algorithm for all the benchmark cases is 300. The number of the iterations used in the implementation is different for each case. Table III shows the number of the iterations used in each benchmark case.
  • 6. Integrated Intelligent Research (IIR) International Journal of Computing Algorithm Volume: 07, Issue: 01, June 2018, Page No.45-53 ISSN: 2278-2397 50 TABLE III: Number of iterations No. Problem Number of Iterations 1 P-N16-K8 100 2 P-N19-K2 100 3 B-N31-K5 100 4 A-N32-K5 10,000 5 A-N54-K7 10,000 6 B-N57-K7 10,000 In this research, there were four Football Game Algorithm’s parameters that were tested in order to see the effect of each parameter on the performance of Football Game Algorithm. The four parameters were teta (θ), gamma (γ), lamda (λ), and CMS (coach memory size). Teta is the reduction constant of the player’s step size. Gamma is the reduction constant of the hyper radius limitation value (HRLV). Lamda is the reduction constant of the fitness limitation value (FLV). CMS is the size of the coach memory. The parameter values that were tested were as follows: 1. teta: 0.1 and 1. 2. gamma: 0.1 and 0.95. 3. lamda: 0.1 and 0.95. 4. CMS: 25% and 75% of the number of players (75 and 225). Football Game Algorithm was replicated five times for each combinations of the parameter values. Table IV shows the best total distance obtained by the Football Game Algorithm for each benchmark cases [31]. Table IV: Best total distance obtained by football game algorithm Problem Best Total Distance P-N16-K8 450 P-N19-K2 212 B-N31-K5 672 A-N32-K5 784 A-N54-K7 1,176 B-N57-K7 1,172 Analysis of Variance (ANOVA) was conducted to see the effect of each parameter value on the performance of the Football Game Algorithm. The results show that all the parameters and the interaction between parameters do not affect the performance of the Football Game Algorithm in problem P-N16-K8 and B-N31-K5. The parameter that affected the performance of the Football Game Algorithm in problem P-N19-K2 and A-N32-K5 was teta. The parameter that affected the performance of the Football Game Algorithm in problem A-N54-K7 was the interaction between teta and lamda. The parameters that affected the performance of the Football Game Algorithm in problem B-N57-K7 were teta and CMS.The parameters and interaction between parameters that affected the performance of the Football Game Algorithm for each benchmark case was analyzed by using main effect plot or interaction plot. Fig. 4 shows the main effect plot of teta for problem P-N19-K2. Fig. 4. Main Effect Plot of Teta for Problem P-N19-K2
  • 7. Integrated Intelligent Research (IIR) International Journal of Computing Algorithm Volume: 07, Issue: 01, June 2018, Page No.45-53 ISSN: 2278-2397 51 Based on the main effect plot in Fig. 4, it can be inferred that higher teta (1) was better than lower one (0.1). Fig. 5 shows the main effect plot of teta for problem A-N32-K5. Fig. 5. Main Effect Plot of Teta for Problem P-N19-K2 Based on the main effect plot in Fig. 5, it can be inferred that higher teta (1) was better than lower one (0.1). Fig. 6 shows the main effect plot of teta and CMS for problem B-N57-K7. Fig. 6. Main Effect Plot of Teta and CMS for Problem B-N57-K7 Based on the main effect plot in Fig. 6, it can be inferred that higher teta (1) was better than lower one (0.1). It can also be inferred that smaller CMS (75) was better than higher one (225). Fig. 7 shows the interaction plot of teta and lamda for problem A-N54-K7. Fig. 7. Interaction Plot of Teta and Lamda for Problem A-N54-K7 Based on the interaction plot in Fig. 7, it can be inferred that the combination between higher teta (1) and higher lamda (0.95) was better than the other combination of teta and lamda. The performance of the Football Game Algorithm was also compared with Artificial Bee Colony [7] and Genetic Algorithm [19] in term of the best total distance obtained by each algorithm. Table V shows the comparison among those algorithms.
  • 8. Integrated Intelligent Research (IIR) International Journal of Computing Algorithm Volume: 07, Issue: 01, June 2018, Page No.45-53 ISSN: 2278-2397 52 Table V: the comparison between football game algorithm, genetic algorithm, and artificial bee colony Problem Best Total Distance Football Game Algorithm Genetic Algorithm Artificial Bee Colony Best Known Solution P-N16-K8 450 - 450 450 P-N19-K2 212 - 212 212 B-N31-K5 672 - 672 672 A-N32-K5 784 784 - 784 A-N54-K7 1,176 1,167 - 1,167 B-N57-K7 1,172 1,140 - 1,153 Based on Table V, it can be known that Football Game Algorithm can get the best known solution for four benchmark cases. Football Game Algorithm generally shows performance that is as good as Genetic Algorithm and Artificial Bee Colony. VII.CONCLUSION In this research, Football Game Algorithm has been developed to solve Capacitated Vehicle Routing Problem. The implementation for six benchmark cases shows a promising result. Football Game Algorithm can get the best known solution for four benchmark cases. In the comparison with Genetic Algorithm and Artificial Bee Colony, Football Game Algorithm perform as good as those algorithms. Analysis of Variance (ANOVA) has been conducted to know the parameter of Football Game Algorithm that affect the algorithm’s performance statistically. The result shows that the parameters that affect the algorithm’s performance is different for each benchmark cases. The parameter that affect the algorithm’s performance in most cases is teta. Football Game Algorithm is a relatively new metaheuristic. It shows a promising result to solve Capacitated Vehicle Routing Problem. Therefore, Implementation of Football Game Algorithm to solve another optimization problem can be an interesting topic for the future research. References [1] T. J. Ai and V. Kachitvichyanukul, "A Particle Swarm Optimization for the Capacitated Vehicle Routing Problem," International Journal of Logistics and SCM Systems, vol. 2, pp. 50-55, 2007. [2] T. J. Ai and V. Kachitvichyanukul, "Particle Swarm Optimization and Two Solution Representations for Solving The Capacitated Vehicle Routing Problem," Computers & Industrial Engineering, vol. 56, pp. 380-387, 2009. [3] H. Allaoua, "Combination of Genetic Algorithm with Dynamic Programming for Solving TSP," International Journal of Advances in Soft Computing and Its Applications, vol. 9, pp. 31-44, 2017. [4] M. Alssager and Z. A. Othman, "Cuckoo Search Algorithm for Capacitated Vehicle Routing Problem," Journal of Theoretical and Applied Information Technology, vol. 9, pp. 11-19, 2016. [5] R. Baldacci, A. Mingozzi and R. Roberti, "Recent Exact Algorithms for Solving the Vehicle Routing Problem under Capacity and Time Windows Constraints," European Journal of Operational Research, vol. 218, no. 1, pp. 1-6, 2012. [6] Z. Beheshti and S. M. Shamsuddin, "A Review of Population-Based Meta-Heuristic Algorithm," International journal of Advances in Soft Computing and Its Applications, vol. 5, pp. 1-35, 2013. [7] Brajevic, "Artificial Bee Colony Algorithm for the Capacitated Vehicle Routing Problem," in Proceedings of the European Computing Conference, Paris, 2011. [8] J. F. Cordeau, G. Laporte, M. W. Savelsbergh and D. Vigo, "Vehicle Routing," in Handbook in OR & MS Vol 14, Elsevier, 2007, pp. 367-427. [9] S. Desale, A. Rasool, S. Andhale and P. Rane, "Heuristic and Meta-Heuristic Algorithms and Their Relevance to the Real World: A Survey," International Journal of Computer Engineering in Research Trends, vol. 2, no. 5, pp. 296-304, 2015. [10] E. Fadakar and M. Ebrahimi, "A New Metaheuristic Football Game Inspired Algorithm," in 1st Conference on Swarm Intelligence and Evolutionary Computation (CSIEC2016) IEEE, Iran, 2016. [11] H. M. Harmanani, D. Azar, N. G. Helal and W. Keirouz, "A Simulated Annealing Algorithm for the Capacitated Vehicle Routing Problem," in Proceedings of the ISCA 26th International Conference on Computers and Their Applications, New Orleans, Louisiana, 2011. [12] Y. Kao and M. Chen, "Solving the CVRP Problem Using a Hybrid PSO Approach," in Studies in Computational Intelligence, Berlin, Heidelberg, Springer, 2013, pp. 59-67. [13] L. Korayem, M. Khorsid and S. S. Kassem, "Using Grey Wolf Algorithm to Solve the Capacitated Vehicle Routing Problem," IOP Conf. Series: Materials Science and Engineering, vol. 83, pp. 1-10, 2015.
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