Two approaches to car sequencing in the paint shop
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Journal of Physics: Conference Series PAPER • OPEN ACCESS Two approaches to car sequencing in the paint shop To cite this article: Sara Bysko et al 2021 J. Phys.: Conf. Ser. 1780 012028 View the article online for updates and enhancements. This content was downloaded from IP address 46.4.80.155 on 01/05/2021 at 21:32
SAMDE 2020 IOP Publishing Journal of Physics: Conference Series 1780 (2021) 012028 doi:10.1088/1742-6596/1780/1/012028 Two approaches to car sequencing in the paint shop Sara Bysko1,*, Jolanta Krystek1 and Szymon Bysko1 1 Faculty of Automatic Control, Electronics and Computer Science, Silesian University of Technology, Gliwice, Poland *Email: sara.bysko@polsl.pl Abstract. The problem of car sequencing has been considered in the literature many times, but very often with the assumption of many simplifications, which meant that the discussed issue was far from the problems occurring in reality. The article presents an attempt to capture the real problem of sequencing, in particular in paint shop, because from the point of view of economic indicators, painting process is today a complex, multistage, extremely energy consuming and cost intensive operation. The main goal is therefore to minimize the number of costly changeovers of painting guns, resulting from color changes and synchronize those with periodic cleanings, forced by technological requirements. For this purpose, a buffer located in the paint shop is applied. In the paper a game-theoretic framework is presented to analyze the considered problem. Two games: Buffer Slot Assignment Game and Buffer-OutShuttle are compared with algorithms based on priority rules. Based on the performed simulations the effectivity of presented algorithms is verified using several datasets. 1. Introduction The impact of strong market competition and dynamically changing customer requirements have contributed to the evolution of production systems. Mass production system of one-assortment have been replaced by systems of multi-assortment and multi-version production, characterized by the simultaneous implementation of many products (assortments) or their variants (versions). An example illustrating the issue of multi-version production is the multistage process of car production. It begins at the body shop, where sheet metal is first cut, followed by pressing of individual components of car bodies. The body parts obtained in this way are connected in the correct order in the welding shop. Complete bodies are transported to the paint shop, where painting process is carried out. After its completion, the finished bodies are dried and transferred to the assembly line. Along this line there are several dozen stands on which all parts of the car equipment are assembled, including seats, dashboards etc. Between each production department warehouses or buffers are used to ensure continuity of production. In recent years, these solutions have gained a new meaning. Due to variety of restrictions and requirements occurring at individual production departments, each of the process stages has different optimization criteria. This contributed to a change in the perception of the possibility of using warehouses and buffers. These areas were included in the process of changing the order of products between subsequent stages of production, which results in improved production indicators. The problem of car sequencing has become one of the main aspects of production optimization in the automotive industry, in particular in painting process. From the economic indicators point of view, painting process is today a complex, multistage, extremely energy consuming and cost intensive Content from this work may be used under the terms of the Creative Commons Attribution 3.0 licence. Any further distribution of this work must maintain attribution to the author(s) and the title of the work, journal citation and DOI. Published under licence by IOP Publishing Ltd 1
SAMDE 2020 IOP Publishing Journal of Physics: Conference Series 1780 (2021) 012028 doi:10.1088/1742-6596/1780/1/012028 operation, which has an adverse effect on the environment. It generates one of the higher production costs, and therefore its optimization plays a key role. In addition, painting process is the primary source for air emissions of regulated chemicals, including volatile organic compounds (VOCs) and hazardous air pollutants (HAPs). Solid and hazardous wastes arise especially as a result of too frequent changeovers of painting guns, and are created in the painting process, e.g. waste paint through overspray, chemicals used to clean the paint lines and application equipment. There is no doubt that the control of car body flow through the paint shop is necessary. The key element of the painting process, which has a direct impact on the optimization indicators of this process, is sequencing of cars transported from the body shop to the paint shop. This problem is presented and discussed in details in the paper. The article is organized as follows. Section 2 presents considered in the literature similar sequencing problem and methods to solve it. Section 3 described proposed by the authors Car Sequencing Problem 4.0. (CSP 4.0). Section 4 presents approach to solve CSP 4.0 based on priority rules. Section 5 contains description of game theoretic approach. Section 6 presents experimental research and discussion of obtained results. The final Section concludes the paper. 2. Literature review In the literature, the issue of sequencing in the production of cars was considered in the context of the requirements and limitations of various production departments, in particular the paint shop and assembly line. Research on scheduling car production processes focused mainly on the problem of car sequencing. For the first time this issue was presented and described in [1]. The Car Sequencing Problem (CSP) concerns the sequencing of cars in the assembly shop, in which various options (e.g. sunroof, air conditioning) are to be installed in cars by appropriate work stations located along the assembly line. The modified problem became subject in ROADEF'2005 Challenge, organized by the French Society of Operations Research and Decision Analysis [2]. In the literature the Car Sequencing Problem were solved using different exact approaches: Constraint Programming (CP) [3], Integer Programming (IP) [4] and Branch and Bound (B&B) [5]. Among approximate methods it can be distinguished: the Local Search [6], very fast local search method [7] which won the ROADEF’2005 Challenge. The Beam Search procedure was used in [8], tabu search [9], simulated annealing [10], genetic algorithm [11] and ant colony optimization [12]. The research, which is closer to the one considered in the paper concerned the Color Batching Problem (CBP) [13, 14, 15]. 3. Problem formulation Considering the problem of car sequencing requires not only taking into account the limited access to information and the requirement to make decisions in real time, but also taking into account the additional restrictions that results from the type of used painting system. It is a system whose painting guns must be cleaned after painting a certain number of cars. This limitation determines the optimal length of sequence composed of cars in the same color. This problem is called Car Sequencing Problem 4.0. An instance of the considered problem is defined as tuple (V, C, NoRowBuff, NoColBuff, TPerClean): V ={v1, .., vN} – set of vehicle to be produced, C ={c1, .., cD} – set of available colors and function c: V→C, that associates color ci to each vehicle vi, NoRowBuff, NoColBuff – buffer size defined by number of buffer rows and number of buffer columns, TPerClean – periodic cleaning interval. 4. Approach based on priority rules In the case of the CSP 4.0 problem, the essence of this approach is to give transport lines priorities defined on the basis of proposed rules. The highest priority transport lines are selected for loading and unloading a car. Two loading rules, two unloading rules and two optional rules have been proposed. The following variants have been distinguished among the loading rules: 2
SAMDE 2020 IOP Publishing Journal of Physics: Conference Series 1780 (2021) 012028 doi:10.1088/1742-6596/1780/1/012028 The Smallest Line Occupancy, SLOcc – the order of loading according to the increasing occupancy of the line, i.e. the line with the least car body is selected, The Lowest Color Priority, LCPrio – loading order according to increasing color priority, i.e. the line that ends with the lowest priority color of car is selected. The following variants have been distinguished among the unloading rules: The Smallest Number of Color in Buffer, SNCB – the order of unloading according to the increasing number of colors in the buffer, i.e. the line that has the car in the unloading column with the smallest color in the buffer is selected, The Largest Number of Color in Buffer, LNCB – the order of unloading according to the decreasing number of colors in the buffer, i.e. the line that has the body with the largest color in the buffer in the unloading column is selected. Optional rules include the following options: Forced Color Change after Periodic Cleaning, FCCaPC – unloading order according to the proposed rules, except for the time when periodic cleaning occurs. The car colors immediately before and after the periodic cleaning must be different, if possible. Color Memory, CM – this rule can be applied on both the loading and unloading side of the buffer. The application of this rule on the loading side of the buffer means that first the body in cIn color on the loading conveyor is directed to the transport line ended with the same color car body (cIn). If this is not possible, then one of the proposed loading rules is used. On the other hand, on the unloading side of the buffer, the CM rule determines that in the first place the cOut body is removed from the unloading column, i.e. in the color of the body previously directed for painting. If this is not possible, then one of the proposed unloading rules is used. 5. Game theory approach The paper presents the main assumptions of the considered game theory approach. This concept is described in details in [16]. Buffer Slot Assignment Game: On the buffer loading side, the decision problem can be defined analogously to the concept presented [17]. In the general concept, it can be considered that the buffer is a set of parking spaces (slots) for cars that are on its entrance side. Each of the entering cars can be treated as an independent decision-making agent. Such a formulation of car sequencing problem – as an allocation problem of assigning a parking space – allows considering the CSP 4.0 as a game. It is assumed that vehicles entering the paint shop are players and they compete for parking spaces and want at the same time to maximize profit. Their payment depends on their own choices and choices of other players. Taking into account incomplete access to information and the considered structure of the buffer, the Buffer Slot Assignment Game (BSAG) can be defined as follows: the set of players: V = {vI, vII} (vI – vehicle located on the loading conveyor, vII – vehicle located on the buffer input), the set of available strategies: S = {s1, s2, s3, s4, s5} (transport lines), the payoff function Fvehicle is defined as a weighted objective function. Buffer-OutShuttle Game: On the buffer unloading side, the game takes place between the buffer and the unloading shuttle. The proposed approach was motivated by the need to make the decisions dependent on the buffer entry and exit situation. In this case, the buffer as a player seeks to obtain a fill state, which is the most advantageous from the perspective of the entry situation. This is case when the buffer wants to remove a car from a completely loaded line, which ends with a car in the same color as the color of car located on the loading shuttle. In turn, the purpose of the unloading shuttle is to optimize the proposed quality indicators. The proposed Buffer-OutShuttle Game (BOSG) can be defined as follows: the set of players: P = {pI, pII}, where pI buffer, pII unloading shuttle, the set of available strategies: S = {s1, s2, s3, s4, s5} (transport lines), the payoff function for player I is determined by the Fbuffer function the payoff function for player II is determined by the Fout-shuttle function. 3
SAMDE 2020 IOP Publishing Journal of Physics: Conference Series 1780 (2021) 012028 doi:10.1088/1742-6596/1780/1/012028 An equilibrium strategy: The Nash equilibrium [18] stated in the literature as a standard desired strategy is proposed in this paper to model the individual choices of players in a game. It defines a situation where each player's strategy is optimal given the strategies of all other players. 6. Numerical experiments The buffer model used for the stady consisted of 25 positions (5x5). For the purpose of the research, 10 sets of experimental data were used. Each set consisted of 100 or 1000 cars painted in 6 different colors. The color distribution in each set was the same and as follows: C1: 6%, C2: 38%, C3: 29%, C4: 14%, C5: 10%, C6: 3%. The aim of the research was to compare quality of the CSP 4.0 solutions between algorithms based on priority rules and game theory approach. For this purpose proposed quality indicators NCs and ES were calculated. Two data sets were used for testing – first with 100 cars (tables 1 and 2), second with 1000 cars (tables 3 and 4). For the purposes of comparing the results obtained for the priority algorithms, the following nomenclature was used: CML_CMU + FCCaPC – configuring the rules for loading L (Load) and unloading U (Unload) + optional rules FCCaPC. The color memory rule is applied on loading and unloading buffer side. In order to evaluate the solution of Car Sequencing Problem 4.0, two quality indicators are proposed: Number of Changeovers (NCs) – defines the number of color changes excluding the changes occurring during periodic cleaning, Effectiveness of Synchronization (ES) – determines the total number of color changes occurring between two subsequences in relation to the number of all color changes. Table 1. Experimental results – NCs for 100-elements instances. BSAG- CMLCPrio_CMLNCB CMSLOcc_CMSNCB Dataset No. BOSG +FCCaPC +FCCaPC Data_01 16 26 22 Data_02 15 26 38 Data_03 14 29 37 Data_04 21 30 30 Data_05 15 25 34 Table 2. Experimental results – ES for 100-elements instances. BSAG- CMLCPrio_CMLNCB CMSLOcc_CMSNCB Dataset No. BOSG +FCCaPC +FCCaPC Data_01 71% 71% 79% Data_02 71% 86% 86% Data_03 79% 50% 93% Data_04 86% 57% 93% Data_05 64% 86% 93% Table 3. Experimental results – NCs for 1000-elements instances. BSAG- CMLCPrio_CMLNCB CMSLOcc_CMSNCB Dataset No. BOSG +FCCaPC +FCCaPC Data_01 149 373 338 Data_02 165 392 329 Data_03 168 426 327 Data_04 171 394 320 Data_05 174 402 324 4
SAMDE 2020 IOP Publishing Journal of Physics: Conference Series 1780 (2021) 012028 doi:10.1088/1742-6596/1780/1/012028 Table 4. Experimental results – ES for 1000-elements instances. BSAG- CMLCPrio_CMLNCB CMSLOcc_CMSNCB Dataset No. BOSG +FCCaPC +FCCaPC Data_01 73% 100% 94% Data_02 75% 100% 96% Data_03 75% 100% 94% Data_04 67% 100% 94% Data_05 70% 100% 96% The results of the experiments presented in tables 1 and 3 indicate that the BSAG-BOSG approach gives the best results in terms of the number of changeovers. If the ES indicator is analyzed (table 2 and 4), the CMSLOcc_CMSNCB + FCCaPC approach is characterized by the highest effectiveness of synchronization. Considering both quality indicators, it can be concluded that game theory approach is the best. 7. Conclusions In the paper, two car sequencing methods in the paint shop were considered, taking into account the occurrence of a buffer with a finite capacity and a specific structure on the production line. The main problem associated with the development of these methods was the need to ensure that the sequencing procedure operated based on limited current information and a short time horizon for which the production plan was known. For this reason, the decision making process related to the designation of the transport line for the car body entering the buffer and selection of the car body transported from the buffer to the painting station was difficult. It was important that these decisions were taken in real time. In addition, it was necessary to include in the optimization criteria both the changeovers of the paint guns resulting from changes in paint colors, and periodic cleaning of the guns ensuring good quality of the painting process. The literature review carried out in the work showed the existence of a research gap in the field of effective sequencing methods in the painting process. The considered problem was analyzed from the game-theoretic and priority rules framework. Based on the conducted research it was stated that using game theory approach it is possible to get better solution that using algorithms based on priority rules. Future research will focus on comparison algorithms based on game theory approach with advanced algorithms, i.e. Follow-Up Sequencing Algorithms (FuSA) [19,20,21]. Acknowledgments This work has been supported by Polish Ministry of Science and Higher Education under internal grants 02/010/BKM18/0136, 02/010/BKM2019/0164 and 02/010/BK19/0143 for Institute of Automatic Control, Silesian University of Technology, Gliwice, Poland References [1] B.D. Parello, W.C. Kabat, L.J. Wos (1986). Job-shop scheduling using automated reasoning: a case study of the car sequencing problem. Journal of Automated Reasoning, 2(1), 1-42. [2] C. Solnon., V.D. Cung., A. Nguyen, and C. Artigues (2008). The Car Sequencing Problem: Overview of State-of-the-Art Methods and Industrial Case-Study of the ROADEF 2005 Challenge Problem. European Journal of Operational Research, 191(3), 912-27. [3] Ph. Codognet and D. Diaz (1996). Compiling constraints in clp(FD). Journal of Logic Programming, 27(3), 185-226. DOI: 10.1016/0743-1066(95)00121-2. [4] M. Gravel, C. Gagne, and W.L. Price (2005). Review and comparison of three methods for the solution of the car-sequencing problem. Journal of the Operational Research Society, 56(11), 1287-95. DOI: 10.1057/palgrave.jors.2601955. [5] J.B. Valdondo and J.P. Gude (2007). Sequencing JIT Mixed Model Assembly Lines Under Station-Load and Part-Usage Constraints using Lagrangean Relaxations. Proc. 3rd Multidisciplinary International Conference on Scheduling: Theory and Applications (MISTA 5
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