# Sport Timetabling. Outline DM87 SCHEDULING, TIMETABLING AND ROUTING. Outline. Lecture Problem Definitions

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1 Outline DM87 SCHEDULING, TIMETABLING AND ROUTING Lecture 15 Sport Timetabling 1. Problem Definitions Marco Chiarandini DM87 Scheduling, Timetabling and Routing 2 Problems we treat: single and double round-robin tournaments Outline balanced tournaments bipartite tournaments Solutions: general results graph algorithms 1. Problem Definitions integer programming constraint programming metaheuristics DM87 Scheduling, Timetabling and Routing 3 DM87 Scheduling, Timetabling and Routing 4

2 Terminology: A schedule is a mapping of games to slots or time periods, such that each team plays at most once in each slot. A schedule is compact if it has the minimum number of slots. Mirrored schedule: games in the first half of the schedule are repeated in the same order in the second half (with venues reversed) Partially mirrored schedule: all slots in the schedule are paired such that one is the mirror of the other A pattern is a vector of home (H) away (A) or bye (B) for a single team over the slots Two patterns are complementary if in every slot one pattern has a home and the other has an away. A pattern set is a collection of patterns, one for each team A tour is the schedule for a single team, a trip a series of consecutive away games and a home stand a series of consecutive home games Round Robin Tournaments (round-robin principle known from other fields, where each person takes an equal share of something in turn) Single round robin tournament (SRRT) each team meets each other team once Double round robin tournament (DRRT) each meets each other team twice Definition SRRT Problem Input: A set of n teams T = {1,..., n} Output: A mapping of the games in the set G ={g ij : i, j T, i < j}, to the slots in the set S = {s k, k = 1,..., n 1 if n is even and k = 1,..., n if n is odd} such that no more than one game including i is mapped to any given slot for all i T. DM87 Scheduling, Timetabling and Routing 5 DM87 Scheduling, Timetabling and Routing 6 Circle method Label teams and play: Round 1. (1 plays 14, 2 plays 13,... ) Fix one team (number one in this example) and rotate the others clockwise: Round 2. (1 plays 13, 14 plays 12,... ) Round 3. (1 plays 12, 13 plays 11,... ) Definition DRRT Problem Input: A set of n teams T = {1,..., n}. Output: A mapping of the games in the set G ={g ij : i, j T, i j}, to the slots in the set S = {s k, k = 1,..., 2(n 1) if n is even and k = 1,..., 2n if n is odd} such that no more than one game including i is mapped to any given slot for all i T. The schedule can be obtained by the circle method plus mirroring Venue assignment can also be done through the circle method Repeat until almost back at the initial position Round 13. (1 plays 2, 3 plays 14,... ) DM87 Scheduling, Timetabling and Routing 7 DM87 Scheduling, Timetabling and Routing 8

3 Latin square Even, symmetric Latin square SRRT Example: 4 Teams round 1: 1 plays 2, 3 plays 4 round 2: 2 plays 3, 1 plays 4 round 3: 3 plays 1, 2 plays 4 Rewrite the schedule as a multiplication table: "a plays b in round c" If the blank entries were filled with the symbol 4, then we have an even, symmetric latin square. Round robin tournaments with preassignments correspond to complete partial latin squares NP-complete Extension: determining the venue for each game assigning actual teams to slots (so far where just place holders) Decomposition: 1. First generate a pattern set 2. Then find a compatible pairing team-games (this yeilds a timetable) 3. Then assign actual teams in the timetable DM87 Scheduling, Timetabling and Routing 10 Generation of feasible pattern sets In SRRT: every pair of patterns must differ in at least one slot. no two patterns are equal in the pattern set if at most one break per team, then a feasible pattern must have the complementary property (m/2 complementary pairs) In DRRT, for every pair of patterns i, j such that 1 i < j n there must be at least one slot in which i is home and j is away and at least one slot in which j is at home and i is away. Definition Balanced Tournament Designs (BTDP) Input: A set of n teams T = {1,..., n} and a set of facilities F. Output: A mapping of the games in the set G ={g ij : i, j T, i < j}, to the slots available at each facility described by the set S = {s fk, f = 1,..., F, k = 1,..., n 1 if n is even and k = 1,..., n if n is odd} such that no more than one game involving team i is assigned to a particular slot and the difference between the number of appearances of team i at two separate facilities is no more than 1. every slot in the pattern set includes an equal number of home and away games. DM87 Scheduling, Timetabling and Routing 11 DM87 Scheduling, Timetabling and Routing 12

4 BTDP(2m,m): 2m teams and m facilities. There exists a solution for every m 2. BTDP(2m + 1, m): extension of the circle method: Step 1: arrange the teams 1,..., 2m + 1 in an elongated pentagon. Indicate a facility associated with each row containing two teams. Step 2: For each slot k = 1,..., 2m + 1, give the team at the top of the pentagon the bye. For each row with two teams i, j associated with facility f assign g ij to s kf. Then shift the teams around the pentagon one position in a clockwise direction. Bipartite Tournament Input: Two teams with n players T 1 = {x 1,..., x 2 } and T 2 = {y 1,..., y n }. Output: A mapping of the games in the set G = {g ij i T 1, j T 2 }, to the slots in the set S = {s k, k = 1,..., n} such that exactly one game including t is mapped to any given slot for all t T 1 T 2 Latin square bipartite tournament (l[i, j] if player x i meets player y j in l ij ) DM87 Scheduling, Timetabling and Routing 13 DM87 Scheduling, Timetabling and Routing 14 Extensions: n facilities and seek for a balanced BT in which each player plays exactly once in each facility two mutually orthogonal Latin squares (rows are slots and columns facilities) A pair of Latin squares A = [a ij ] and B = [b ij ] are orthogonal iff the the ordered pairs (a ij, b ij ) are distinct for all i and j A and B A B superimposed Mutually orthogonal Latin squares do not exist if m = 2, 6. Chess tournaments (assigning white and black) avoid carry-over effects, no two players x i and y j may play the same sequence of opponents y p and followed immediately by y q. complete latin square. Graph Algorithms A spanning subgraph of G = (V, E) with all vertices of degree k is called a k-factor (A subgraph H G is a 1-factor E(H) is a matching of V) A 1-factorization of K n decomposition of K n in perfect matchings edge coloring of K n A SRRT among 2m teams is modeled by a complete graph K 2m with edge (i, j) representing the game between i and j and the schedule correspond to an edge coloring. To include venues, the graph K 2m is oriented (arc (ij) represents the game team i at team j) and the edge coloring is said an oriented coloring. A DRRT is modeled by the oriented graph G 2m with two arcs a ij and a ji for each ij and the schedule correspond to a decomposition of the arc set that is equivalent to the union of two oriented colorings of K 2m. DM87 Scheduling, Timetabling and Routing 15 DM87 Scheduling, Timetabling and Routing 16

5 Three phase approach by IP Assigning venues with minimal number of breaks: SRRT: there are at least 2m 2 breaks. Extension of circle method. DRRT: Any decomposition of G 2m 2 has at least 6m 6 breaks. SRRT for n odd: the complete graph on an odd number of nodes k 2m+1 has an oriented factorization with no breaks. 1. Find pattern sets (basic SRRT) Variable x ijk {0, 1} i, j = 1,..., n; i < j, k = 1,..., n 1 Every team plays exactly once in each slot x ijk = 1 i = 1,..., n; k = 1,..., n 1 j:j>i Each team plays every opponent exactly once. x ijk = 1 i, j = 1,..., n; i < j k DM87 Scheduling, Timetabling and Routing 17 DM87 Scheduling, Timetabling and Routing 18 Branch and cut algorithm Adds odd-set constrains that strengthen the one-factor constraint, that is, exactly one game for each team in each slot i S,j S x ijk 1 S T, S is odd, k = 1,..., n 1 2. Find the timetable selecting the patterns and assining the games. Variable denoting that pattern i plays at j in slot k. It is defined only if the ith pattern has an A in its kth position, and the jth has an H in its kth position. (S pattern set; T round set; F set of feasible triples (ijk)) x ijk = {0, 1} i and j meet at most once: x ijt + x jit = 1 t t i, j S; k T, : (ijk) F i, j S, i j j plays at most once in a round x ijk + x jik 1 j:(ijk) F j:(jik) F i S; k T 3. Assign teams to selected patterns (assignment problem) DM87 Scheduling, Timetabling and Routing 19 DM87 Scheduling, Timetabling and Routing 20

6 CP formulation CP for phase 1 (games and patterns) Constraints to be included in practice: Pattern set constraints feasible pattern sequences: avoid three consecutive home or away games equally distributed home and away games Team-specific constraints fixed home and away patterns fixed games and opponent constraints stadium availability forbidden patterns for sets of teams constraints on the positioning of top games Objective: maximize the number of good slots, that is, slots with popular match-ups later in the season or other TV broadcasting preferences. CP for phase 2: assign actual teams to position in timetable DM87 Scheduling, Timetabling and Routing 21 DM87 Scheduling, Timetabling and Routing 22 Application Examples Reference Dutch Professional Football League [Schreuder, 1992] 1. SRRT canonical schedule with minimum breaks and mirroring to make a DRRT 2. assign actual teams to the patterns European Soccer League [Bartsch, Drexl, Kroger (BDK), 2002] 1. DRRT schedule made of two separate SRRT with complementary patterns (Germany) four SRRTs the (2nd,3rd) and (1st,4th) complementary (Austria) 2. teams assigned to patterns with truncated branch and bound 3. games in each round are assigned to days of the week by greedy and local search algorithms Kelly Easton and George Nemhauser and Michael Trick, Sport Scheduling, in Handbook of Scheduling: Algorithms, Models, and Performance Analysis, J.Y-T. Leung (Ed.), Computer & Information Science Series, Chapman & Hall/CRC, Italian Football League [Della Croce, Olivieri, 2006] 1. Search for feasible pattern sets appealing to TV requirements 2. Search for feasible calendars 3. Matching teams to patterns DM87 Scheduling, Timetabling and Routing 23 DM87 Scheduling, Timetabling and Routing 24

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