• Title/Summary/Keyword: 경로 탐색 알고리즘

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A Self-Organizing Angle-based Routing Protocol for Urban Environments (도심환경에서의 자율 군집적인 각도 기반 라우팅 프로토콜)

  • Oh, Seungyong;Cho, Keuchul;Kim, Junhyung;Yun, Jeongbae;Seong, Gihyuk;Han, Kijun
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.379-385
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    • 2013
  • MANET is not suitable to be applied to vehicle environments because of frequent path loss and path re-routing. To solve these problem, It is known that location-based routing protocol VANET is efficient. But, the VANET algorithm does not consider urban environments due to frequent vehicle movement and jamming by tall building. In this paper, we propose an efficient routing protocol to improve transfer efficiency and reduce transfer hop count. in urban networks.

Zero-tree packetization without additional memory using DFS (DFS를 이용한 추가 메모리를 요구하지 않는 제로트리 압축기법)

  • Kim, Chung-Kil;Lee, Joo-Kyong;Chung, Ki-Dong
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.575-578
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    • 2003
  • SPIHT algorithm is a wavelet based fast and effective technique for image compression. It uses a list structure to store status information which is generated during set-partitioning of zero-tree. Usually, this requires lots of additional memory depending on how high the bit-rate is. Therefore, in this paper, we propose a new technique called MZP-DFS, which needs no additional memory when running SPIHT algorithm. It traverses a spatial-tree according to DFS and eliminates additional memory as it uses test-functions for encoding and LSB bits of coefficients for decoding respectively. This method yields nearly the same performance as SPIHT. This may be desirable in hardware implementation because no additional memory is required. Moreover. it exploits parallelism to process each spatial-tree that it can be applied well in real-time image compression.

Augmented Reality-based Billiards Training System (AR을 이용한 당구 학습 시스템)

  • Kang, Seung-Woo;Choi, Kang-Sun
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.309-319
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    • 2020
  • Billiards is a fun and popular sport, but both route planning and cueing prevent beginners from becoming skillful. A beginner in billiards requires constant concentration and training to reach the right level, but without the right motivating factor, it is easy to lose interests. This study aims to induce interest in billiards and accelerate learning by utilizing billiard path prediction and visualization on a highly immersive augmented reality platform that combines a stereo camera and a VR headset. For implementation, the placement of billiard balls is recognized through the OpenCV image processing program, and physics simulation, path search, and visualization are performed in Unity Engine. As a result, accurate path prediction can be achieved. This made it possible for beginners to reduce the psychological burden of planning the path, focus only on accurate cueing, and gradually increase their billiard proficiency by getting used to the path suggested by the algorithm for a long time. We confirm that the proposed AR billiards is remarkably effective as a learning assistant tool.

A Genetic Algorithm for Trip Distribution and Traffic Assignment from Traffic Counts in a Stochastic User Equilibrium (사용자 평형을 이루는 통행분포와 통행배정을 위한 유전알고리즘)

  • Sung, Ki-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.599-617
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    • 2006
  • A network model and a Genetic Algorithm(GA) is proposed to solve the simultaneous estimation of the trip distribution and traffic assignment from traffic counts in the congested networks in a logit-based Stochastic User Equilibrium (SUE). The model is formulated as a problem of minimizing the non-linear objective functions with the linear constraints. In the model, the flow-conservation constraints of the network are utilized to restrict the solution space and to force the link flows meet the traffic counts. The objective of the model is to minimize the discrepancies between the link flows satisfying the constraints of flow-conservation, trip production from origin, trip attraction to destination and traffic counts at observed links and the link flows estimated through the traffic assignment using the path flow estimator in the legit-based SUE. In the proposed GA, a chromosome is defined as a vector representing a set of Origin-Destination Matrix (ODM), link flows and travel-cost coefficient. Each chromosome is evaluated from the corresponding discrepancy, and the population of the chromosome is evolved by the concurrent simplex crossover and random mutation. To maintain the feasibility of solutions, a bounded vector shipment is applied during the crossover and mutation.

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A Study on Initial Cell Search Parameters in UMTS Terminal Modem (UMTS 단말기 모뎀의 초기 셀 탐색 파라미터의 영향에 대한 연구)

  • 류동렬;김용석;옥광만;최형진
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.5A
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    • pp.267-275
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    • 2003
  • In UMTS terminal modem uses 3 step search procedure for initial cell search, which comprises 1) slot synchronization, 2) code group identification and frame synchronization, and 3) scrambling-code identification. The performance of initial cell search procedure depends on search parameters like observation time and threshold. The purpose of this paper is to get the optimal observation time and threshold of each step for minimum mean acquisition time. In this paper we induce mean detection time of each step and mean acquisition timefrom the model of 3 step search procedure using state diagram. Also we propose initial cell search algorithm which utilize window search method against initial oscillator error, and select an appropriate observation time and threshold of each step by the analysis of simulation and induced result. It is shown that the mean acquisition time in multipath fading channel can be shorter than 500ms by using the determined observation time and threshold of each step.

A Study on the Improvement of Searching Performance of Autonomous Flight UAVs Based on Flocking Theory (플로킹 이론 기반 자율정찰비행 무인항공기의 탐색성능 향상에 관한 연구)

  • Kim, Dae Woon;Seak, Min Jun;Kim, Byoung Soo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.48 no.6
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    • pp.419-429
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    • 2020
  • In conducting a mission to explore and track targets using a number of unmanned aerial vehicles(UAVs), performance for that mission may vary significantly depending on the operating conditions of the UAVs such as the number of operations, the altitude, and what future flight paths each aircraft decides based on its current position. However, studies on the number of operations, operating conditions, and flight patterns of unmanned aircraft in these surveillance missions are insufficient. In this study, several types of flight simulations were conducted to detect and determine targets while multiple UAVs were involved in the avoidance of collisions according to various autonomous flight algorithms based by flocking theory, and the results were presented to suggest a more efficient/effective way to control a number of UAVs in target detection missions.

Subquadratic Time Algorithm to Find the Connected Components of Circle Graphs (원 그래프의 연결 요소들을 찾는 제곱미만 시간 알고리즘)

  • Kim, Jae-hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1538-1543
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    • 2018
  • For n pairs of points (a,b) on a circle, the line segment to connect two points is called a chord. These chords define a new graph G. Each chord corresponds to a vertex of G, and if two chords intersect, the two vertices corresponding to them are connected by an edge. This makes a graph, called by a circle graph. In this paper, we deal with the problem to find the connected components of a circle graph. The connected component of a graph G is a maximal subgraph H such that any two vertices in H can be connected by a path. When the adjacent matrix of G is given, the problem to find them can be solved by either the depth-first search or the breadth-first search. But when only the information for the chords is given as an input, it takes ${\Omega}(n^2)$ time to obtain the adjacent matrix. In this paper, we do not make the adjacent matrix and develop an $O(n{\log}^2n)$ algorithm for the problem.

A Path-Based Traffic Assignment Model for Integrated Mass Transit System (통합 대중교통망에서의 경로기반 통행배정 모형)

  • Shin, Seong-Il;Jung, Hee-Don;Lee, Chang-Ju
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.6 no.3
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    • pp.1-11
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    • 2007
  • Seoul's transportation system was changed drastically starting the first of June in two thousand. This policy includes integrated distance-based fare system and public transportation card system called smart card. Especially, as public transportation card data contains individual travel, transfer and using modes information it is possible to catch the characteristics of path-based individuals and mass transit. Thus, public transportation card data can contribute to evaluate the mass transit service in integrated public transportation networks. In addition, public transportation card data are able to help to convert previous researches and analyses with link-based trip assignment models to path-based mass transit service analysis. In this study, an algorithm being suitable for path-based trip assignment models is suggested and proposed algorithm can also contribute to make full use of public transportation card data. For this, column generation algorithm hewn to draw the stable solution is adopted. This paper uses the methodology that is to take local approximate equilibrium from partial network and expand local approximate equilibrium to global equilibrium.

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Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.