• Title/Summary/Keyword: 경로 탐색 알고리즘

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Finding Rectilinear(L1), Link Metric, and Combined Shortest Paths with an Intelligent Search Method (지능형 최단 경로, 최소 꺾임 경로 및 혼합형 최단 경로 찾기)

  • Im, Jun-Sik
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.1
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    • pp.43-54
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    • 1996
  • This paper presents new heuristic search algorithms for searching rectilinear r(L1), link metric, and combined shortest paths in the presence of orthogonal obstacles. The GMD(GuidedMinimum Detour) algorithm combines the best features of maze-running algorithms and line-search algorithms. The SGMD(Line-by-Line GuidedMinimum Detour)algorithm is a modiffication of the GMD algorithm that improves efficiency using line-by-line extensions. Our GMD and LGMD algorithms always find a rectilinear shortest path using the guided A search method without constructing a connection graph that contains a shortest path. The GMD and the LGMD algorithms can be implemented in O(m+eloge+NlogN) and O(eloge+NlogN) time, respectively, and O(e+N) space, where m is the total number of searched nodes, is the number of boundary sides of obstacles, and N is the total number of searched line segment. Based on the LGMD algorithm, we consider not only the problems of finding a link metric shortest path in terms of the number of bends, but also the combined L1 metric and Link Metric shortest path in terms of the length and the number of bands.

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Target Object Search Algorithm under Dynamic Programming in the Tree-Type Maze (Dynamic Programming을 적용한 트리구조 미로내의 목표물 탐색 알고리즘)

  • Lee Dong-Hoon;Yoon Han-Ul;Lee Dong-Wook;Sim Kwee-Bo
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.389-392
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    • 2005
  • 어떤 미로환경 내에서 로봇이 스스로 목표물을 찾기 위해서는 탐색경로를 결정하는 알고리즘이 요구된다. 본 논문에서는 'Y'형 미로에서 목표물을 탐색하기 위하여 Dynamic Programming을 적용한 미로 탐색 알고리즘을 제안한다. 실험에서는 규격화된 미로 블록을 만들고, 먼저 기존에 연구 되었던 자수법 알고리즘을 자율이동 로봇에 적용해 'Y'형 미로 블록을 탐색하게 한다. 그리고 본 논문에서 제시한 Dynamic Programming을 이용한 미로탐색 알고리즘을 자율이동로봇에 적용하고 미로를 탐색한 후 이두가지 알고리즘을 적용한 로봇의 주행 결과를 각각 비교해 봄으로서 Dynamic Programming을 적용한 자율이동로봇의 미로탐색 방법의 성능을 확인한다.

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Dynamic Distributed Hierarchical Routing Plan Method for UTIS and DSRC systems (UTIS, DSRC 통합 동적 분산 계층 경로탐색 기법)

  • Baek, Yeong-Tae;Lee, Se-Hoon;Kim, Sang-Oh
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.47-50
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    • 2010
  • 본 논문은 현재 경찰청 및 각 지자체의 주도하에 수도권을 중심으로 새롭게 보급되고 있는 도시 교통 정보 시스템 (UTIS)과 국토해양부 및 한국 도로 공사 등을 중심으로 한 DSRC 기반의 교통 정보 시스템을 모두 활용하는 시스템 및 효율적인 경로탐색 알고리즘을 제안한다. 도시 교통 정보 시스템은 무선랜과 같은 프로토콜을 이용해서, 기존 단방향 방식인 TPEG의 주요 도로 위주의 제한된 교통 정보 단점을 극복하고 많은 지선를 포함한 교통 정보를 제공하고 있다. 그러나 대부분의 운전자들이 단지 도심 내에서만 운전하는 것이 아니고 고속도로 등을 통해서 장거리 운전도 하기 때문에 고속도로 상의 DSRC 기반의 서비스도 동일 단말에서 지원해야 하나의 단말에서 다양한 서비스를 지원받을 수 있다. 따라서 본 논문의 두 개의 다른 통신 모듈의 통합된 단말 시스템을 제안하고 기존에 제안된 UTIS 기반의 분산 경로 탐색 방식을 DSRC 기반의 고속도로 교통 정보를 활용해서 새로운 경로탐색 알고리즘을 제안한다. 또한 향후 추가적으로 이루어질 연구와 현재 다른 주체들의 주도로 이루어지는 서비스를 제도적으로 보완할 수 있는 방안도 제시한다.

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Applicability of K-path Algorithm for the Transit Transfer of the Mobility Handicapped (교통약자의 대중교통환승을 위한 K경로 알고리즘 적용성 연구)

  • Kim, Eung-Cheol;Kim, Tea-Ho;Choi, Eun-Jin
    • International Journal of Highway Engineering
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    • v.13 no.1
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    • pp.197-206
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    • 2011
  • The Korean government concentrates on supplying public transit facilities for the mobility handicapped. In other hands, increasing needs of transfer information when the mobility handicapped use transit facilities are substantial but not satisfactory as a whole. This study focuses on evaluating the applicability of developed K-path algorithm to provide user-customized route information that could make an active using of public transit while considering the mobility handicapped preferences. Developed algorithm reflects on requirements considering transfer attributes of the mobility handicapped. Trip attributes of the handicapped are addressed distinguished from handicapped types such as transfer walking time, transfer ratio, facility preferences and etc. This study examines the verification and application of the proposed algorithm that searches the least time K-paths by testing on actual subway networks in Seoul metropolitan areas. It is shown that the K-path algorithm is good enough to provide paths that meet the needs of the mobility handicapped and to be adoptable for the future expansion.

A Weighted based Pre-Perform A* Algorithm for Efficient Heuristics Computation Processing (효율적인 휴리스틱 계산 처리를 위한 가중치 기반의 선수행 A* 알고리즘)

  • Oh, Min-Seok;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.43-52
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    • 2013
  • Path finder is one of the very important algorithm of artificial intelligence and is a process generally used in many game fields. Path finder requires many calculation, so it exerts enormous influences on performances. To solve this, many researches on the ways to reduce the amount of calculate operations have been made, and the typical example is A* algorithm but it has unnecessary computing process, reducing efficiency. In this paper, to reduce the amount of calculate operations such as node search with costly arithmetic operations, we proposes the weight based pre-processing A* algorithm. The simulation was materialized to measure the efficiency of the weight based pre-process A* algorithm, and the results of the experiments showed that the weight based method was approximately 1~2 times more efficient than the general methods.

A Shortest Bypass Search Algorithm by using Positions of a Certain Obstacle Boundary (임의형태의 장애물 경계정보를 이용한 최소거리 우회경로 탐색 알고리즘)

  • Kim, Yun-Sung;Park, Soo-Hyun
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.129-137
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    • 2010
  • Currently used shortest path search algorithms involve graphs with vertices and weighted edges between each vertex. However, when finding the shortest path with a randomly shaped obstacle(an island, for instance) positioned in between the starting point and the destination, using such algorithms involves high memory inefficiency and is significantly time consuming - all positions in the map should be considered as vertices and every line connecting any of the two adjacent vertices should be considered an edge. Therefore, we propose a new method for finding the shortest path in such conditions without using weighted graphs. This algorithm will allow finding the shortest obstacle bypass given only the positions of the obstacle boundary, the starting point and the destination. When the row and column size of the minimum boundary rectangle to include an obstacle is m and n, respectively, the proposed algorithm has the maximum time complexity, O(mn). This performance shows the proposed algorithm is very efficient comparing with the currently used algorithms.

Design and Implementation of the Foot-and-Mouth Disease Prevention System using RTLS (RTLS를 이용한 구제역 예방 시스템의 설계 및 구현)

  • Lee, Ki-Young;Kim, Kyu-Ho;Kwun, Tae-Min;Lim, Myung-Jae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.69-74
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    • 2011
  • In this paper, we propose a foot-and-mouth disease prevention system using the RTLS technology and $A^*$ algorithm-based optimal path search method to avoid foot-and-mouth disease areas. The main features and contributions of the proposed system are as follows. First, the proposed system is developed based on active-tag for identifying status and location information of livestock. Second, the system is newly designed based on $A^*$ algorithm for supporting optimal path search services. The performance evaluation of the proposed system is performed via simulation. The results of performance evaluation show that the proposed system can efficiently support the optimal path search services.

미지의 공간 탐사를 위한 실시간 그래프 탐색

  • Choe, Eun-Mi;Kim, In-Cheol
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.05a
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    • pp.222-231
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    • 2005
  • 본 논문에서는 자율 에이전트에 의해 미지의 공간을 탐사하는 실시간 그래프 탐색 알고리즘 $DFS-RTA^{\ast}$$DFS-PHA^{\ast}$를 제안하고 그 효율성을 비교한다. 두 알고리즘들은 모두 깊이-우선 탐색(DFS)을 기초로 하고 있으며, 직전 노드로의 빠른 후진(backtrack) 을 위해 각각 실시간 최단 경로 탐색 방법인 $RTA^{\ast}$$PHA^{\ast}$를 적용하는 것이 특징이다. 본 논문에서는 대표적인 3차원 온라인 게임 환경인 Unreal Tournament 게임과 지능형 캐릭터 에이전트인 KGBot를 이용한 실험을 통해 두 탐색 알고리즘의 완전성과 효율성을 분석해본다.

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Efficient Path Search Algorithm Using Storage Information (거점정보기반 효율적 경로탐색 알고리즘)

  • Shin, Su-min;Lee, Jeong-won
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.319-320
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    • 2015
  • 본 논문은 제한된 공간 상에서 방문 위치와 순서가 결정되어 있고, 짐을 보관할 수 있는 거점에 대한 정보가 주어진 문제에서 운행거리와 짐의 무게를 고려한 효율적인 사용자 최적화 경로탐색 알고리즘을 제안하고 이를 한국과학영재학교 학생들의 시간표에 따른 효율적 이동경로 생성에 적용하였다.

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Efficient Path Finding Based on the $A^*$ algorithm for Processing k-Nearest Neighbor Queries in Road Network Databases (도로 네트워크에서 $A^*$ 알고리즘을 이용한 k-최근접 이웃 객체에 대한 효과적인 경로 탐색 방법)

  • Shin, Sung-Hyun;Lee, Sang-Chul;Kim, Sang-Wook;Lee, Jung-Hoon;Im, Eul-Kyu
    • Journal of KIISE:Databases
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    • v.36 no.5
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    • pp.405-410
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    • 2009
  • This paper proposes an efficient path finding scheme capable of searching the paths to k static objects from a given query point, aiming at both improving the legacy k-nearest neighbor search and making it easily applicable to the road network environment. To the end of improving the speed of finding one-to-many paths, the modified A* obviates the duplicated part of node scans involved in the multiple executions of a one-to-one path finding algorithm. Additionally, the cost to the each object found in this step makes it possible to finalize the k objects according to the network distance from the candidate set as well as to order them by the path cost. Experiment results show that the proposed scheme has the accuracy of around 100% and improves the search speed by $1.3{\sim}3.0$ times of k-nearest neighbor searches, compared with INE, post-Dijkstra, and $na{\ddot{i}}ve$ method.