• Title/Summary/Keyword: 플로킹 알고리즘

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A Path Finding of Group Game Character Using A Modified Alignment Steering Behavior of Flocking Algorithm (플로킹 알고리즘에서 수정된 정렬 조타행동 알고리즘을 이용한 집단 게임캐릭터 길찾기)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.293-294
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    • 2013
  • 다양한 생물체의 행동 원리를 이용하여 모델링한 알고리즘을 생체모방 알고리즘(Biologically Inspired Algorithm)이라고 한다. 본 논문에서는 생체모방 알고리즘 중 동물 집단의 행동을 모델링한 플로킹 알고리즘(Flocking Algorithm)을 이용한 집단 게임 캐릭터의 길찾기 방법을 제안한다. 플로킹 알고리즘의 조타행동은 크게 분리(Separation), 정렬(Alignment), 응집(Cohesion), 회피(Avoidance)로 구성되어 있다. 게임에서의 기존 플로킹 알고리즘은 주로 여러 개의 몬스터나 NPC 들로 구성된 몇 개의 그룹 단위로 독자적인 집단 행동을 하는 경우에 적합하다. 그러나, 게임플레이어가 제어하는 캐릭터가 많은 경우, 기존 알고리즘은 플레이어가 선택한 캐릭터 그룹을 목표지점으로 이동하는 방법으로 적합하지 않다. 따라서 본 논문에서는 게임 플레이어가 제어하는 집단 게임캐릭터의 목표 지점까지의 길찾기를 위한 수정된 정렬 조타행동 알고리즘을 제안한다.

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Verification of Modified Flocking Algorithm for Group Robot Control (집단 로봇 제어를 위한 수정된 플로킹 알고리즘의 시뮬레이션 검증)

  • Lee, Eun-Bok;Shin, Suk-Hoon;You, Yong-Jun;Chi, Sung-Do;Kim, Jae-Ick
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.49-58
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    • 2009
  • Top-down approach in the intelligent robot research has focused on the single object intelligence however, it has two weaknesses. One is that has a high cost and a long spending time of sensing, calculating and communications. The other is the difficulty of responding to react changes in the unpredictable environment. we propose the collective intelligence algorithm based on Bottom-up approach for improving these weaknesses and the applied agent model and verify by simulation. The Modified Flocking Algorithm proposed in this research is the algorithm which is modified version of the concept of the Flocking (Craig Reynolds) which is used to model the flocks, herds, and schools in the graphics or games, and simplified the operation of conventional Flocking algorithm to make it easy to apply for the number of group robots. We modeled the Boid agent and verified possibility collectivization of the Modified Flocking Algorithm by simulation. And We validated by the actual multiple mobile robot experiment.

Distributed Transmit Power Control Algorithm Based on Flocking Model for Energy-Efficient Cellular Networks (에너지 효율적인 셀룰러 네트워크를 위한 플로킹 모델 기반 분산 송신전력제어 알고리즘)

  • Choi, Hyun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.10
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    • pp.1873-1880
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    • 2016
  • Most of the energy used to operate a cellular network is consumed by a base station (BS), and reducing the transmission power of a BS is required for energy-efficient cellular networks. In this paper, a distributed transmit power control (TPC) algorithm is proposed based on the flocking model to improve the energy efficiency of a cellular network. Just as each bird in a flock attempts to match its velocity with the average velocity of adjacent birds, in the proposed algorithm each mobile station (MS) in a cell matches its rate with the average rate of the co-channel MSs in adjacent cells by controlling the transmit power of its serving BS. Simulation results show that the proposed TPC algorithm follows the same convergence properties as the flocking model and also effectively reduces the power consumption at the BSs while maintaining a low outage probability as the inter-cell interference increases. Consequently, it significantly improves the energy efficiency of a cellular network.

Energy-Efficient Uplink Power Control Based on the Flocking Model in Cellular Networks (셀룰러 네트워크에서 플로킹 모델 기반 에너지 효율적인 상향링크 전력 제어)

  • Choi, Hyun-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.10
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    • pp.1186-1189
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    • 2016
  • A distributed uplink power control algorithm based on flocking model is proposed to improve the energy efficiency of mobiles station (MS) in cellular networks. As each bird in a flock matches its velocity with the average velocity of the adjacent birds, each MS in a cell matches its uplink rate with the average uplink rate of the co-channel MSs in adjacent cells by controlling its transmission power. Results show that the proposed algorithm effectively reduces the power consumption in the MS, while maintaining a low outage probability, which eventually improves the energy efficiency of the MS.

Advanced Evacuation Analysis for Passenger Ship Using Penalty Walking Velocity Algorithm for Obstacle Avoid (장애물 회피에 페널티 보행 속도 알고리즘을 적용한 여객선 승객 탈출 시뮬레이션)

  • Park, Kwang-Phil;Ha, Sol;Cho, Yoon-Ok;Lee, Kyu-Yeul
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.1-9
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    • 2010
  • In this paper, advanced evacuation analysis simulation on a passenger ship is performed. Velocity based model has been implemented and used to calculate the movement of the individual passengers under the evacuation situation. The age and gender of each passenger are considered as the factors of walking speed. Flocking algorithm is applied for the passenger's group behavior. Penalty walking velocity is introduced to avoid collision between the passengers and obstacles, and to prevent the position overlap among passengers. Application of flocking algorithm and penalty walking velocity to evacuation simulation is verified through implementation of the 11 test problems in IMO (International Maritime Organization) MSC (Maritime Safety Committee) Circulation 1238.

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.

Design and Implementation of Flocking System for Increasing System Capacity with Hybrid Technique (시스템 성능 향상을 위한 하이브리드 기법을 적용한 플로킹 시스템 설계 및 구현)

  • Ryu, Nam-Hoon;Ban, Kyeong-Jin;Oh, Kyeong-Sug;Song, Seung-Heon;Kim, Eung-Kon
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.26-34
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    • 2008
  • Due to spread of movies or online games which are applied with computer animation techniques, we can easily see scenes where numerous characters appear. In the case of large-scale crowd animation, if one were to increase reality of the scene, features of system would be lowered, and if one were to increase functioning of system, reality of the scene would be lowered. In realizing large-scale crowd animation with seafloor environment as background, the paper analyzed and applied elements that affect behavioral types of fishes; and by using concept of crowd, the paper enabled each group or object to control their behavioral type; by comparing and contrasting real-time calculation method as calculation method for animation and hybrid calculation method which is mixed calculation method, the paper seeks to find a method that increases functioning of the system while also expresses natural scenes.

Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong Chan;Cho, Seung Il;Kim, Eung Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.1 no.1
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    • pp.27-35
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    • 2006
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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