• Title/Summary/Keyword: Algorithm Based

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On a New Evolutionary Algorithm for Network Optimization Problems (네트워크 문제를 위한 새로운 진화 알고리즘에 대하여)

  • Soak, Sang-Moon
    • Journal of the Korean Operations Research and Management Science Society
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    • v.32 no.2
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    • pp.109-121
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    • 2007
  • This paper focuses on algorithms based on the evolution, which is applied to various optimization problems. Especially, among these algorithms based on the evolution, we investigate the simple genetic algorithm based on Darwin's evolution, the Lamarckian algorithm based on Lamark's evolution and the Baldwin algorithm based on the Baldwin effect and also Investigate the difference among them in the biological and engineering aspects. Finally, through this comparison, we suggest a new algorithm to find more various solutions changing the genotype or phenotype search space and show the performance of the proposed method. Conclusively, the proposed method showed superior performance to the previous method which was applied to the constrained minimum spanning tree problem and known as the best algorithm.

A Study on the TMBE Algorithm with the Target Size Information (표적 크기 정보를 사용한 TMBE 알고리즘 연구)

  • Jung, Yun Sik;Kim, Jin Hwan
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.9
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    • pp.836-842
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    • 2015
  • In this paper, the target size and model based target size estimator (TMBE) algorithm is presented for iimaging infrared (IIR) seeker. At the imaging seeker, target size information is important factor for accurate tracking. The model based target size estimator filter (MBEF) algorithm was proposed to estimate target size at imaging infrared seeker. But, the model based target size estimator filter algorithm need to know relative distance from the target. In order to overcome the problem, we propose target size and model based target size estimator filter (TMBEF) algorithm which based on the target size. The performance of proposed algorithm is tested at target intercept scenario. The experiment results show that the proposed algorithm has the accurate target size estimating performance.

Parameter estimation of weak space-based ADS-B signals using genetic algorithm

  • Tao, Feng;Jun, Liang
    • ETRI Journal
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    • v.43 no.2
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    • pp.324-331
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    • 2021
  • Space-based automatic dependent surveillance-broadcast (ADS-B) is an important emerging augmentation of existing ground-based ADS-B systems. In this paper, the problem of space-based ultra-long-range reception processing of ADS-B signals is described. We first introduce a header detection method for accurately determining the pulse position of a weak ADS-B signal. We designed a signal encoding method, shaping method, and fitness function. We then employed a genetic algorithm to perform high-precision frequency and phase estimations of the detected weak signal. The advantage of this algorithm is that it can simultaneously estimate the frequency and phase, meaning a direct coherent demodulation can be implemented. To address the computational complexity of the genetic algorithm, we improved the ratio algorithm for frequency estimation and raised the accuracy beyond that of the original ratio algorithm with only a slight increase in the computational complexity using relatively few sampling points.

A Study on Memetic Algorithm-Based Scheduling for Minimizing Makespan in Unrelated Parallel Machines without Setup Time (작업준비시간이 없는 이종 병렬설비에서 총 소요 시간 최소화를 위한 미미틱 알고리즘 기반 일정계획에 관한 연구)

  • Tehie Lee;Woo-Sik Yoo
    • Journal of the Korea Safety Management & Science
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    • v.25 no.2
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    • pp.1-8
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    • 2023
  • This paper is proposing a novel machine scheduling model for the unrelated parallel machine scheduling problem without setup times to minimize the total completion time, also known as "makespan". This problem is a NP-complete problem, and to date, most approaches for real-life situations are based on the operator's experience or simple heuristics. The new model based on the Memetic Algorithm, which was proposed by P. Moscato in 1989, is a hybrid algorithm that includes genetic algorithm and local search optimization. The new model is tested on randomly generated datasets, and is compared to optimal solution, and four scheduling models; three rule-based heuristic algorithms, and a genetic algorithm based scheduling model from literature; the test results show that the new model performed better than scheduling models from literature.

A Genetic Algorithm-based Scheduling Method for Job Shop Scheduling Problem (유전알고리즘에 기반한 Job Shop 일정계획 기법)

  • 박병주;최형림;김현수
    • Korean Management Science Review
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    • v.20 no.1
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    • pp.51-64
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    • 2003
  • The JSSP (Job Shop Scheduling Problem) Is one of the most general and difficult of all traditional scheduling problems. The goal of this research is to develop an efficient scheduling method based on genetic algorithm to address JSSP. we design scheduling method based on SGA (Single Genetic Algorithm) and PGA (Parallel Genetic Algorithm). In the scheduling method, the representation, which encodes the job number, is made to be always feasible, initial population is generated through integrating representation and G&T algorithm, the new genetic operators and selection method are designed to better transmit the temporal relationships in the chromosome, and island model PGA are proposed. The scheduling method based on genetic algorithm are tested on five standard benchmark JSSPs. The results were compared with other proposed approaches. Compared to traditional genetic algorithm, the proposed approach yields significant improvement at a solution. The superior results indicate the successful Incorporation of generating method of initial population into the genetic operators.

Development of an Obstacle Avoidance Algorithm for a Network-based Autonomous Mobile Robot (네트워크 기반 자율이동로봇을 위한 장애물 회피 알고리즘 개발)

  • Kim Hongryeol;Kim Dae Won;Kim Hong-Seok;Sohn SooKyung
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.54 no.5
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    • pp.291-299
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    • 2005
  • An obstacle avoidance algorithm for a network-based autonomous mobile robot is proposed in this paper. The obstacle avoidance algorithm is based on the VFH(Vector Field Histogram) algorithm and two delay compensation methods with the VFH algorithm are proposed for a network-based robot with distributed environmental sensors, mobile actuators, and the VFH controller. Firstly, the environmental sensor information is compensated by prospection with acquired environmental sensor information, measured network delays, and the kinematic model of the robot. The compensated environmental sensor information is used for building polar histogram with the VFH algorithm. Secondly, a sensor fusion algorithm for localization of the robot is proposed to compensate the delay of odometry sensor information and the delay of environmental sensor information. Through some simulation tests, the performance enhancement of the proposed algorithm in the viewpoint of efficient path generation and accurate goal positioning is shown here.

Study on gesture recognition based on IIDTW algorithm

  • Tian, Pei;Chen, Guozhen;Li, Nianfeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.12
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    • pp.6063-6079
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    • 2019
  • When the length of sampling data sequence is too large, the method of gesture recognition based on traditional Dynamic Time Warping (DTW) algorithm will lead to too long calculation time, and the accuracy of recognition result is not high.Support vector machine (SVM) has some shortcomings in precision, Edit Distance on Real Sequences(EDR) algorithm does not guarantee that noise suppression will not suppress effective data.A new method based on Improved Interpolation Dynamic Time Warping (IIDTW)algorithm is proposed to improve the efficiency of gesture recognition and the accuracy of gesture recognition. The results show that the computational efficiency of IIDTW algorithm is more than twice that of SVM-DTW algorithm, the error acceptance rate is FAR reduced by 0.01%, and the error rejection rate FRR is reduced by 0.5%.Gesture recognition based on IIDTW algorithm can achieve better recognition status. If it is applied to unlock mobile phone, it is expected to become a new generation of unlock mode.

Object tracking algorithm of Swarm Robot System for using Polygon based Q-learning and parallel SVM

  • Seo, Snag-Wook;Yang, Hyun-Chang;Sim, Kwee-Bo
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.8 no.3
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    • pp.220-224
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    • 2008
  • This paper presents the polygon-based Q-leaning and Parallel SVM algorithm for object search with multiple robots. We organized an experimental environment with one hundred mobile robots, two hundred obstacles, and ten objects. Then we sent the robots to a hallway, where some obstacles were lying about, to search for a hidden object. In experiment, we used four different control methods: a random search, a fusion model with Distance-based action making (DBAM) and Area-based action making (ABAM) process to determine the next action of the robots, and hexagon-based Q-learning, and dodecagon-based Q-learning and parallel SVM algorithm to enhance the fusion model with Distance-based action making (DBAM) and Area-based action making (ABAM) process. In this paper, the result show that dodecagon-based Q-learning and parallel SVM algorithm is better than the other algorithm to tracking for object.

Path-finding Algorithm using Heuristic-based Genetic Algorithm (휴리스틱 기반의 유전 알고리즘을 활용한 경로 탐색 알고리즘)

  • Ko, Jung-Woon;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.123-132
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    • 2017
  • The path-finding algorithm refers to an algorithm for navigating the route order from the current position to the destination in a virtual world in a game. The conventional path-finding algorithm performs graph search based on cost such as A-Star and Dijkstra. A-Star and Dijkstra require movable node and edge data in the world map, so it is difficult to apply online games with lots of map data. In this paper, we provide a Heuristic-based Genetic Algorithm Path-finding(HGAP) using Genetic Algorithm(GA). Genetic Algorithm is a path-finding algorithm applicable to game with variable environment and lots of map data. It seek solutions through mating, crossing, mutation and evolutionary operations without the map data. The proposed algorithm is based on Binary-Coded Genetic Algorithm and searches for a path by performing a heuristic operation that estimates a path to a destination to arrive at a destination more quickly.

An Optimal Traveling Algorithm Based on Map Building for Mobile Robots (이동로봇의 맵 빌딩 기반 최적 주행 알고리즘)

  • Kim, Jong-Hwa;Kim, Jin-Kyu;Lim, Jae-Kwon;Han, Seong-Bong
    • Journal of Advanced Marine Engineering and Technology
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    • v.32 no.1
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    • pp.192-199
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    • 2008
  • In order for a mobile robot to move under unknown or uncertain environment. it is very important to collect environmental information. This paper suggests a traveling algorithm which leads to the map building algorithm and the $A^*$ algorithm under the assumption that environmental information should already be collected. In order to apply the proposed traveling algorithm to a real mobile robot. this paper additionally discusses a path amendment algorithm. For the purpose of verifying the proposed algorithms, several simulations are executed based on a UI host program-based simulation interface and an experiment is executed using a mobile robot under a real unknown environment.