• Title/Summary/Keyword: Backtrack Algorithm

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Development of a Backward Chaining Inference Methodology Considering Unknown Facts Based on Backtrack Technique (백트래킹 기법을 이용한 불확정성 하에서의 역방향추론 방법에 대한 연구)

  • Song, Yong-Uk;Shin, Hyun-Sik
    • Journal of Information Technology Services
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    • v.9 no.3
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    • pp.123-144
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    • 2010
  • As knowledge becomes a critical success factor of companies nowadays, lots of rule-based systems have been and are being developed to support their activities. Large number of rule-based systems serve as Web sites to advise, or recommend their customers. They usually use a backward chaining inference algorithm based on backtrack to implement those interactive Web-enabled rule-based systems. However, when the users like customers are using these systems interactively, it happens frequently where the users do not know some of the answers for the questions from the rule-based systems. We are going to design a backward chaining inference methodology considering unknown facts based on backtrack technique. Firstly, we review exact and inexact reasoning. After that, we develop a backward chaining inference algorithm for exact reasoning based on backtrack, and then, extend the algorithm so that it can consider unknown facts and reduce its search space. The algorithm speeded-up inference and decreased interaction time with users by eliminating unnecessary questions and answers. We expect that the Web-enabled rule-based systems implemented by our methodology would improve users' satisfaction and make companies' competitiveness.

Evaluation of the Image Backtrack-Based Fast Direct Mode Decision Algorithm

  • Choi, Yungho;Park, Neungsoo
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.685-692
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    • 2012
  • B frame bi-directional predictions and the DIRECT mode coding of the H.264 video compression standard necessitate a complex mode decision process, resulting in a long computation time. To make H.264 feasible, this paper proposes an image backtrack-based fast (IBFD) algorithm and evaluates the performances of two promising fast algorithms (i.e., AFDM and IBFD). Evaluation results show that an image backtrack-based fast (IBFD) algorithm can determine DIRECT mode macroblocks with 13% higher accuracy, as compared with the AFDM. Furthermore, IBFD is shown to reduce the motion estimation time of B frames by up to 23% with a negligible quality degradation.

An On-line Algorithm for Machine Layout Problem (기계 배치 문제의 온라인 알고리즘)

  • Wang, Gi-Nam
    • Journal of the Korean Society for Precision Engineering
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    • v.12 no.6
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    • pp.27-36
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    • 1995
  • This paper covers algorithms to determine a machine assignment strategy to locations on a single straight track by minimizing the total backtrack distance. Three different algorithms ar presented: an efficient heuristic procedure, the branch-and-bound algorithm, and the nerual network approach. Simulation results show that the proposed algorithms have potential power to design an on-line optimizer.

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Test Pattern Generation for Combinational Circuits using Inherited Values (전수받은 값을 이용한 조합회로에 대한 검사 패턴 발생)

  • Song, Sang-Hun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.2
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    • pp.606-615
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    • 1997
  • This paper proposes an dffcient method for test pattern generation.Current test pattern genration systems generate a test vester for fault $F_{i+l}$ independently of the computation previously done for faults F1,F2...,Fi The proposed algorithm generates a test vector for fault $F_{i+l}$ by inheriting the test vector for fault Fi. A new test vector is grnerated from inherited values by gradually changing the inhderited values .The inherited values may partially activate a fauog and propagate the fault signal,Normally,this reduses the number of decision steps and backtracks in the second search.Experimental results for well-Known benchmark circuts show that the proposed algorithm is very efficient with small backtrack kimit;in combination eith other algorithms,it is very efficient for arbitrary backtrack limits.

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Heuristic Backtrack Search Algorithm for Energy-efficient Clustering in Wireless Sensor Networks (무선 센서 네트웍에서 에너지 효율적인 집단화를 위한 경험적 백트랙 탐색 알고리즘)

  • Sohn, Surg-Won
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.5
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    • pp.219-227
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    • 2008
  • As found in research on constraint satisfaction problems, the choice of variable ordering heuristics is crucial for effective solving of constraint optimization problems. For the special problems such as energy-efficient clustering in heterogeneous wireless sensor networks, in which cluster heads have an inclination to be near a base station, we propose a new approach based on the static preferences variable orderings and provide a pnode heuristic algorithm for a specific application. The pnode algorithm selects the next variable with the highest Preference. In our problem, the preference becomes higher when the cluster heads are closer to the optimal region, which can be obtained a Priori due to the characteristic of the problem. Since cluster heads are the most dominant sources of Power consumption in the cluster-based sensor networks, we seek to minimize energy consumption by minimizing the maximum energy dissipation at each cluster heads as well as sensor nodes. Simulation results indicate that the proposed approach is more efficient than other methods for solving constraint optimization problems with static preferences.

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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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An Efficient k-D tree Traversal Algorithm for Ray Tracing on a GPU (GPU상에서 동작하는 Ray Tracing을 위한 효과적인 k-D tree 탐색 알고리즘)

  • Kang, Yoon-Sig;Park, Woo-Chan;Seo, Choong-Won;Yang, Sung-Bong
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.3
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    • pp.133-140
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    • 2008
  • This paper proposes an effective k-D tree traversal algorithm for ray tracing on a GPU. The previous k-D tree traverse algorithm based on GPU uses bottom-up searching from a leaf to the root after failing to find the ray intersected primitive in the leaf node. During the bottom-up search the algorithm decides the current node is visited or not from the parent node. In such a way, we need to visit the parent node which was already visited and the duplicated bounding box intersection tests. The new k-D tree traverse algorithm reduces the brother and parent duplicated visit by using an efficient method which decides whether the brother node is already visited or not during the bottom-up search. Also the algorithm take place bounding box intersection tests only for the nodes which is not yet done. As a result our experiment shows the new algorithm is about 30% faster than the previous.

Determining chlorine injection intensity in water distribution networks: a comparison of backtracking and water age approaches

  • Flavia D. Frederick;Malvin S. Marlim;Doosun Kang
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.170-170
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    • 2023
  • Providing safe and readily available water is vital to maintain public health. One of the most prevalent methods to prevent the spread of waterborne diseases is applying chlorine injection to the treated water before distribution. During the water transmission and distribution, the chlorine will experience a reduction, which can imply potential risks for human health if it falls below the minimum threshold. The ability to determine the appropriate initial intensity of chlorine at the source would be significant to prevent such problems. This study proposes two methods that integrate hydraulic and water quality modeling to determine the suitable intensity of chlorine to be injected into the source water to maintain the minimum chlorine concentration (e.g., 0.2 mg/l) at each demand node. The water quality modeling employs the first-order decay to estimate the rate of chlorine reduction in the water. The first method utilizes a backtracking algorithm to trace the path of water from the demand node to the source during each time step, which helps to accurately determine the travel time through each pipe and node and facilitate the computation of time-dependent chlorine decay in the water delivery process. However, as a backtracking algorithm is computationally intensive, this study also explores an alternative approach using a water age. This approach estimates the elapsed time of water delivery from the source to the demand node and calculate the time-dependent reduction of chlorine in the water. Finally, this study compares the outcomes of two approaches and determines the suitable and effective method for calculating the chlorine intensity at the source to maintain the minimum chlorine level at demand nodes.

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