• Title/Summary/Keyword: Dijkstra 최단경로

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Computation of the Shortest Distance of Container Yard Tractor for Multi-Cycle System (다중 사이클 시스템을 위한 실시간 위치 기반 컨테이너 야드 트랙터 최단거리 계산)

  • Kim, Han-Soo;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.17-29
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    • 2010
  • A container terminal productivity is maximized by a minimized time for processing containers. So, we have been elevated the container terminal productivity through an improvement of computing system, but there are a limitation because of problems for transportation management and method. A Y/T(Yard Tractor), which is a representative transportation, is able to do only one process, loading or unloading, at one time. So if the Y/T can do loading and unloading step by step at a same time, the processing time would be shortened. In this paper, we proposed an effective operating process of Y/T(Yard Tractor) Multi-Cycle System by applying RTLS(Real Time Location System) to Y/T(Yard Tractor) in order to improve the process of loading and unloading at the container terminal. For this, we described Multi-Cycle System. This system consists of a real time location of Y/T based on RTLS, an indicating of Y/T location in real time with GIS technology, and an algorithm(Dijkstra's algorithm) of the shortest distance. And we used the system in container terminal process and could improve the container terminal productivity. As the result of simulation for the proposed system in this paper, we could verify that 9% of driving distance was reduced compared with the existing rate and 19% of driving distance was reduced compared with the maximum rate. Consequently, we could find out the container performance is maximized.

Comparison of Optimal Path Algorithms and Implementation of Block Transporter Planning System (최적 경로 알고리즘들의 계산비용 비교 및 트랜스포터의 최적 블록 운송 계획 적용)

  • Moon, Jong-Heon;Ruy, Won-Sun;Cha, Ju-Hwan
    • Journal of the Society of Naval Architects of Korea
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    • v.53 no.2
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    • pp.115-126
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    • 2016
  • In the process of ship building, it is known that the maintenance of working period and saving cost are one of the important part during the logistics of blocks transportation. Precise operational planning inside the shipyard plays a big role for a smooth transportation of blocks. But many problems arise in the process of block transportation such as the inevitable road damage during the transportation of the blocks, unpredictable stockyard utilization of the road associated with a particular lot number, addition of unplanned blocks. Therefore, operational plan needs to be re-established frequently in real time for an efficient block management. In order to find the shortest path between lot numbers, there are several representative methods such as Floyd algorithm that has the characteristics of many-to-many mapping, Dijkstra algorithm that has the characteristic of one-to-many mapping, and the A* algorithm which has the one-to-one mapping, but many authors have published without the mutual comparisons of these algorithms. In this study, some appropriate comparison have been reviewed about the advantages and disadvantages of these algorithms in terms of precision and cost analysis of calculating the paths and planning system to operate the transporters. The flexible operating plan is proposed to handle a situation such as damaged path, changing process during block transportation. In addition, an operational algorithm of a vacant transporter is proposed to cover the shortest path in a minimum time considering the situation of transporter rotation for practical use.

PathFind Method Research (PathFinding Method 연구)

  • Choi, Won-Jin;Gu, Bon-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.696-698
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    • 2022
  • 게임에서는 장애물이 가로 막고 있을 때 길 찾기 알고리즘이 요구된다. Path Finding Method 는 길과 장애물을 고려하여 목적지까지의 경로를 찾는 방법을 말한다. A* 알고리즘은 이런 복잡한 미로 찾기에 최적화된 Path Finding 알고리즘이다. 하지만, 모바일 같은 저비용 기기에서 A* 알고리즘을 사용하기엔 단순한 지형에서도 연산 부하가 발생할 수 있다. 본 논문에서는 가상의 공간에서 Grid를 구축하여, 통행이 가능한 곳과 불가능한 곳을 나누어 최종 지점에 도달할 수 있도록 하는 방식을 제안한다. 본 논문에서 제시한 Path Finding Method 는 최종 지점이 막다른 길인 경우 가장 가까운 이동 가능한 경로로 길을 안내하도록 설계하여 예외 상황에 대처했다. 대표적인 길 찾기 알고리즘인 Dijkstra 알고리즘은 최소 비용을 고려해서 최단으로 가는 거리를 비교하여 길을 나타낼 수 있다. 하지만, Dijkstra 알고리즘 경우 비용이 양수가 아닌 음수의 경우 무한 루프에 빠지는 등 결과 값이 제대로 나오지 않을 수 있다. 본 논문에서 제안한 Path Finding Method 는 최소 비용을 노드별로 비교하는 방식이 아닌 초기 비용을 알 수 없는 분야에 쉽게 사용할 수 있다. 본 논문에서는 제안한 Path Finding Method 를 적용하여 Web 게임을 제작하는 것에 성공하였다. 향후, Path Finding Method 결과에 위치 정렬 알고리즘을 적용하여, 중복된 지역을 가는 확률을 최소화하면서 정리된 Path 가 돌출되도록 연구할 예정이다. 본 논문의 Path Finding Method 은 게임 개발 분야에 적극 기여되길 바란다.

Efficient Management Method of Moving Object Trajectories in Road Networks (도로 네트워크에서의 효율적 궤적 관리 방법)

  • Lee, Won-Cheol;Shin, Sung-Hyun;Rhee, Sang-Min
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06c
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    • pp.175-178
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    • 2008
  • 본 논문은 도로 네트워크에서 연속적으로 발생하는 이동객체의 위치정보를 효율적으로 보고, 저장하는 방법을 제안한다. 또한 저장된 위치정보를 기반으로, 과거의 궤적정보를 정확히 추정하고, 추정된 이동객체의 궤적을 사용하여, 과거 임의의 시점에서 이동객체의 위치를 추정하는 방법을 제안한다. 이를 위해, 도로 네트워크에서의 이동객체 및 도로 네트워크의 데이터 모델을 정의하고, 이동객체의 위치정보 저장 및 추정을 위한 전체적인 프레임워크를 제안한다. 제안한 프레임워크 하에서 Dijkstra의 최단경로 알고리즘을 이용하여 위치 정보를 효율적으로 저장 및 추정하는 방법을 제안한다.

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A Study on High-level Pathfinding Algorithm in Side View 2D Games (사이드 뷰 2D 게임에서의 고수준 길찾기 알고리즘에 대한 연구)

  • Hwan-Jin You;Bum-Ro Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.167-170
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    • 2023
  • 게임 플랫폼의 고도화와 게임 구현 기술의 발전을 통해 이루어지고 있는 개발 환경의 효율성 제고를 통해 이전에 게임의 구현 자체에 소요하는 시간을 게임 콘텐츠의 질적 향상을 위해 투입할 수 있는 여건이 형성되고 있다. 본 논문은 게임에서 등장하는 NPC가 보다 사실적인 추론을 통해 플레이어를 추적하도록 지정하는 알고리즘을 고수준의 카테고리로 구분하여 구현하여, 개발 과정에서의 NPC 구현에 효율성을 제고하는 기법을 제안한다. NPC가 플레이를 추적하는 스토리를 기반으로 하는 게임에서 NPC가 플레이어의 위치에 도달하기 위한 길찾기 알고리즘은 필수적이다. 일반적으로 사용되는 최단 거리 길찾기 알고리즘인 다익스트라(Dijkstra)의 경우, 효율적이지만 플레이어가 NPC의 경로를 예측 가능할 수 있기에 게임의 재미 향상에 걸림돌이 되는 단점이 있다. 본 논문에서는 최단 거리 길찾기를 구현하면서 다양한 게임 스토리 상의 설정으로 지정할 수 있는 다양한 방법론을 연구하였으며, 이를 구현하기 위한 고수준 길찾기에 대한 방법을 제시한다.

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A Service Network Design Model for Less-than-Truckload Freight Transportation (소화물 운송 서비스 네트웍 설계 모형 연구)

  • 김병종;이영혁
    • Journal of Korean Society of Transportation
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    • v.17 no.5
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    • pp.111-122
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    • 1999
  • A service network design model for LTL freight transportation is formulated as a mixed integer Programming Problem with two heuristic solution a1gorithms. The Proposed model derives the transportation Path for each origination-destination pair, taking into account transportation cost over the links and handling costs over the nodes. The first algorithm searches for a local minimum solution from a given initial solution by improving the quality of solution repeatedly while the second a1gorithm searches for a better solution using Simulated Annealing Method. For both solution algorithms, the initial solution is derived by a modified reverse Diikstras shortest Path a1gorithm. An illustrative example, Presented in the last part of the Paper, shows that the proposed algorithms find solutions which reduce the cost by 12% and 15% respectively, compared to the initial solution.

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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.

A Study on the Web Mapping Method and Application of the Topographic Information in an Open Environment (개방환경에서 지형정보의 웹지도화 방법과 적용에 관한 연구)

  • Kim, Nam-Shin
    • Journal of the Korean association of regional geographers
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    • v.13 no.5
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    • pp.563-575
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    • 2007
  • This study aims to investigate a possibility of using topographic information by web mapping in open environments. Web mapping intends to focus on a map analysis and application of the function and geo-visualization. Functions of Web topographic info-map include a spatial analysis, enlargement and minimization, movement, landuse information, user-controling 3 dimension map, landform cross-section analysis, shortest path analysis. The web system adopts SVG(scalable vector graphics), MYSQL, PHP, XML for mapping. SVG has open source policy, so everyone can use it, as well, it is effective on flexible database linkage, cartographic representation. 3D map is intended to represent 3D map by user-controlled sunshine putting pixel opacity by elevation values after making DEM. Landform is designed to show a cross-section analysis and statistics by retrieving height information from database engine with clicking two points on the map. Shortest path analysis within regions uses Dijkstra's algorithm. Near future, resultantly, the area of WebGIS will have to meet more social demands for use-created geo-information and application, so more researches are needed to be web mapping more applicable for users.

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An improved Bellman-Ford algorithm based on SPFA (SPFA를 기반으로 개선된 벨만-포드 알고리듬)

  • Chen, Hao;Suh, Hee-Jong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.4
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    • pp.721-726
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    • 2012
  • In this paper, we proposed an efficient algorithm based on SPFA(shortest path faster algorithm), which is an improved the Bellman-Ford algorithm. The Bellman-Ford algorithm can be used on graphs with negative edge weights unlike Dijkstra's algorithm. And SPFA algorithm used a queue to store the nodes, to avoid redundancy, though the Bellman-Ford algorithm takes a long time to update the nodes table. In this improved algorithm, an adjacency list is also used to store each vertex of the graph, applying dynamic optimal approach. And a queue is used to store the data. The improved algorithm can find the optimal path by continuous relaxation operation to the new node. Simulations to compare the efficiencies for Dijkstra's algorithm, SPFA algorithm and improved Bellman-Ford were taken. The result shows that Dijkstra's algorithm, SPFA algorithm have almost same efficiency on the random graphs, the improved algorithm, although the improved algorithm is not desirable, on grid maps the proposed algorithm is very efficient. The proposed algorithm has reduced two-third times processing time than SPFA algorithm.

A Study on a new Algorithm for K Shortest Paths Problem (복수 최단 경로의 새로운 해법에 관한 연구)

  • Chang, Byung-Man
    • Korean Management Science Review
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    • v.25 no.2
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    • pp.81-88
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    • 2008
  • This paper presents a new algorithm for the K shortest paths problem in a network. After a shortest path is produced with Dijkstra algorithm. detouring paths through inward arcs to every vertex of the shortest path are generated. A length of a detouring path is the sum of both the length of the inward arc and the difference between the shortest distance from the origin to the head vertex and that to the tail vertex. K-1 shorter paths are selected among the detouring paths and put into the set of K paths. Then detouring paths through inward arcs to every vertex of the second shortest path are generated. If there is a shorter path than the current Kth path in the set. this path is placed in the set and the Kth path is removed from the set, and the paths in the set is rearranged in the ascending order of lengths. This procedure of generating the detouring paths and rearranging the set is repeated until the $K^{th}-1$ path of the set is obtained. The computational results for networks with about 1,000,000 nodes and 2,700,000 arcs show that this algorithm can be applied to a problem of generating the detouring paths in the metropolitan traffic networks.