• Title/Summary/Keyword: GREEDY

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Making Levels More Challenging with a Cooperative Strategy of Ghosts in Pac-Man (고스트들의 협력전술에 의한 팩맨게임 난이도 제고)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.89-98
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    • 2015
  • The artificial intelligence (AI) of Non-Player Companions (NPC), especially opponents, is a key element to adjust the level of games in game design. Smart opponents can make games more challenging as well as allow players for diverse experiences, even in the same game environment. Since game users interact with more than one opponent in most of today's games, collaboration control of opponent characters becomes more important than ever before. In this paper, we introduce a cooperative strategy based on the A* algorithm for enemies' AI in the Pac-Man game. A survey from 17 human testers shows that the levels with our collaborative opponents are more difficult but interesting than those with either the original Pac-Man's personalities or the non-cooperative greedy opponents.

Design of FIR Filters With Sparse Signed Digit Coefficients (희소한 부호 자리수 계수를 갖는 FIR 필터 설계)

  • Kim, Seehyun
    • Journal of IKEEE
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    • v.19 no.3
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    • pp.342-348
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    • 2015
  • High speed implementation of digital filters is required in high data rate applications such as hard-wired wide band modem and high resolution video codec. Since the critical path of the digital filter is the MAC (multiplication and accumulation) circuit, the filter coefficient with sparse non-zero bits enables high speed implementation with adders of low hardware cost. Compressive sensing has been reported to be very successful in sparse representation and sparse signal recovery. In this paper a filter design method for digital FIR filters with CSD (canonic signed digit) coefficients using compressive sensing technique is proposed. The sparse non-zero signed bits are selected in the greedy fashion while pruning the mistakenly selected digits. A few design examples show that the proposed method can be utilized for designing sparse CSD coefficient digital FIR filters approximating the desired frequency response.

Bin Packing Algorithm for Equitable Partitioning Problem with Skill Levels (기량수준 동등분할 문제의 상자 채우기 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.209-214
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    • 2020
  • The equitable partitioning problem(EPP) is classified as [0/1] binary skill existence or nonexistence and integer skill levels such as [1,2,3,4,5]. There is well-known a polynomial-time optimal solution finding algorithm for binary skill EPP. On the other hand, tabu search a kind of metaheuristic has apply to integer skill level EPP is due to unknown polynomial-time algorithm for it and this problem is NP-hard. This paper suggests heuristic greedy algorithm with polynomial-time to find the optimal solution for integer skill level EPP. This algorithm descending sorts of skill level frequency for each field and decides the lower bound(LB) that more than the number of group, packing for each group bins first, than the students with less than LB allocates to each bin additionally. As a result of experimental data, this algorithm shows performance improvement than the result of tabu search.

Maximum Sugar Loss Lot First Production Algorithm for Cane Sugar Production Problem (사탕수수 설탕 생산 문제의 최대 당분 손실 로트 우선 생산 알고리즘)

  • Lee, Sang-Un
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.171-175
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    • 2014
  • Gu$\acute{e}$ret et al. tries to obtain the solution using linear programming with $O(m^4)$ time complexity for cane sugar production problem a kind of bin packing problem that is classified as NP-complete problem. On the other hand, this paper suggests the maximum loss of lot first production greedy rule algorithm with O(mlogm) polynomial time complexity underlying assumption of the polynomial time rule to find the solution is exist. The proposed algorithm sorts the lots of sugar loss slope into descending order. Then, we select the lots for each slot production capacity only, and swap the exhausted life span of lots for lastly selected lots. As a result of experiments, this algorithm reduces the $O(m^4)$ of linear programming to O(mlogm) time complexity. Also, this algorithm better result than linear programming.

Joint Mode Selection and Resource Allocation for Mobile Relay-Aided Device-to-Device Communication

  • Tang, Rui;Zhao, Jihong;Qu, Hua;Zhu, Zhengcang;Zhang, Yanpeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.3
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    • pp.950-975
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    • 2016
  • Device-to-Device (D2D) communication underlaying cellular networks is a promising add-on component for future radio communication systems. It provides more access opportunities for local device pairs and enhances system throughput (ST), especially when mobile relays (MR) are further enabled to facilitate D2D links when the channel condition of their desired links is unfavorable. However, mutual interference is inevitable due to spectral reuse, and moreover, selecting a suitable transmission mode to benefit the correlated resource allocation (RA) is another difficult problem. We aim to optimize ST of the hybrid system via joint consideration of mode selection (MS) and RA, which includes admission control (AC), power control (PC), channel assignment (CA) and relay selection (RS). However, the original problem is generally NP-hard; therefore, we decompose it into two parts where a hierarchical structure exists: (i) PC is mode-dependent, but its optimality can be perfectly addressed for any given mode with additional AC design to achieve individual quality-of-service requirements. (ii) Based on that optimality, the joint design of MS, CA and RS can be viewed from the graph perspective and transferred into the maximum weighted independent set problem, which is then approximated by our greedy algorithm in polynomial-time. Thanks to the numerical results, we elucidate the efficacy of our mechanism and observe a resulting gain in MR-aided D2D communication.

An Example-Based Approach to the Synthesis of Rube Goldberg Machines (루브 골드버그 기계의 합성을위한 예제 기반 접근방법)

  • Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.2
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    • pp.25-32
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    • 2014
  • We present an example-based approach to synthesizing physically simulated Rube Goldberg machines in which a series of rigid body elements are sequentially triggered and driven along the causal chain. Given a set of elements, our goal is to automatically instantiate and arrange those elements to meet the user-specified requirements including the start and end positions, and the boundary of movement. To do so, we first sample small-scale machines consisting of only a few elements randomly, and represent the connectivity between every pair of components as a graph structure. Searching over possible paths in this graph solves our problem by finding a path that can be unrolled to satisfy the given requirements, and then assembling components sequentially along the solution path. In order to ensure that the machine works precisely in a physically simulated environment, we finally elaborate the layout of assembled components by a simple greedy algorithm. We demonstrate the usefulness of our approach by displaying a large diversity of Rube Goldberg machines built with only five kinds of elements.

A Study of Stable Route Decision Based on VANET Routing Protocol in Urban Environment (도심환경에서의 안정적 경로 설정을 위한 VANET 라우팅 프로토콜)

  • Ham, Woo-Hyung;Jang, Sang-Woo;Lee, Sang-Sun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.3
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    • pp.70-80
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    • 2012
  • In Vehicular Ad-hoc Network(VANET) which constructs networks without fixed infrastructure among vehicles, network topology is frequently changed due to high mobility. In case of urban model, communication disconnections caused by interruptions of communication propagation such as buildings and constructions could be often occurred. Therefore, in VANET environment a routing protocol to complement its characteristics is needed. This paper suggests an algorithm to improve the transmission performance at intersections by approaching of the distance-based broadcasting which utilizes the information of vehicle's position. By using relative velocity among vehicles, it makes the stability of route decision improved and reduces packet collisions through graded priorities in the intersection, and simultaneously improves the performance of data rate. It can be seen that the performance compared with previous algorithm is significantly improved when using the suggested algorithm in the urban traffic environment.

GA-based Two Phase Method for a Highly Reliable Network Design (높은 신뢰도의 네트워크 설계를 위한 GA 기반 두 단계 방법)

  • Jo, Jung-Bok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.5
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    • pp.1149-1160
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    • 2005
  • Generally, the network topology design problem, which is difficult to solve with the classical method because it has exponentially increasing complexity with the augmented network size, is characterized as a kind of NP-hard combinatorial optimization problem. The problem of this research is to design the highly reliable network topology considering the connection cost and all-terminal network reliability, which can be defined as the probability that every pair of nodes can communicate with each other. In order to solve the highly reliable network topology design problem minimizing the construction cost subject to network reliability, we proposes an efficient two phase approach to design reliable network topology, i.e., the first phase employs, a genetic algorithm (GA) which uses $Pr\ddot{u}fer$ number for encoding method and backtracking Algorithm for network reliability calculation, to find the spanning tree; the second phase is a greedy method which searches the optimal network topology based on the spanning ree obtained in the first phase, with considering 2-connectivity. finally, we show some experiments to demonstrate the effectiveness and efficiency of our two phase approach.

New Flash Memory Management Method for Reliable Flash Storage Systems (신뢰성 있는 플래시메모리 저장시스템 구축을 위한 플래시메모리 저장 공간 관리 방법)

  • Kim, Han-Joon;Lee, Sang-Goo
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.6
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    • pp.567-582
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    • 2000
  • We propose a new way of managing flash memory space for flash memory-specific file system based on log-structured file system. Flash memory has attractive features such as non-volatility, and fast I/O speed, but it also suffers from inability to update in place and limited usage cycles. These drawbacks require many changes to conventional storage (file) management techniques. Our focus is on lowering cleaning cost and evenly utilizing flash memory cells while maintaining a balance between the two often-conflicting goals. The proposed cleaning method performs well especially when storage utilization and the degree of locality are high. The cleaning efficiency is enhanced by dynamically separating cold data and non-cold data. The second goal, cycle-leveling is achieved to the degree where the maximum difference between erase cycles is below the error range of the hardware. Simulation results show that the proposed method has significant benefit over naxve methods: maximum of 35% reduction in cleaning cost with even spreading writes across segments.

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Using a Greedy Algorithm for the Improvement of a MapReduce, Theta join, M-Bucket-I Heuristic (그리디 알고리즘을 이용한 맵리듀스 세타조인 M-Bucket-I 휴리스틱의 개선)

  • Kim, Wooyeol;Shim, Kyuseok
    • Journal of KIISE
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    • v.43 no.2
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    • pp.229-236
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    • 2016
  • Theta join is one of the essential and important types of queries in database systems. As the amount of data needs to be processed increases, processing theta joins with a single machine becomes impractical. Therefore, theta join algorithms using distributed computing frameworks have been studied widely. Although one of the state-of-the-art theta-join algorithms uses M-Bucket-I heuristic, it is hard to use since running time of M-Bucket-I heuristic, which computes a mapping from a record to a reducer (i.e., reducer mapping), is O(n) where n is the size of input data. In this paper, we propose MBI-I algorithm which reduces the running time of M-Bucket-I heuristic to $O(r_{max}log\;n)$ and gives the same result as M-Bucket-I heuristic does. We also conducted several experiments to show algorithm and confirmed that our algorithm can improve the performance of a theta join by 10%.