• Title/Summary/Keyword: GREEDY

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A Method to Expand a Complete Binary Tree using Greedy Method and Pruning in Sudoku Problems (스도쿠 풀이에서 욕심쟁이 기법과 가지치기를 이용한 완전이진트리 생성 기법)

  • Kim, Tai Suk;Kim, Jong Soo
    • Journal of Korea Multimedia Society
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    • v.20 no.4
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    • pp.696-703
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    • 2017
  • In this paper, we show how to design based on solving Sudoku problem that is one of the NP-complete problems like Go. We show how to use greedy method which can minimize depth based on tree expansion and how to apply heuristic algorithm for pruning unnecessary branches. As a result of measuring the performance of the proposed method for solving of Sudoku problems, this method can reduce the number of function call required for solving compared with the method of heuristic algorithm or recursive method, also this method is able to reduce the 46~64 depth rather than simply expanding the tree and is able to pruning unnecessary branches. Therefore, we could see that it can reduce the number of leaf nodes required for the calculation to 6 to 34.

Locating Chest Boundary in Sequential Images by Snakes (Snakes를 이용한 흉부 연속영상의 외부윤곽검출)

  • Hwang, Y.H.;Choi, W.Y.
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.11
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    • pp.236-239
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    • 1997
  • Snakes is an active contour model or representing image contours. To detect chest boundary on thoracic MRI sequences, we proposed a method based on modified greedy algorithm. Because thoracic MRI sequences have a spatial correlation, we added energy term related with spatial correlation to Snakes energy formulation. A measure of shape similarity called the BMD was used to evaluate the accuracy of the algorithm. The average BMD value or the modified algorithm's result is higher than greedy algorithm's.

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Greedy Learning of Sparse Eigenfaces for Face Recognition and Tracking

  • Kim, Minyoung
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.14 no.3
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    • pp.162-170
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    • 2014
  • Appearance-based subspace models such as eigenfaces have been widely recognized as one of the most successful approaches to face recognition and tracking. The success of eigenfaces mainly has its origins in the benefits offered by principal component analysis (PCA), the representational power of the underlying generative process for high-dimensional noisy facial image data. The sparse extension of PCA (SPCA) has recently received significant attention in the research community. SPCA functions by imposing sparseness constraints on the eigenvectors, a technique that has been shown to yield more robust solutions in many applications. However, when SPCA is applied to facial images, the time and space complexity of PCA learning becomes a critical issue (e.g., real-time tracking). In this paper, we propose a very fast and scalable greedy forward selection algorithm for SPCA. Unlike a recent semidefinite program-relaxation method that suffers from complex optimization, our approach can process several thousands of data dimensions in reasonable time with little accuracy loss. The effectiveness of our proposed method was demonstrated on real-world face recognition and tracking datasets.

Nearest Neighbor Based Prototype Classification Preserving Class Regions

  • Hwang, Doosung;Kim, Daewon
    • Journal of Information Processing Systems
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    • v.13 no.5
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    • pp.1345-1357
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    • 2017
  • A prototype selection method chooses a small set of training points from a whole set of class data. As the data size increases, the selected prototypes play a significant role in covering class regions and learning a discriminate rule. This paper discusses the methods for selecting prototypes in a classification framework. We formulate a prototype selection problem into a set covering optimization problem in which the sets are composed with distance metric and predefined classes. The formulation of our problem makes us draw attention only to prototypes per class, not considering the other class points. A training point becomes a prototype by checking the number of neighbors and whether it is preselected. In this setting, we propose a greedy algorithm which chooses the most relevant points for preserving the class dominant regions. The proposed method is simple to implement, does not have parameters to adapt, and achieves better or comparable results on both artificial and real-world problems.

The heart disease data analysis based on Greedy Emsemble Selection (Greedy Emsemble Selection을 이용한 심장병 데이터 분석)

  • Nam, Se-Jong;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06c
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    • pp.205-210
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    • 2010
  • 심장질환은 암 다음으로 높은 사망 원인으로 초기 진단은 치료에 매우 중요한 문제로 대두 되고 있다. 심장병을 분석하기 위해서는 임상 데이터에 대해 자세히 알고 분석 하는 것이 중요하다. 본 논문에서는 심장 질환 데이터를 효율적으로 분석하기 위해 배깅 알고리즘을 사용하여 중요 검사 항목을 추출해내고 분석하는 방법을 제안한다. 데이터를 분석하는 과정에 있어서 분류자들을 생성하고 앙상블 하는 과정에 효과적인 결과를 얻기 위해서 다양한 알고리즘들을 결합해야 구성해야한다. 앙상블을 이용하여 가장 좋은 의 분류 효과를 얻기 위해서는 수천가지의 분류자들을 훈련시켜 성능이 좋은 앙상블을 구성한다.

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Delay Improvement Greedy Forwarding in Low-Duty-Cycle Wireless Sensor Networks (로우듀티사이클 환경을 고려한 무선센서네트워크에서 데이터 전송지연을 향상한 그리디 포워딩)

  • Choe, Junseong;Le, Huu Nghia;Shon, Minhan;Choo, Hyunseung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.609-611
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    • 2012
  • 논문에서는 로우듀티사이클 환경을 고려하여 목적지까지 데이터 전송의 신뢰성뿐만 아니라 낮은 데이터 지연도 보장하는 DIGF (Delay Improvement Greedy Forwarding) 기법을 제안한다. 초기에 제안된 그리디 포워텅 기법들은 무선링크가 갖는 비신뢰성 및 비대칭성의 문제점을 해결하기 위해 데이터 전송 성공률과 에너지 효율을 높이는 기법이 제안되었다. 하지만 많은 그리디 포워텅 기법들은 노드들이 데이터를 송수신하기 위해 대기하고 있는 수신대기상태로 인한 많은 에너지 소모를 고려하지 않아 네트워크 라이프타임을 감소시킨다. 이러한 문제점을 해결하고자 제안기법인 DIGF는 무선링크의 비신뢰성과 비대칭성을 고려할 뿐만 아니라 로우듀티사이클 환경을 고려한다. 또한 로우듀티사이클 환경을 고려할 때 발생되는 높은 수면지연성 (Sleep latency) 을 해결하기 위한 알고리즘을 제안하여 낮은 전송지연과 신뢰성 있는 데이터 전송을 보장한다.

An Efficient Load Balancing Scheme for Gaming Server Using Proximal Policy Optimization Algorithm

  • Kim, Hye-Young
    • Journal of Information Processing Systems
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    • v.17 no.2
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    • pp.297-305
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    • 2021
  • Large amount of data is being generated in gaming servers due to the increase in the number of users and the variety of game services being provided. In particular, load balancing schemes for gaming servers are crucial consideration. The existing literature proposes algorithms that distribute loads in servers by mostly concentrating on load balancing and cooperative offloading. However, many proposed schemes impose heavy restrictions and assumptions, and such a limited service classification method is not enough to satisfy the wide range of service requirements. We propose a load balancing agent that combines the dynamic allocation programming method, a type of greedy algorithm, and proximal policy optimization, a reinforcement learning. Also, we compare performances of our proposed scheme and those of a scheme from previous literature, ProGreGA, by running a simulation.

An Improved Artificial Bee Colony Algorithm Based on Special Division and Intellective Search

  • Huang, He;Zhu, Min;Wang, Jin
    • Journal of Information Processing Systems
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    • v.15 no.2
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    • pp.433-439
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    • 2019
  • Artificial bee colony algorithm is a strong global search algorithm which exhibits excellent exploration ability. The conventional ABC algorithm adopts employed bees, onlooker bees and scouts to cooperate with each other. However, its one dimension and greedy search strategy causes slow convergence speed. To enhance its performance, in this paper, we abandon the greedy selection method and propose an artificial bee colony algorithm with special division and intellective search (ABCIS). For the purpose of higher food source research efficiency, different search strategies are adopted with different employed bees and onlooker bees. Experimental results on a series of benchmarks algorithms demonstrate its effectiveness.

Performance Analysis of GeoRouting Protocol in Vehicle Communication Environment (차량 통신 환경에서GeoRouting 프로토콜 성능 분석)

  • An, Sung-Chan;Lee, Joo-Young;Jung, Jae-Il
    • Journal of IKEEE
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    • v.18 no.3
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    • pp.427-434
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    • 2014
  • The Multihop Routing of vehicle communication environment is difficult to maintain due to heavy fluctuation of network topology and routing channel according to the movement of the vehicle, road property, vehicle distribution. We implemented GeoNetworking on the basis of ETSI(European Telecommunication Standard Institute) to maintain the vehicle safety service. GeoNetworking has its own way that delivers the data through the Unicast and Broadcast. In this paper, we compared performance index such as packet delivery ratio, end-to-end delay about GeoNetworking using the QualNet Network Simulator. Previous research assessed performance of GeoUnicast. This research has been additionally performed about GeoBroadcast, and we progressed algorithm performance through the comparison of CBF(Contention based Forwarding) of GeoUnicast with Greedy forwarding of GeoBroadcast.

Performance Analysis of Dynamic Channel Allocation Based on the Greedy Approach for OFDMA Systems (OFDMA 시스템에서 그리디 방법을 기반으로 한 동적 채널 할당 알고리즘의 성능분석)

  • Oh, Eun-Sung;Han, Seung-Youp;Hong, Dae-Sik
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.11
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    • pp.19-24
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    • 2007
  • This paper presents a performance analysis of dynamic channel allocation (DCA) based on the greedy approach (GA) for orthogonal frequency division multiple access (OFDMA) systems over Rayleigh fading channels. The GA-based DCA achieves its performance improvement using multi-user diversity. We analyze the statistics of the number of allocable users (NAU), which represents the multi-user diversity order at each allocation process. The derived statistics are then used to analyze the performance of GA-based DCA. The analysis results show that the number of subcarriers allocated to each user must be equal to achieve the maximum system performance (i.e., based on outage probability and data throughput).