• Title/Summary/Keyword: Goal graph

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Graph-based Mixed Heuristics for Effective Planning (효율적인 계획생성을 위한 그래프 기반의 혼합 휴리스틱)

  • Park, Byungjoon;Kim, Wantae;Kim, Hyunsik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.3
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    • pp.27-37
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    • 2021
  • Highly informative heuristics in AI planning can help to a more efficient search a solutions. However, in general, to obtain informative heuristics from planning problem specifications requires a lot of computational effort. To address this problem, we propose a Partial Planning Graph(PPG) and Mixed Heuristics for solving planning problems more efficiently. The PPG is an improved graph to be applied to can find a partial heuristic value for each goal condition from the relaxed planning graph which is a means to get heuristics to solve planning problems. Mixed Heuristics using PPG requires size of each graph is relatively small and less computational effort as a partial plan generated for each goal condition compared to the existing planning graph. Mixed Heuristics using PPG can find partial interactions for each goal conditions in an effective way, then consider them in order to estimate the goal state heuristics. Therefore Mixed Heuristics can not only find interactions for each goal conditions more less computational effort, but also have high accuracy of heuristics than the existing max and additive heuristics. In this paper, we present the PPG and the algorithm for computing Mixed Heuristics, and then explain analysis to accuracy and the efficiency of the Mixed Heuristics.

Action Costs-based Heuristics for Optimal Planning (최적 계획생성을 위한 동작비용 기반의 휴리스틱)

  • Kim, Wantae;Kim, Hyunsik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.27-34
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    • 2017
  • Highly informative admissible heuristics can help to conduct more efficient search for optimal solutions. However, in general, more informative ones of heuristics from planning problems requires lots of computational effort. To address this problem, we propose an Delete Relaxation based Action Costs-based Planning Graph(ACPG) and Action Costs-based Heuristics for solving optimal planning problems more efficiently. The ACPG is an extended one to be applied to can find action costs between subgoal & goal conditions from the Relaxed Planning Graph(RPG) which is a common means to get heuristics for solving the planning problems, Action Costs-based Heuristics utilizing ACPG can find action costs difference between subgoal & goal conditions in an effective way, and then consider them to estimate the goal distance. In this paper, we present the heuristics algorithm to compute Action Costs-based Heuristics, and then explain experimental analysis to investigate the efficiency and the accuracy of the Action Costs-based Heuristics.

Fast algorithm for incorporating start and goal points into the map represented in a generalized visibility graph (출발점과 목표점을 일반화 가시성그래프로 표현된 맵에 포함하기 위한 빠른 알고리즘)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.31-39
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    • 2006
  • The visibility graph is a well-known method for efficient path-finding with the minimum search space modelling the game world. The generalized visibility graph is constructed on the expanded obstacle boundaries to eliminate the "wall-hugging" problem which is a major disadvantage of using the visibility graph. The paths generated by the generalized visibility graph are guaranteed to be near optimal and natural-looking. In this paper we propose the method to apply the generalized visibility graph efficiently for game characters who moves among static obstacles between varying start and goal points. Even though the space is minimal once the generalized visibility graph is constructed, the construction itself is time-consuming in checking the intersection between every two links connecting nodes. The idea is that we build the map for static obstacles first and then incorporate start and goal nodes quickly. The incorporation of start and goal nodes is the part that must be executed repeatedly. Therefore we propose to use the rotational plane-sweep algorithm in the computational geometry for incorporating start and goal nodes efficiently. The simulation result shows that the execution time has been improved by 39%-68% according to running times in the game environment with multiple static obstacles.

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COMPLETE HAMACHER FUZZY GRAPHS

  • AL-HAWARY, TALAL ALI
    • Journal of applied mathematics & informatics
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    • v.40 no.5_6
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    • pp.1043-1052
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    • 2022
  • Our goal in this paper is to propose the advancement proposed by Alsina, Klement and other researchers in the area of fuzzy logic applied to the area of fuzzy graph theory. We introduce the notion of complete Hamacher fuzzy graphs and the notion of balanced Hamacher fuzzy graphs and discuss their properties. Moreover, several operations on these fuzzy graphs are explored via the complete notion.

A Methodology for Searching Frequent Pattern Using Graph-Mining Technique (그래프마이닝을 활용한 빈발 패턴 탐색에 관한 연구)

  • Hong, June Seok
    • Journal of Information Technology Applications and Management
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    • v.26 no.1
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    • pp.65-75
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    • 2019
  • As the use of semantic web based on XML increases in the field of data management, a lot of studies to extract useful information from the data stored in ontology have been tried based on association rule mining. Ontology data is advantageous in that data can be freely expressed because it has a flexible and scalable structure unlike a conventional database having a predefined structure. On the contrary, it is difficult to find frequent patterns in a uniformized analysis method. The goal of this study is to provide a basis for extracting useful knowledge from ontology by searching for frequently occurring subgraph patterns by applying transaction-based graph mining techniques to ontology schema graph data and instance graph data constituting ontology. In order to overcome the structural limitations of the existing ontology mining, the frequent pattern search methodology in this study uses the methodology used in graph mining to apply the frequent pattern in the graph data structure to the ontology by applying iterative node chunking method. Our suggested methodology will play an important role in knowledge extraction.

Path Planning for Mobile Robots using Visibility Graph and Genetic Algorithms (가시도 그래프와 유전 알고리즘에 기초한 이동로봇의 경로계획)

  • 정연부;이민중;전향식;최영규
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.418-418
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    • 2000
  • This paper proposes a path planning algorithm for mobile robot. To generate an optimal path and minimum time path for a mobile robot, we use the Genetic Algorithm(GA) and Visibility Graph. After finding a minimum-distance between start and goal point, the path is revised to find the minimum time path by path-smoothing algorithm. Simulation results show that the proposed algorithms are more effective.

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Task Planning Algorithm with Graph-based State Representation (그래프 기반 상태 표현을 활용한 작업 계획 알고리즘 개발)

  • Seongwan Byeon;Yoonseon Oh
    • The Journal of Korea Robotics Society
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    • v.19 no.2
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    • pp.196-202
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    • 2024
  • The ability to understand given environments and plan a sequence of actions leading to goal state is crucial for personal service robots. With recent advancements in deep learning, numerous studies have proposed methods for state representation in planning. However, previous works lack explicit information about relationships between objects when the state observation is converted to a single visual embedding containing all state information. In this paper, we introduce graph-based state representation that incorporates both object and relationship features. To leverage these advantages in addressing the task planning problem, we propose a Graph Neural Network (GNN)-based subgoal prediction model. This model can extract rich information about object and their interconnected relationships from given state graph. Moreover, a search-based algorithm is integrated with pre-trained subgoal prediction model and state transition module to explore diverse states and find proper sequence of subgoals. The proposed method is trained with synthetic task dataset collected in simulation environment, demonstrating a higher success rate with fewer additional searches compared to baseline methods.

Path Planning for Cleaning Robots: A Graph Model Approach

  • Yun, Sang-Hoon;Park, Se-Hun;Park, Byung-Jun;Lee, Yun-Jung
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.120.3-120
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    • 2001
  • We propose a new method of path planning for cleaning robots. Path planning problem for cleaning robots is different from conventional path planning problems in which finding a collision-free trajectory from a start point to a goal point is focused. In the case of cleaning robots, however, a planned path should cover all area to be cleaned. To resolve this problem in a systematic way, we propose a method based on a graph model as follows: at first, partition a given map into proper regions, then transform a divided region to a vertex and a connectivity between regions to an edge of a graph. Finally, a region is divided into sub-regions so that the graph has a unary tree which is the simplest Hamilton path. The effectiveness of the proposed method is shown by computer simulation results.

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Instantaneous Compensating Power Flow Graph of Active Power Filters Considering Rectification / Inversion Modes (정류와 역변환 모드를 고려한 능동전력필터의 순시 보상전력 흐름도)

  • 정영국;정찬수;배동관;안재영;김광헌;임영철
    • Proceedings of the KIPE Conference
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    • 1999.07a
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    • pp.101-105
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    • 1999
  • The goal of this paper is to present instantaneous compensating power flow of active power filters(APFs) by graphical method that could be practicable to compensate the power in both case of behaving in instantaneous rectifying mode and instantaneous inverting mode. To ensure the validity of the proposed method, computer simulation is achieved. Proposed method can be present more exquisite and physically meaningful power flow than conventional method in instantaneous compensating power flow Graph of APFs.

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A Action-based Heuristics for Effective Planning (효율적인 계획 수립을 위한 동작-기반의 휴리스틱)

  • Kim, Hyun-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6290-6296
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    • 2015
  • More informative ones of heuristics can help to conduct search more efficiently to obtain solution plan. However, in general, to derive highly informative heuristics from problem specifications requires lots of computational effort. To address this problem, we propose an State-Action based Planning Graph(SAPG) and Action-based heuristics for solving planning problems more efficiently. The SAPG is an extended one to be applied to can find interactions between subgoal & goal conditions from the relaxed planning graph which is a common means to get heuristics for solving the planning problems, Action-based heuristics utilizing SAPG graphs can find interactions between subgoal & goal conditions in an effective way, and then consider them to estimate the goal distance. Therefore Action-based heuristics have more information than the existing max and additive heuristics, also requires less computational effort than the existing overlap heuristics. In this pager. we present the algorithm to compute Action-based heuristics, and then explain empirical analysis to investigate the accuracy and the efficiency of the Action-based heuristics.