• Title/Summary/Keyword: Goal graph

Search Result 79, Processing Time 0.022 seconds

A Heuristic Search Planner Based on Component Services (컴포넌트 서비스 기반의 휴리스틱 탐색 계획기)

  • Kim, In-Cheol;Shin, Hang-Cheol
    • The KIPS Transactions:PartB
    • /
    • v.15B no.2
    • /
    • pp.159-170
    • /
    • 2008
  • Nowadays, one of the important functionalities required from robot task planners is to generate plans to compose existing component services into a new service. In this paper, we introduce the design and implementation of a heuristic search planner, JPLAN, as a kernel module for component service composition. JPLAN uses a local search algorithm and planning graph heuristics. The local search algorithm, EHC+, is an extended version of the Enforced Hill-Climbing(EHC) which have shown high efficiency applied in state-space planners including FF. It requires some amount of additional local search, but it is expected to reduce overall amount of search to arrive at a goal state and get shorter plans. We also present some effective heuristic extraction methods which are necessarily needed for search on a large state-space. The heuristic extraction methods utilize planning graphs that have been first used for plan generation in Graphplan. We introduce some planning graph heuristics and then analyze their effects on plan generation through experiments.

Development of a G-machine Based Translator for a Lazy Functional Programming Language Miranda (지연함수언어 Miranda의 G-기계 기반 번역기 개발)

  • Lee, Jong-Hui;Choe, Gwan-Deok;Yun, Yeong-U;Gang, Byeong-Uk
    • The Transactions of the Korea Information Processing Society
    • /
    • v.2 no.5
    • /
    • pp.733-745
    • /
    • 1995
  • This study is aimed at construction of a translator for a functional programming language. For this goal we define a functional programming language which has lazy semantics and develop a translator for it. The execution model selected is the G-machine-based combinator graph reduction. The translator is composed of 4 phases and translates a source program to a C program. The first phase of the translator translates a source program to a enriched lambda- calculus graph, the second phase transforms a lambda-calculus graph into supercombinators, the third phase translates supercombiantors to a G program and the last phase translates the G program to a C program. The final result of the translator, a C program, is compiled to an executable program by C compiler. The translator is implemented in C using compiler development tools such as TACC and Lex, under the UNIX environments. In this paper we present the design and implementation techniques for developing the translator and show results by executing some test problems.

  • PDF

Semantic-based Automatic Open API Composition Algorithm for Easier-to-use Mashups (Easier-to-use 매쉬업을 위한 시맨틱 기반 자동 Open API 조합 알고리즘)

  • Lee, Yong Ju
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.2 no.5
    • /
    • pp.359-368
    • /
    • 2013
  • Mashup is a web application that combines several different sources to create new services using Open APIs(Application Program Interfaces). Although the mashup has become very popular over the last few years, there are several challenging issues when combining a large number of APIs into the mashup, especially when composite APIs are manually integrated by mashup developers. This paper proposes a novel algorithm for automatic Open API composition. The proposed algorithm consists of constructing an operation connecting graph and searching composition candidates. We construct an operation connecting graph which is based on the semantic similarity between the inputs and the outputs of Open APIs. We generate directed acyclic graphs (DAGs) that can produce the output satisfying the desired goal. In order to produce the DAGs efficiently, we rapidly filter out APIs that are not useful for the composition. The algorithm is evaluated using a collection of REST and SOAP APIs extracted from ProgrammableWeb.com.

Development of Graph based Deep Learning methods for Enhancing the Semantic Integrity of Spaces in BIM Models (BIM 모델 내 공간의 시멘틱 무결성 검증을 위한 그래프 기반 딥러닝 모델 구축에 관한 연구)

  • Lee, Wonbok;Kim, Sihyun;Yu, Youngsu;Koo, Bonsang
    • Korean Journal of Construction Engineering and Management
    • /
    • v.23 no.3
    • /
    • pp.45-55
    • /
    • 2022
  • BIM models allow building spaces to be instantiated and recognized as unique objects independently of model elements. These instantiated spaces provide the required semantics that can be leveraged for building code checking, energy analysis, and evacuation route analysis. However, theses spaces or rooms need to be designated manually, which in practice, lead to errors and omissions. Thus, most BIM models today does not guarantee the semantic integrity of space designations, limiting their potential applicability. Recent studies have explored ways to automate space allocation in BIM models using artificial intelligence algorithms, but they are limited in their scope and relatively low classification accuracy. This study explored the use of Graph Convolutional Networks, an algorithm exclusively tailored for graph data structures. The goal was to utilize not only geometry information but also the semantic relational data between spaces and elements in the BIM model. Results of the study confirmed that the accuracy was improved by about 8% compared to algorithms that only used geometric distinctions of the individual spaces.

Path-finding by using generalized visibility graphs in computer game environments (컴퓨터 게임 환경에서 일반화 가시성 그래프를 이용한 경로찾기)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
    • /
    • v.14 no.3
    • /
    • pp.21-31
    • /
    • 2005
  • In state-of-the-art games, characters can move in a goal-directed manner so that they can move to the goal position without colliding obstacles. Many path-finding methods have been proposed and implemented for these characters and most of them use the A* search algorithm. When .the map is represented with a regular grid of squares or a navigation mesh, it often takes a long time for the A* to search the state space because the number of cells used In the grid or the mesh increases for higher resolution. Moreover the A* search on the grid often causes a zigzag effect, which is not optimal and realistic. In this paper we propose to use visibility graphs to improve the search time by reducing the search space and to find the optimal path. We also propose a method of taking into account the size of moving characters in the phase of planning to prevent them from colliding with obstacles as they move. Simulation results show that the proposed method performs better than the grid-based A* algorithm in terms of the search time and space and that the resulting paths are more realistic.

  • PDF

Efficient Path Finding in 3D Games by Using Visibility Tests (가시성 검사를 이용한 3차원 게임에서의 효율적인 경로 탐색)

  • Kim, Hyung-Il;Jung, Dong-Min;Um, Ky-Hyun;Cho, Hyung-Je;Kim, Jun-Tae
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.11
    • /
    • pp.1483-1495
    • /
    • 2006
  • The navigation mesh represents a terrain as a set of triangles on which characters may move around. The navigation mesh cab be generated automatically, and it is more flexible in representing 3D surface. The number of triangles to represent a terrain may vary according to the structure of the terrain. As characters are moving around on a navigation mesh, the path planning can be performed more easily by projecting the 3D surfaces into 2D space. However, when the terrain is represented with an elaborated mesh of large number of triangles to achieve more realistic movements, the path finding can be very inefficient because there are too many states(triangles) to be searched. In this paper, we propose an efficient method of path finding in 3D games where the terrain is represented by navigation meshes. Our method uses the visibility tests. When the graph-based search is applied to elaborated polygonal meshes for detailed terrain representation, the path finding can be very inefficient because there are too many states(polygons) to be searched. In our method, we reduce the search space by using visibility tests so that the search can be fast even on the detailed terrain with large number of polygons. First we find the visible vertices of the obstacles, and define the heuristic function as the distance to the goal through those vertices. By doing that, the number of states that the graph-based search visits can be substantially reduced compared to the plane search with straight-line distance heuristic.

  • PDF

An Energy Estimation-based Routing Protocol for Maximizing Network Lifetime in Wireless Sensor Networks (무선 센서네트워크에서 네트워크 수명을 최대화하기 위한 에너지 추정 기반의 라우팅 프로토콜)

  • Hong, Ran-Kyung;Kweon, Ki-Suk;Ghim, Ho-Jin;Yoon, Hyun-Soo
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.14 no.3
    • /
    • pp.281-285
    • /
    • 2008
  • Wireless sensor networks are closely related with the geometric environment in which they are deployed. We consider the probable case when a routing protocol runs on an environment with many complex obstacles like downtown surroundings. In addition, there are no unrealistic assumptions in order to increase practicality of the protocol. Our goal is to find a routing protocol for maximizing network lifetime by using only connectivity information in the complex sensor network environment. We propose a topology-based routing algorithm that accomplishes good performance in terms of network lifetime and routing complexity as measures. Our routing algorithm makes routing decision based on a weighted graph as topological abstraction of the complex network. The graph conduces to lifetime enhancement by giving alternative paths, distributing the skewed burden. An energy estimation method is used so as to maintain routing information without any additional cost. We show how our approach can be used to maximize network lifetime and by extensive simulation we prove that out approach gives good results in terms of both measures-network lifetime and routing complexity.

Performance Analysis of Auto Body Manufacturing System using ARENA Simulation (ARENA 시뮬레이션을 이용한 차제공장 수행도 분석)

  • Jung, Jae-Ho;Kim, Hyun-Gun;Kim, Hyang-He;Jeon, Tae-Bo
    • Journal of Industrial Technology
    • /
    • v.20 no.A
    • /
    • pp.229-238
    • /
    • 2000
  • Simulation analysis for an auto body manufacturing system has been performed in this study. The major goal is to figure out the condition yielding the production rate, 70 per hour. It is, however, very difficult to maintain this rate due to inherent system factors such as machine failure rates, machine repair rates, number of carriers between manufacturing lines(shops), carrier speed etc. We first carefully examined the system and developed a simulation model using ARENA. We then applied statistical experimental design concepts for performance analysis. Our results indicate that the buffer size of 30 and quick repair of failed robots are required for the desired production rate. Other factors, on the other hand, are seen to have minor effects on the throughput. The approach taken in this study and the results obtained may provide a practical guideline for performance analysis and thus be applied without trepidation for similar cases.

  • PDF

Implementation of a Mobile Robot Using Landmarks

  • Kim, Sang-Ju;Lee, Jang-Myung
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2003.09a
    • /
    • pp.252-255
    • /
    • 2003
  • In this paper, we suggest the method for a service robot to move safely from an initial position to n goal position in the wide environment like a building. There is a problem using odometry encoder sensor to estimate the position of n mobile robot in the wide environment like a building. Because of the phenomenon of wheel's slipping, a encoder sensor has the accumulated error of n sensor measurement as time. Therefore the error must be compensated with using other sensor. A vision sensor is used to compensate the position of a mobile robot as using the regularly attached light's panel on a building's ceiling. The method to create global path planning for a mobile robot model a building's map as a graph data type. Consequently, we can apply floyd's shortest path algorithm to find the path planning. The effectiveness of the method is verified through simulations and experiments.

  • PDF

Contributions to the Impaired Water Bodies by Hydrologic Conditions for the Management of Total Maximum Daily Loads (수질오염총량관리 목표수질 초과지역에 대한 유황별 초과기여도 분석)

  • Park, Jun Dae;Oh, Seung Young
    • Journal of Korean Society on Water Environment
    • /
    • v.28 no.4
    • /
    • pp.574-581
    • /
    • 2012
  • It is important to analyze the status of water quality with relation to the stream flow to attain water quality goal more effectively in the unit watersheds for the management of Total Maximum Daily Loads (TMDLs). This study developed a flow duration-water quality distribution graph to figure out water quality appearances on the flow variation and analyzed contributions of water quality observations to the impaired water bodies quantitatively by hydrologic conditions. Factors relating to water quality variation can be analyzed more precisely and assessed on the base of quantified contributions. It is considered that this approach could be utilized to establish a more effective plan for the water quality improvement including the prioritization of pollution reduction options.