• Title/Summary/Keyword: K path finding algorithm

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The shortest path finding algorithm using neural network

  • Hong, Sung-Gi;Ohm, Taeduck;Jeong, Il-Kwon;Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 1994.10a
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    • pp.434-439
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    • 1994
  • Recently neural networks leave been proposed as new computational tools for solving constrained optimization problems because of its computational power. In this paper, the shortest path finding algorithm is proposed by rising a Hopfield type neural network. In order to design a Hopfield type neural network, an energy function must be defined at first. To obtain this energy function, the concept of a vector-represented network is introduced to describe the connected path. Through computer simulations, it will be shown that the proposed algorithm works very well in many cases. The local minima problem of a Hopfield type neural network is discussed.

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A Genetic Algorithm for Route Guidance System in Intermodal Transportation Networks with Time - Schedule Constraints (서비스시간 제한이 있는 복합교통망에서의 경로안내 시스템을 위한 유전자 알고리듬)

  • Chang, In-Seong
    • Journal of Korean Institute of Industrial Engineers
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    • v.27 no.2
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    • pp.140-149
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    • 2001
  • The paper discusses the problem of finding the Origin-Destination(O-D) shortest paths in internodal transportation networks with time-schedule constraints. The shortest path problem on the internodal transportation network is concerned with finding a path with minimum distance, time, or cost from an origin to a destination using all possible transportation modalities. The time-schedule constraint requires that the departure time to travel from a transfer station to another node takes place only at one of pre-specified departure times. The scheduled departure times at the transfer station are the times when the passengers are allowed to leave the station to another node using the relative transportation modality. Therefore, the total time of a path in an internodal transportation network subject to time-schedule constraints includes traveling time and transfer waiting time. In this paper, a genetic algorithm (GA) approach is developed to deal with this problem. The effectiveness of the GA approach is evaluated using several test problems.

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A Border Line-Based Pruning Scheme for Shortest Path Computations

  • Park, Jin-Kyu;Moon, Dae-Jin;Hwang, Een-Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.5
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    • pp.939-955
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    • 2010
  • With the progress of IT and mobile positioning technologies, various types of location-based services (LBS) have been proposed and implemented. Finding a shortest path between two nodes is one of the most fundamental tasks in many LBS related applications. So far, there have been many research efforts on the shortest path finding problem. For instance, $A^*$ algorithm estimates neighboring nodes using a heuristic function and selects minimum cost node as the closest one to the destination. Pruning method, which is known to outperform the A* algorithm, improves its routing performance by avoiding unnecessary exploration in the search space. For pruning, shortest paths for all node pairs in a map need to be pre-computed, from which a shortest path container is generated for each edge. The container for an edge consists of all the destination nodes whose shortest path passes through the edge and possibly some unnecessary nodes. These containers are used during routing to prune unnecessary node visits. However, this method shows poor performance as the number of unnecessary nodes included in the container increases. In this paper, we focus on this problem and propose a new border line-based pruning scheme for path routing which can reduce the number of unnecessary node visits significantly. Through extensive experiments on randomly-generated, various complexity of maps, we empirically find out optimal number of border lines for clipping containers and compare its performance with other methods.

A hierarchical path finding algorithm with the technique of minimizing the number of turn (방향전환 최소화 기법을 적용한 계층 경로 탐색 알고리즘)

  • Moon, Dae-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.323-326
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    • 2007
  • When traveling on real road network, it generally takes less travel time in a near straight path than a zig-zaged path with same source and destination. In order to making a left(right/u) turn, the delay should be required to decrease the speed. The traffic signal waiting time of left(right/u) turn is probably longer than straight driving. In this paper, we revise the previous hierarchical path finding algorithm to reduce the number of turns. The algorithm proposed in this paper complied with a hierarchical $A^*$ algorithm, but has a distinct strategy for edge weight. We define an edge that makes a turn as a turn-edge and give the turn-edge lower weight to maintain the straightness of the whole path.

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Design of path-finding algorithm using dynamic turn heuristic (가변적인 턴 휴리스틱을 이용한 경로탐색 알고리즘의 설계)

  • Lee, Ji-Wan;Moon, Dae-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.179-182
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    • 2008
  • It needs to consider of turns during a path-finding on real road network. Because a car is delayed by waiting a traffic signal and decreasing speed when drived in a turn road such as cross road and slip road. If a straightness of a path is increased, a real cost of traveling should be able to decrease. An older method, the algorithm with Turn Heuristic, considered of this case. The algorithm, that differently gave weights to left, right and U-turns, improved a straightness of a path, but increased a cost of exploring. In this paper, we propose a improved Turn Heuristic Algorithm. Proposed algorithm uses Dynamic Turn Heuristic. It is able to more decrease a cost of exploring than older method by using the Turn Heuristic in a part of path-finding.

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Difficulty Evaluation of Game Levels using A Path-Finding Algorithm (경로 탐색 알고리즘을 이용한 게임 레벨 난이도 평가)

  • Chun, Youngjae;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.157-168
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    • 2015
  • The difficulty of the game is closely related to the fun of the game. However, it is not easy to determine the appropriate level of difficulty of the game. In most cases, human playtesting is required. But even so, it is still hard to quantitatively evaluate difficulty of the game. Thus, if we perform quantitative evaluation of the difficulty automatically it will be very helpful in game developments. In this paper, we use a path finding algorithm to evaluate difficulty of exploration in a game level. Exploration is a basic attribute in common video games and it represents the overall difficulty of the game level. We also optimize the proposed evaluation algorithm by using previous exploration histories when available area in an game level is dynamically expanded and the new search is required.

Optimizing Path Finding based on Dijkstra's Algorithm for a Quadruped Walking Robot TITAN-VIII (4족보행 로봇 TITAN-VIII의 Dijkstra's Algorithm을 이용한 최적경로 탐색)

  • Nguyen, Van Tien;Ahn, Byong-Won;Bae, Cherl-O
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.23 no.5
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    • pp.574-584
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    • 2017
  • In this paper, the optimizing path finding control method is studied for a Legged-robot. It's named TITAN-VIII. It has a lot of advantages over the wheeled robot in the ability to walk freely on an irregular ground. However, the moving speed on the ground of the Legged-robot is slower than the Wheeled-robot's. Consequently, the purpose of the method is presented in this paper to minimize its time when it walks to a goal. It find the path, our approach is based on an algorithm which is called Dijkstra's algorithm. In the rest of paper, the various posture of the robot is discussed to keep the robot always in the statically stable. Based on above works, the math formulas are presented to determine the joint angles of the robot. After that an algorithm is designed to find and keep robot on the desired trajectory. Experimental results of the proposed method are demonstrated in the last of paper.

Optimal Acoustic Search Path Planning Based on Genetic Algorithm in Discrete Path System (이산 경로 시스템에서 유전알고리듬을 이용한 최적음향탐색경로 전략)

  • CHO JUNG-HONG;KIM JUNG-HAE;KIM JEA-SOO;LIM JUN-SEOK;KIM SEONG-IL;KIM YOUNG-SUN
    • Journal of Ocean Engineering and Technology
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    • v.20 no.1 s.68
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    • pp.69-76
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    • 2006
  • The design of efficient search path to maximize the Cumulative Detection Probability(CDP) is mainly dependent on experience and intuition when searcher detect the target using SONAR in the ocean. Recently with the advance of modeling and simulation method, it has been possible to access the optimization problems more systematically. In this paper, a method for the optimal search path calculation is developed based on the combination of the genetic algorithm and the calculation algorithm for detection range. We consider the discrete system for search path, space, and time, and use the movement direction of the SONAR for the gene of the genetic algorithm. The developed algorithm, OASPP(Optimal Acoustic Search Path Planning), is shown to be effective, via a simulation, finding the optimal search path for the case when the intuitive solution exists. Also, OASPP is compared with other algorithms for the measure of efficiency to maximize CDP.

An Optimal Algorithm for Maximum Origin Destination Flow Path in the Transportation Network (수송 네트워크에서 최대물동량경로 문제의 최적해법)

  • 성기석;박순달
    • Journal of the Korean Operations Research and Management Science Society
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    • v.16 no.1
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    • pp.1-12
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    • 1991
  • This paper studies an optimal algorithm for the Maximum Origin-Destination Flor Path (MODFP) in an acyclic transportation network. We define a Pseudo-Flow each are so that it can give an upper bound to the total flow of a given path. And using the K-th Shortest Path algorithm we obtain upper bound of MODF which is decreasing as the number of searched path grows. Computational Complexity of optimal algorithm is O(K + m) $n_{2}$), K being the total number of searched path. We proved that the problem complexity of finding MODFP in an acyclic network is NP-hard, showing that the-satisfiability problem can be polynomialy reduced to this problem. And we estimated the average of the number K as being (m/n)$^{1,08}$ Exp (0.00689gm) from the computational experiments.

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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.