• Title/Summary/Keyword: Path Finding

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A Method to determine Search Space of Hierarchical Path Algorithm for Finding Optimal Path (최적 경로 탐색을 위한 계층 경로 알고리즘의 탐색 영역 결정 기법)

  • Lee, Hyoun-Sup;Kim, Jin-Deog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.565-569
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    • 2007
  • To find optimal path is killer application in the telematics system. The shortest path of conventional system, however, isn't always optimal path. That is, the path with minimum travelling time could be defined as optimal path in the road networks. There are techniques and algorithms for finding optimal path. Hierarchical path algorithm categorizes road networks into major layer and minor layer so that the performance of operational time increases. The path searched is accurate as much as optimal path. At above 2 system, a method to allocate minor roads to major road region influences the performance extremely. This paper proposes methods to determine search space for selecting major roads in the hierarchical path algorithm. In addition, methods which apply the proposed methods to hierarchical route algorithm is presented.

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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
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    • v.9 no.11
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    • pp.1483-1495
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    • 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.

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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.

Implementation and Evaluation of Path-Finding Algorithm using Abstract Graphs (추상 그래프를 활용한 경로 탐색 알고리즘의 구현 및 성능 평가)

  • Kim, Ji-Soo;Lee, Ji-Wan;Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2367-2372
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    • 2009
  • Recently, Many studies have been progressing to path-finding adapted dynamic information on the Terminal Based Navigation System(TBNS). The algorithms proposed are based on $A^*$ algorithm. Path-finding algorithms which use heuristic function may occur a problem of the increase of exploring cost. Path-finding with an abstract graph which expresses real road network as a simple graph is proposed for reducing dependency of heuristic and exploring cost. In this paper, two abstract graph that are different method of construction, Homogeneous Node merging($AG^H$) and Connected Node Merging($AG^C$), are implemented. In result of evaluation of performance, $AG^C$ has better performance than $AG^H$ at construction cost and the number of node access but $AG^C$ has worse performance than AGH at exploring cost.

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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Efficient Exploration for Room Finding Using Wall-Following based Path Planning (벽추종 경로계획 기반의 효과적인 방 찾기 탐사)

  • Park, Joong-Tae;Song, Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.12
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    • pp.1232-1239
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    • 2009
  • This paper proposes an exploration strategy to efficiently find a specific place in large unknown environments with wall-following based path planning. Many exploration methods proposed so far showed good performance but they focused only on efficient planning for modeling unknown environments. Therefore, to successfully accomplish the room finding task, two additional requirements should be considered. First, suitable path-planning is needed to recognize the room number. Most conventional exploration schemes used the gradient method to extract the optimal path. In these schemes, the paths are extracted in the middle of the free space which is usually far from the wall. If the robot follows such a path, it is not likely to recognize the room number written on the wall because room numbers are usually too small to be recognized by camera image from a distance. Second, the behavior which re-explores the explored area is needed. Even though the robot completes exploration, it is possible that some rooms are not registered in the constructed map for some reasons such as poor recognition performance, occlusion by a human and so on. With this scheme, the robot does not have to visit and model the whole environment. This proposed method is very simple but it guarantees that the robot can find a specific room in most cases. The proposed exploration strategy was verified by various experiments.

Efficient Detour routing path detection algorithm based on the hierarchical network structure analysis (계층적 네트웍 구조 분석 기반의 패킷우회 검출 알고리즘)

  • 김진천;이동근;이동현;최상복
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.65-69
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    • 2001
  • Network Management become more and more important issue in the network environment in which many applications such as Mail, teleconferencing, WWW and database software are operated. It can be possible for The Bridge and flouter forwarding data to select next hop device which results in routing incorrect path from the viewpoint of network design. In this paper we address the problem of finding the detour routing path due to incorrect setting on routing devices. We propose the new algorithm for finding detour routing path based on hierarchical network structure analysis using information from SNMP MIB. To prove the correctness of the proposed algorithm we have done simulation with predefined data. Simulation results show that the algorithm finds detour path correctly

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Multi-path Routing Protocol with Optimum Routes Finding Scheme in Wireless Sensor Networks

  • Keuma, Tae-Hoon;Bu, Ki-Dong;Kim, Hyun-Sung;Lee, Sung-Woon
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.449-454
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    • 2008
  • Finding an energy efficient route is one of the very important issues in the wireless sensor networks. The route scheme should consider both of the energy level of sensor nodes and the number of hops at the same time. First of all, this paper proposes an optimum routes finding scheme (ORFS), which could be used in the sensor network routing protocols. The scheme uses an optimum value for the path with the considerations of both the minimum energy level of a path and the number of hops at the same time. After that, this paper proposes a routing protocol based on the ORFS for how it could be used for the multipath directed diffusion with data aggregation (MDD-A), to get the better energy efficiency. The analysis result shows that the proposed routing protocol could lengthen the network life cycle about 18.7% compared to the previous MDD-A related protocols.

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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.

A study on the path planner for a mobile robot in partially known environment (부분적으로 알려진 환경에 대한 이동 로봇의 경로 생성 계획기에 관한 연구)

  • Seo, Young-Sup;Park, Chun-Ug;Kim, Jin-Geol
    • Proceedings of the KIEE Conference
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    • 1998.07g
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    • pp.2342-2344
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    • 1998
  • In this paper, the path planner is presented for a robot to achieve an efficient path forward the given goal position in two dimensional environment which is involved with partially unknown obstacles. The path planner consists of three major components: off-line path planning, on-line path planning, and modification of planned path. Off-line path planning is based on known environment and creates the shortest path. On-line path planning is for finding unknown obstacles. The modification can be accomplished, by genetic algorithm, to be smooth path for preventing slippage and excessive centrifugal force.

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