• Title/Summary/Keyword: Path search

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A Design of Traverse and Representation Method of Maze for Shortest Path Search with Robots (로봇의 최단경로탐색을 위한 미로의 순회 및 표현방법 설계)

  • Hong, Ki-Cheon
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.227-233
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    • 2010
  • Graph is applied to GIS, Network, AI and so on. We use graph concept in our daily life unconsciously. So this paper describe how graph concept is used when robot searches shortest path between two distinct vertices. It is performed in real world. For this, it consists of three step; maze traverse, graph generation, and shortest path search. Maze traverse steps is that robot navigates maze. It is most difficult step. Graph generation step is to represent structural information into graph. Shortest path search step is to that robot move between two vertices. It is not implemented yet. So we introduce process in design level.

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A Localized Adaptive QoS Routing Scheme Using POMDP and Exploration Bonus Techniques (POMDP와 Exploration Bonus를 이용한 지역적이고 적응적인 QoS 라우팅 기법)

  • Han Jeong-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.3B
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    • pp.175-182
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    • 2006
  • In this paper, we propose a Localized Adaptive QoS Routing Scheme using POMDP and Exploration Bonus Techniques. Also, this paper shows that CEA technique using expectation values can be simply POMDP problem, because performing dynamic programming to solve a POMDP is highly computationally expensive. And we use Exploration Bonus to search detour path better than current path. For this, we proposed the algorithm(SEMA) to search multiple path. Expecially, we evaluate performances of service success rate and average hop count with $\phi$ and k performance parameters, which is defined as exploration count and intervals. As result, we knew that the larger $\phi$, the better detour path search. And increasing n increased the amount of exploration.

Mobile Agent Based Route Search Method Using Genetic Algorithm (유전 알고리즘을 이용한 이동 에이전트 기반의 경로 탐색 기법)

  • Ji, Hong-il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.9
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    • pp.2037-2043
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    • 2015
  • Proposed algorithm in this thesis introduced cells, units of router group, to conduct distributed processing of previous genetic algorithm. This thesis presented ways to reduce search delay time of overall network through cell-based genetic algorithm. Also, through this experiment, in case of a network was damaged in existing optimal path algorithm, Dijkstra algorithm, the proposed algorithm was designed to route an alternative path and also as it has a 2nd shortest path in cells of the damaged network so it is faster than Dijkstra algorithm, The study showed that the proposal algorithm can support routing of alternative path, if Dijkstra algorithm is damaged in a network.

A New Link-Based Single Tree Building Algorithm for Shortest Path Searching in an Urban Road Transportation Network

  • Suhng, Byung Munn;Lee, Wangheon
    • Journal of Electrical Engineering and Technology
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    • v.8 no.4
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    • pp.889-898
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    • 2013
  • The shortest-path searching algorithm must not only find a global solution to the destination, but also solve a turn penalty problem (TPP) in an urban road transportation network (URTN). Although the Dijkstra algorithm (DA) as a representative node-based algorithm secures a global solution to the shortest path search (SPS) in the URTN by visiting all the possible paths to the destination, the DA does not solve the TPP and the slow execution speed problem (SEP) because it must search for the temporary minimum cost node. Potts and Oliver solved the TPP by modifying the visiting unit from a node to the link type of a tree-building algorithm like the DA. The Multi Tree Building Algorithm (MTBA), classified as a representative Link Based Algorithm (LBA), does not extricate the SEP because the MTBA must search many of the origin and destination links as well as the candidate links in order to find the SPS. In this paper, we propose a new Link-Based Single Tree Building Algorithm in order to reduce the SEP of the MTBA by applying the breaking rule to the LBA and also prove its usefulness by comparing the proposed with other algorithms such as the node-based DA and the link-based MTBA for the error rates and execution speeds.

Development of Path-planing using Genetic Algorithm (유전자알고리즘을 이용한 이동로봇의 주행알고리즘 개발)

  • Choi, Han-Soo;Jeong, Heon
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.48 no.7
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    • pp.889-897
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    • 1999
  • In this paper, we propose a new method of path planning for autonomous mobile robot in mapped circumstance. To search the optimal path, we adopt the genetic algorithm which is based on the natural mechanics of selection, crossover and mutation. We propose a method for generating the path population, selection and evaluation in genetic algorithm. Simulations show the efficiency for the global path planning, if we adopt the proposed GA method

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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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Global Search for Optimal Geometric Path amid Obstacles Considering Manipulator Dynamics (로봇팔의 동역학을 고려한 장애물 속에서의 최적 기하학적 경로에 대한 전역 탐색)

  • 박종근
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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    • pp.1133-1137
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    • 1995
  • This paper presents a numerical method of the global search for an optimal geometric path for a manipulator arm amid obstacles. Finite term quintic B-splines are used to describe an arbitrary point-to-point manipulator motion with fixed moving time. The coefficients of the splines span a linear vector space, a point in which uniquely represents the manipulator motion. All feasible geometric paths are searched by adjusting the seed points of the obstacle models in the penetration growth distances. In the numerical implementation using nonlinear programming, the globally optimal geometric path is obtained for a spatial 3-link(3-revolute joints) manipulator amid several hexahedral obstacles without simplifying any dynamic or geometric models.

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3 Dimensional Augmented Reality Flight for Drones

  • Park, JunMan;Kang, KiBeom;Jwa, JeongWoo;Won, JoongHie
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.13-18
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    • 2018
  • Drones are controlled by the remote pilot from the ground stations using the radio control or autonomously following the pre-programmed flight plans. In this paper, we develop a method and an optimal path search system for providing 3D augmented reality flight (ARF) images for safe and efficient flight control of drones. The developed system consisted of the drone, the ground station and user terminals, and the optimal path search server. We use the Dijkstra algorithm to find the optimal path considering the drone information, flight information, environmental information, and flight mission. We generate a 3D augmented reality flight (ARF) image overlaid with the path information as well as the drone information and the flight information on the flight image received from the drone. The ARF image for adjusting the drone is generated by overlaying route information, drone information, flight information, and the like on the image captured by the drone.

Shortest Path Searching Algorithm for AGV Based on Working Environmental Model (작업환경 모델 기반 AGV의 최단 경로 탐색 알고리즘)

  • Joo, Young-Hoon;Kim, Jong-Seon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.5
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    • pp.654-659
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    • 2007
  • This paper proposes the effective method for classifying the working spates and modelling the environments, when complex working environments of AGVS(Automated Guided Vehicle System) ate changed. And, we propose the shortest path searching algorithm using the A* algorithm of graph search method. Also, we propose the methods for finding each AGV's travel time of shortest path. Finally, a simple example is included for visualizing the feasibility of the proposed methods.

A Simple Polygon Search Algorithm

  • Lee, Sang-Un
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.5
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    • pp.41-47
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    • 2016
  • This paper considers simple polygon search problem. How many searchers find a mobile intruder that is arbitrarily faster than the searcher within polygon art gallery? This paper uses the visibility graph that is connected with edges for mutually visible vertices. Given visibility graph, we select vertex u that is conjunction ${\Delta}(G)$ in $N_G(v)$ for $d_G(v){\leq}4$. We decide 1-searchable if $1{\leq}{\mid}u{\mid}{\leq}2$ and 2-searchable if ${\mid}u{\mid}{\geq}3$. We also present searcher's shortest path. This algorithm is verified by varies 1 or 2-searchable polygons.