• Title/Summary/Keyword: Path-Finding

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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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A Path-Finding Algorithm on an Abstract Graph for Extracting Estimated Search Space (탐색 영역 추출을 위한 추상 그래프 탐색 알고리즘 설계)

  • Kim, Ji-Soo;Lee, Ji-Wan;Moon, Dae-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.147-150
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    • 2008
  • The real road network is regarded as a grid, and the grid is divided by fixed-sized cells. The path-finding is composed of two step searching. First searching travels on the abstract graph which is composed of a set of psuedo vertexes and a set of psuedo edges that are created by real road network and fixed-sized cells. The result of the first searching is a psuedo path which is composed of a set of selected psuedo edges. The cells intersected with the psuedo path are called as valid cells. The second searching travels with $A^*$ algorithm on valid cells. As pruning search space by removing the invalid cells, it would be possible to reduce the cost of exploring on real road network. In this paper, we present the method of creating the abstract graph and propose a path-finding algorithm on the abstract graph for extracting search space before traveling on real road network.

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Enhanced Methods of Path Finding Based on An Abstract Graph with Extension of Search Space (탐색 영역 확장 기법들을 활용한 추상 그래프 기반의 탐색 알고리즘 성능 개선)

  • Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.157-162
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    • 2011
  • In this paper, we propose enhanced methods of path finding based on an abstract graph with extension of search space to improve the quality of path. The proposed methods that are called simple buffering method, velocity constrained method and distance constrained method are to extract buffering-cells for using search space with valid-cells. The simple buffering method is to extract adjacent cells of valid-cells as buffering-cells. velocity constrained method and distance constrained method are based on simple buffering method, these eliminate buffering-cells through each of threshold. In experiment, proposed methods can improve the quality of path. The proposed methods are applicable to develop various kinds of telematics application, such as path finding and logistics.

Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.

Design of track path-finding simulation using Unity ML Agents

  • In-Chul Han;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.61-66
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    • 2024
  • This paper aims to design a simulation for path-finding of objects in a simulation or game environment using reinforcement learning techniques. The main feature of this study is that the objects in the simulation are trained to avoid obstacles at random locations generated on a given track and to automatically explore path to get items. To implement the simulation, ML Agents provided by Unity Game Engine were used, and a learning policy based on PPO (Proximal Policy Optimization) was established to form a reinforcement learning environment. Through the reinforcement learning-based simulation designed in this study, we were able to confirm that the object moves on the track by avoiding obstacles and exploring path to acquire items as it learns, by analyzing the simulation results and learning result graph.

Development of Evolutionary Algorithms for Determining the k most Vital Arcs in Shortest Path Problem (최단경로문제에서 k-치명호를 결정하는 진화 알고리듬의 개발)

  • 정호연;김여근
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.2
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    • pp.47-58
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    • 2001
  • The purpose of this study is to present methods for determining the k most vital arcs (k-MVAs) in shortest path problem (SPP) using evolutionary algorithms. The problem of finding the k-MVAs in SPP is to find a set of k arcs whose simultaneous removal from the network causes the greatest increase in the shortest distance between two specified nodes. Generally, the problem of determining the k-MVAs in SPP has been known as NP-hard. Therefore, to deal with problems of the real world, heuristic algorithms are needed. In this study we present three kinds of evolutionary algorithms for finding the k-MVAs in SPP, and then to evaluate the performance of proposed algorithms.

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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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Cellular Parallel Processing Networks-based Dynamic Programming Design and Fast Road Boundary Detection for Autonomous Vehicle (셀룰라 병렬처리 회로망에 의한 동적계획법 설계와 자율주행 자동차를 위한 도로 윤곽 검출)

  • 홍승완;김형석
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.53 no.7
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    • pp.465-472
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    • 2004
  • Analog CPPN-based optimal road boundary detection algorithm for autonomous vehicle is proposed. The CPPN is a massively connected analog parallel array processor. In the paper, the dynamic programming which is an efficient algorithm to find the optimal path is implemented with the CPPN algorithm. If the image of road-boundary information is utilized as an inter-cell distance, and goals and start lines are positioned at the top and the bottom of the image, respectively, the optimal path finding algorithm can be exploited for optimal road boundary detection. By virtue of the parallel and analog processing of the CPPN and the optimal solution of the dynamic programming, the proposed road boundary detection algorithm is expected to have very high speed and robust processing if it is implemented into circuits. The proposed road boundary algorithm is described and simulation results are reported.

A Study on Heuristic Search in the Path Finding Algorithm by CAD (CAD에 의한 경로 발견 알고리즘에 있어서 발견적 탐석에 관한 연구)

  • 이천희;박병철
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.21 no.5
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    • pp.1-6
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    • 1984
  • In this paper, many kinds of heuristic functions were discussed. It's important factor in the path finding algorithm to find an accurate estimator of distance from the goal. Any space for which an accurate estimator exists is a domain of its problem being solves. Only domains with inaccurate estimators are interesting, so this paper deals with these cases for which the efficient use of heuristic information is necessary, It has been productive to use a computational approach to the shortest path problem.

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Algorithm for finding a length-constrained heaviest path of a tree (트리에서 길이 제한이 있는 가장 무거운 경로를 찾는 알고리즘)

  • Kim, Sung-Kwon
    • The KIPS Transactions:PartA
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    • v.13A no.6 s.103
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    • pp.541-544
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    • 2006
  • In a tree with each edge associated with a length and a weight (positive, negative, or zero are possible) we develop an O(nlognloglogn) time algorithm for finding a path such that its sum of weights is maximized and its sum of lengths does not exceed a given value. The previously best-known result is O($nlog^2n$), where n is the number of nodes in the tree.