• Title/Summary/Keyword: Path-finding algorithm

Search Result 278, Processing Time 0.029 seconds

Network Representation Schemes for U-TURN and Implementation in the Vine-Based Dijkstra Shortest Path Algorithm (U-TURN을 포함한 가로망 표현 및 최단경로의 구현)

  • 최기주
    • Journal of Korean Society of Transportation
    • /
    • v.13 no.3
    • /
    • pp.35-52
    • /
    • 1995
  • This paper reviews both network representation schemes of transportation network and algorithms for findings the shortest path between two points in the network. Two types of network representation schmes for considering U-Turn have been proposed along with some modifications of the vine-based Dijkstra shoretest path algorithm. The traditional Sioux-Fall network has been chosen and modified with the introduction of left-turn prohibitions and U-Turns for the purpose of evaluating the peroformance of two modified algorithms and network representation schemes(NA1 an d NA2 ). This type of modification in both network representation scheme (including network data) and algorithms is not only supposed to be needed for route guidance but supposed to contribute to finding more realistic path and estimating more accurate traffic voulume thorughout the entire network.

  • PDF

Path Planning of Automated Optical Inspection Machines for PCB Assembly Systems

  • Park Tae-Hyoung;Kim Hwa-Jung;Kim Nam
    • International Journal of Control, Automation, and Systems
    • /
    • v.4 no.1
    • /
    • pp.96-104
    • /
    • 2006
  • We propose a path planning method to improve the productivity of AOI (automated optical inspection) machines in PCB (printed circuit board) assembly lines. The path-planning problem is the optimization problem of finding inspection clusters and the visiting sequence of cameras to minimize the overall working time. A unified method is newly proposed to determine the inspection clusters and visiting sequence simultaneously. We apply a hybrid genetic algorithm to solve the highly complicated optimization problem. Comparative simulation results are presented to verify the usefulness of the proposed method.

An Efficient Routing Protocol Considering Path Reliability in Cognitive Radio Ad-hoc Networks (인지 무선 애드혹 네트워크에서 경로 신뢰성을 고려한 효율적인 라우팅 기법)

  • Choi, Jun-Ho;Yoo, Sang-Jo
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.39B no.11
    • /
    • pp.730-742
    • /
    • 2014
  • In the case of On-demand routing protocol in cognitive radio ad-hoc networks, broadcasting of control packets may occur common control channel overload and packet collisions during the routing procedure. This situation is to increase the overhead of path finding and also limited to find the accurate and reliable path. Since reliable channel and path finding is restricted, path life time is shorten and path reliability is reduced. In this paper, we propose a new routing algorithm that reduces control channel overhead and increases path life time by considering the probability of appearance of primary user and channel status of neighbor nodes. Each node performs periodic local sensing to detect primary user signal and to derive primary user activity patterns. The probability of primary appearance on the current channel and the channel status can be obtained based on the periodic sensing. In addition, each node identifies the quality of the channel by message exchange through a common channel with neighbor nodes, then determines Link_Levels with neighbor nodes. In the proposed method, the Link Level condition reduces the number of control messages that are generated during the route discovery process. The proposed method can improve path life time by choosing a path through Path_Reliability in which stability and quality are weighted depending on the location. Through simulation, we show that our proposed algorithm reduces packet collisions and increases path life time in comparison with the traditional algorithm.

A Study on the Trajectory Control of a Autonomous Mobile Robot (자율이동로봇을 위한 경로제어에 관한 연구)

  • Cho, Sung-Bae;Park, Kyung-Hun;Lee, Yang-Woo
    • Proceedings of the KIEE Conference
    • /
    • 2001.07d
    • /
    • pp.2417-2419
    • /
    • 2001
  • A path planning is one of the main subjects in a mobile robot. It is divided into two parts. One is a global path planning and another is a local path planning. This paper, using the formal two methods, presents that the mobile robot moves to multi-targets with avoiding unknown obstacles. For the shortest time and the lowest cost, the mobile robot has to find a optimal path between targets. To find a optimal global path, we used GA(Genetic Algorithm) that has advantage of optimization. After finding the global path, the mobile robot has to move toward targets without a collision. FLC(Fuzzy Logic Controller) is used for local path planning. FLC decides where and how faster the mobile robot moves. The validity of the study that searches the shortest global path using GA in multi targets and moves to targets without a collision using FLC, is verified by simulations.

  • PDF

A Weighted based Pre-Perform A* Algorithm for Efficient Heuristics Computation Processing (효율적인 휴리스틱 계산 처리를 위한 가중치 기반의 선수행 A* 알고리즘)

  • Oh, Min-Seok;Park, Sung-Jun
    • Journal of Korea Game Society
    • /
    • v.13 no.6
    • /
    • pp.43-52
    • /
    • 2013
  • Path finder is one of the very important algorithm of artificial intelligence and is a process generally used in many game fields. Path finder requires many calculation, so it exerts enormous influences on performances. To solve this, many researches on the ways to reduce the amount of calculate operations have been made, and the typical example is A* algorithm but it has unnecessary computing process, reducing efficiency. In this paper, to reduce the amount of calculate operations such as node search with costly arithmetic operations, we proposes the weight based pre-processing A* algorithm. The simulation was materialized to measure the efficiency of the weight based pre-process A* algorithm, and the results of the experiments showed that the weight based method was approximately 1~2 times more efficient than the general methods.

Minimum-Cost Path Finding Algorithm in Real-Time For Computer Generated Force (실시간성을 고려한 가상군 최소비용 길 찾기 알고리즘)

  • Han, Chang-Hee;Min, Young-Hye;Park, Sang-Hyuk;Kim, Jai-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.1
    • /
    • pp.17-25
    • /
    • 2011
  • At the computer games, we can experience a variety of environments using a virtual object. It is similar to that be trained in War-game simulator of the defense. Actual soldiers and a computer-generated virtual group(Computer Generated Force: CGF) in 3-D virtual battlefield environment are training. However, path finding algorithm, one of the techniques of simulation models, to the current level only considers the shortest time path. So, this current level at the special situation of the army in the battlefield for selecting the optimal path is limited. The focus of this paper is to select the least-cost path using the deadline with several different mission conditions(METT+TC). For the only shortest time path algorithm and the least-cost path algorithm using dealine,($d_t$, one of METT+TC elements), Its usefulness is verifying the change of the move spent time(t) for all possible paths and the fighting power of the combat troops(Troops ability, a) through a comparison of the total cost of moves(c(t)). According to the results, when considering the deadline, the proposed algorithm saves about 62.5% of the maximum cost.

Development of Augmented Reality Walking Navigation App using Dijkstra Algorithm

  • Jeong, Cho-Hui;Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.2
    • /
    • pp.89-95
    • /
    • 2017
  • There are a variety of apps that are finding their way. And in car navigation, we launched a product that reflects Augmented Reality technology this year. However, existing apps have problems. It is implemented in 2D or 3D, has a large error range because it has been modified in most vehicles, is not updated in real time, and car augmented reality navigation is a vehicle, and a separate device is required, etc. In this study, we implemented a smartphone app for walking directions using augmented reality, and made it possible to intuitively use a route service from a user 's location to a destination. The Dijkstra algorithm is applied to calculate the shortest path to solve the problem of finding the route with the least cost. By using this application, it is possible to use the route search service even in a data-free environment, to solve the inconvenience of the language barrier, and to update in real time, so that the latest information can be always maintained. In the future, we want to develop an app that can be commercialized by using a character in the path to promote it.

Finding Shortest Paths in L$^1$ Plane with Parallel Roads (평행한 도로들을 포함하는 L$^1$ 평면상에서의 최단경로 탐색)

  • Kim, Jae-Hoon;Kim, Soo-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • v.9 no.1
    • /
    • pp.716-719
    • /
    • 2005
  • We present an algorithm for finding shortest paths in the L$_1$ plane with a transportation network. The transportation network consists of parallel line segments, called highways, through which a movement gets faster. Given a source point s, our algorithm constructs a Shortest Path Map(SPM) such that for any query point t, we can find the length of a shortest path form s to t in O(log n) time. We design a plane sweep-like algorithm computing SPM in O(nlog n) time.

  • PDF

Dynamic Programming Algorithm Path-finding for Applying Game (게임 적용을 위한 Dynamic Programming 알고리즘 길찾기)

  • Lee, Se-Il
    • Journal of the Korea Society of Computer and Information
    • /
    • v.10 no.4 s.36
    • /
    • pp.213-219
    • /
    • 2005
  • In order to move NPC's to target location at game maps, various algorithm including A* has been used. The most frequently used algorithm among them is A* with fast finding speed. But A* has the following problems. The first problem is that at randomly changing map, it is necessary to calculate all things again whenever there are any changes. And when calculation is wrong, it is not possible to search for target. The second problem is that it is difficult to move avoiding dangerous locations damaging NPC such as an obstruction. Although it is possible to avoid moving to locations with high weight by giving weight to dangerous factors. it is difficult to control in case NPC moves nearby dangerous factors. In order to solve such problems, in this thesis, the researcher applied Dynamic Programming to path-finding algorithm. As the result of its application, the researcher could confirm that the programming was suitable for changes at the map with random change and NPC's avoided the factors being dangerous to them far away. In addition. when compared to A*, there were good results.

  • PDF

The Study of Direction Finding Algorithms for Coherent Multiple Signals in Uniform Circular Array (등각원형배열을 고려한 코히어런트 다중신호 방향탐지 기법 연구)

  • Park, Cheol-Sun;Lee, Ho-Joo;Jang, Won
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.12 no.1
    • /
    • pp.97-105
    • /
    • 2009
  • In this paper, the performance of AP(Alternating Projection) and EM(Expectation Maximization) algorithms is investigated in terms of detection of multiple signals, resolvability of coherent signals and the efficiency of sensor array processing. The basic idea of these algorithms is utilization of relaxation technique of successive 1D maximization to solve a direction finding problem by maximizing the multidimensional likelihood function. It means that the function is maximized over only for a single parameter while the other parameters are fixed at each step of the iteration. According to simulation results, the algorithms showed good performance for both incoherent and coherent multiple signals. Moreover, some advantages are identified for direction finding with very small samples and fast convergence. The performance of AP algorithm is compared with that of EM using multiple criteria such as the number of sensor, SNR, the number of samples, and convergence speed over uniform circular array. It is resulted AP algorithm is superior to EM overally except for one criterion, convergence speed. Especially, for EM algorithm there is no performance difference between incoherent and coherent case. In conclusion, AP and EM are viable and practical alternatives, which can be applied to a direction under due to the resolvability of multi-path signals, reliable performance and no troublesome eigen-decomposition of the sample-covariance matrix.