• Title/Summary/Keyword: Path-finding behavior

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Implementing Path-Finding Agents for Simulation Environments

  • Oh, Sang-Keon;Kim, Chang-Hyun;Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.93.2-93
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    • 2002
  • $\textbullet$ Design of Path-Finding Agents in Game Programming $\textbullet$ Computational Efficiency vs. Realistic Motion $\textbullet$ Path-Finding by Planning $\textbullet$ Path-Finding by Behavior-based Control $\textbullet$ implementation and Test of Path-Finding Program

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A Study on Finding the K Shortest Paths for the Multimodal Public Transportation Network in the Seoul Metropolitan (수도권 복합 대중교통망의 복수 대안 경로 탐색 알고리즘 고찰)

  • Park, Jong-Hoon;Sohn, Moo-Sung;Oh, Suk-Mun;Min, Jae-Hong
    • Proceedings of the KSR Conference
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    • 2011.10a
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    • pp.607-613
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    • 2011
  • This paper reviews search methods of multiple reasonable paths to implement multimodal public transportation network of Seoul. Such a large scale multimodal public transportation network as Seoul, the computation time of path finding algorithm is a key and the result of path should reflect route choice behavior of public transportation passengers. Search method of alternative path is divided by removing path method and deviation path method. It analyzes previous researches based on the complexity of algorithm for large-scale network. Applying path finding algorithm in public transportation network, transfer and loop constraints must be included to be able to reflect real behavior. It constructs the generalized cost function based on the smart card data to reflect travel behavior of public transportation. To validate the availability of algorithm, experiments conducted with Seoul metropolitan public multimodal transportation network consisted with 22,109 nodes and 215,859 links by using the deviation path method, suitable for large-scale network.

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A New Conceptual Framework for Designing Cloud Computing Business Model (클라우드 컴퓨팅 비즈니스 모델 개발을 위한 프레임워크 설계)

  • Lee, Young-Ho;Park, Ji-Ae
    • Korean Management Science Review
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    • v.28 no.1
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    • pp.11-24
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    • 2011
  • In this paper, we develop a new conceptual framework for finding new business opportunities in the cloud computing environment. We propose a service model framework for cloud computing business. In the service concept of the proposed business model, we categorize customer needs and service offering value, while we analyze customer behavior for developing revenue model. In addition, we analyze cloud computing market drivers for finding an evolution path of the proposed business model. Finally, we develop cloud computing business strategies for Korean IT service industry.

Following Path using Motion Parameters for Virtual Characters

  • Baek, Seong-Min;Jeong, Il-Kwon;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1621-1624
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    • 2003
  • This paper presents a new method that generates a path that has no collision with the obstacles or the characters by using the three motion parameters, and automatically creates natural motions of characters that are confined to the path. Our method consists of three parameters: the joint information parameter, the behavior information parameter, and the environment information parameter. The joint information parameters are extracted from the joint angle data of the character and this information is used when creating a path following motion by finding the relation-function of the parameters on each joint. A user can set the behavior information parameter such as velocity, status, and preference and this information is used for creating different paths, motions, and collision avoidance patterns. A user can create the virtual environment such as road and obstacle, also. The environment is stored as environment information parameters to be used later in generating a path without collision. The path is generated using Hermit-curve and each control point is set at important places.

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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.

Development of Path-Finding System for Humanoid Robots Based on Image Pattern Recognition (패턴 인식 알고리즘 기반 휴머노이드 경로 시스템 개발)

  • Park, Hyun;Eun, Jin-Hyuk;Park, Hae-Ryeon;Suk, Jung Bong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.10
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    • pp.925-932
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    • 2012
  • In this paper, we develop a pattern recognition algorithm applied to a humanoid robot which is exploited as a guide for visually handicapped persons to find a desired path to their destinations. Behavior primitives of a humanoid robot are defined, and Canny's edge detection algorithm is employed to extract the pattern and color of the paving blocks that especially devised for visually handicapped persons. Based on these, an efficient path finding algorithm is developed and implemented on a humanoid robot, running on an embedded linux operating system equipped with a video camera. The performance of our algorithm is experimentally examined in terms of the response time and the pattern recognition ratio. In order to validate our algorithm in various realistic environments, the experiments are repeatedly performed by changing the tilt of paving blocks and the brightness in surrounding area. The results show that our algorithm performs sufficiently well to be exploited as a path finding system for visually handicapped persons.

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.

Autonomous Drone Path Planning for Environment Sensing

  • Kim, Beomsoo;Lee, Sooyong
    • Journal of Sensor Science and Technology
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    • v.27 no.4
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    • pp.209-215
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    • 2018
  • Recent research in animal behavior has shown that gradient information plays an important role in finding food and home. It is also important in optimization of performance because it indicates how the inputs should be adjusted for maximization/minimization of a performance index. We introduce perturbation as an additional input to obtain gradient information. Unlike the typical approach of calculating the gradient from the derivative, the proposed processing is very robust to noise since it is performed as a summation. Experimental results prove the validity of the process of spatial gradient acquisition. Quantitative indices for measuring the effect of the amplitude and the frequency are developed based on linear regression analysis. Drones are very useful for environmental monitoring and an autonomous path planning is required for unstructured environment. Guiding the drone for finding the origin of the interested physical property is done by estimating the gradient of the sensed value and generating the drone trajectories in the direction which maximizes the sensed value. Simulation results show that the proposed method can be successfully applied to identify the source of the physical quantity of interest by utilizing it for path planning of an autonomous drone in 3D environment.

A New Approach to Spatial Pattern Clustering based on Longest Common Subsequence with application to a Grocery (공간적 패턴클러스터링을 위한 새로운 접근방법의 제안 : 슈퍼마켓고객의 동선분석)

  • Jung, In-Chul;Kwon, Young-S.
    • IE interfaces
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    • v.24 no.4
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    • pp.447-456
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    • 2011
  • Identifying the major moving patterns of shoppers' movements in the selling floor has been a longstanding issue in the retailing industry. With the advent of RFID technology, it has been easier to collect the moving data for a individual shopper's movement. Most of the previous studies used the traditional clustering technique to identify the major moving pattern of customers. However, in using clustering technique, due to the spatial constraint (aisle layout or other physical obstructions in the store), standard clustering methods are not feasible for moving data like shopping path should be adjusted for the analysis in advance, which is time-consuming and causes data distortion. To alleviate this problems, we propose a new approach to spatial pattern clustering based on longest common subsequence (LCSS). Experimental results using the real data obtained from a grocery in Seoul show that the proposed method performs well in finding the hot spot and dead spot as well as in finding the major path patterns of customer movements.

A Study on the Attribute of an Art Museum Exhibit Space by a Spectator Behavior (관람자 행태에 의한 미술관 전시공간의 특성 연구 - 전시대상과 전시공간의 상관성을 중심으로 -)

  • Yoon Jae-Eun;Kim Joo-Hee
    • Korean Institute of Interior Design Journal
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    • v.15 no.4 s.57
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    • pp.81-88
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    • 2006
  • The form and function of modern museum present more a variety of aspects in need of transition of the mature civil society and culture than the past. Considering that an art museum is the space where a multitude of unspecified visitors inspect simultaneously, exhibitions and adequate construction make visitors lead to successively visual contact. Consequently a goal of this study is to analyze that there is correlation between exhibit space and exhibitions and to suggest an alternative plan at exhibition through relationship among exhibitions, exhibit space and spectators' behavior. Two Art galleries (one is a large-sized gallery and the other is a small-sized one) located in Pyung-Chang dong were selected to analyze the correlation and suggest the better display for the exhibition. The finding of the study is following. The exhibit space which spectators recognize is assumed diverse forms by an unique characteristics of exhibits and space and an arrangement of exhibitions and the path of flow of spectator who walking ahead have an huge effect on a spectators' behavior. In other words, spectators' watching patterns are affected by display of exhibitions and the path of flow. That is to say, the spectators' behavior and the concentration to watch exhibitions is decided by the exhibit form in the museum, and the quality of watching experience is depended on the spectators' relevant knowledge prior to exhibitions.