• 제목/요약/키워드: Path-finding behavior

검색결과 37건 처리시간 0.029초

Implementing Path-Finding Agents for Simulation Environments

  • Oh, Sang-Keon;Kim, Chang-Hyun;Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2002년도 ICCAS
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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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수도권 복합 대중교통망의 복수 대안 경로 탐색 알고리즘 고찰 (A Study on Finding the K Shortest Paths for the Multimodal Public Transportation Network in the Seoul Metropolitan)

  • 박종훈;손무성;오석문;민재홍
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 정기총회 및 추계학술대회 논문집
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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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클라우드 컴퓨팅 비즈니스 모델 개발을 위한 프레임워크 설계 (A New Conceptual Framework for Designing Cloud Computing Business Model)

  • 이영호;박지애
    • 경영과학
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    • 제28권1호
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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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    • 제어로봇시스템학회 2003년도 ICCAS
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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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3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위 (Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment)

  • 김인철;이재호
    • 정보처리학회논문지B
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    • 제10B권1호
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    • pp.1-12
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    • 2003
  • 본 논문에서는 대표적인 3차원 일인칭 액션 게임인 Unreal Tournament 게임과 이것에 기초한 지능형 에이전트 연구용 테스트베드인 Gamebots 시스템을 소개한다. 그리고 이들이 제공하는 3차원 가상환경에서 동작하는 지능형 NPC인 KGBot의 설계와 구현에 대해 설명한다. KGBot는 Gamebots 시스템 내의 하나의 보트 클라이언트이다. KGBot는 3차원 가상환경 안에 숨겨진 목표점들을 찾아 효과적으로 점령하는 임무를 수행한다. KGBot는 범용의 BDI 에이전트 구조인 UM-PRS를 제어엔진으로 채용하고 있으며, 복잡한 행위들을 여러 계층으로 표현한 계층화된 지식베이스를 가지고 있다. 본 논문에서는 미지의 월드를 효과적으로 탐색함으로써 숨겨진 목표점들의 위치를 빨리 파악하고, 흩어져 있는 이동점들과 경로들을 찾아내어 경로 그래프를 작성하며, 이것에 기초하여 특정 목적지까지 지적의 이동 경로를 계획하는 KGBot의 지능 행위들에 대해 자세히 설명한다. 그리고 끝으로 다양한 3차원 지도를 이용한 실험을 통해 KGBot의 월드 탐색 전략과 제어엔진의 성능을 분석해본다.

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

  • 박현;은진혁;박혜련;석정봉
    • 한국통신학회논문지
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    • 제37C권10호
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    • pp.925-932
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    • 2012
  • 본 논문에서는 패턴 인식 알고리즘을 기반으로 인간 형태를 가진 휴머노이드 로봇의 보행 동작을 제어하는 경로 인식 시스템을 개발하였다. 휴머노이드 로봇이 효과적인 작업 수행을 할 수 있도록 행동 프리미티브를 정의 하였으며, Canny 에지 검출 알고리즘을 적용한 보도 블록의 패턴 및 색상 추출, 이를 기반으로 한 이동 방향을 인식하는 알고리즘 제안하고, 리눅스 운영체제와 영상 카메라가 장착된 소형 휴머노이드 임베디드 시스템에 구현하였다. 제안 알고리즘의 성능 실험을 휴머노이드 로봇의 동작 속도 및 인식율에 관점에서 수행하였으며, 다양한 현실 환경을 반영하기 위해 경사도 및 조도 변화를 적용하였다. 실험 결과 제안 알고리즘은 다양한 환경에서 시각 장애인의 길안내 도우미 로봇으로서 적절한 수준에서 반응함을 확인하였다.

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

  • 박중태;송재복
    • 제어로봇시스템학회논문지
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    • 제15권12호
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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
    • 센서학회지
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    • 제27권4호
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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.

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

  • 정인철;권영식
    • 산업공학
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    • 제24권4호
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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.

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

  • 윤재은;김주희
    • 한국실내디자인학회논문집
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    • 제15권4호
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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.