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Augmenting Quasi-Tree Search Algorithm for Maximum Homogenous Information Flow with Single Source/Multiple Sinks

  • Fujita, Koichi;Watanabe, Hitoshi
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.462-465
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    • 2002
  • This paper presents a basic theory of information flow from single sending point to multiple receiving points, where new theories of algebraic system called "Hybrid Vector Space" and flow vector space play important roles. Based on the theory, a new algorithm for finding maximum homogenous information flow is proposed, where homogenous information flow means the flow of the same contents of information delivered to multiple clients at a time. Effective multi-routing algorithms fur tree-shape delivery rout search are presented.

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Optimization for Large-Scale n-ary Family Tree Visualization

  • Kyoungju, Min;Jeongyun, Cho;Manho, Jung;Hyangbae, Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.54-61
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    • 2023
  • The family tree is one of the key elements of humanities classics research and is very important for accurately understanding people or families. In this paper, we introduce a method for automatically generating a family tree using information on interpersonal relationships (IIPR) from the Korean Classics Database (KCDB) and visualize interpersonal searches within a family tree using data-driven document JavaScript (d3.js). To date, researchers of humanities classics have wasted considerable time manually drawing family trees to understand people's influence relationships. An automatic family tree builder analyzes a database that visually expresses the desired family tree. Because a family tree contains a large amount of data, we analyze the performance and bottlenecks according to the amount of data for visualization and propose an optimal way to construct a family tree. To this end, we create an n-ary tree with fake data, visualize it, and analyze its performance using simulation results.

Design of Omok AI using Genetic Algorithm and Game Trees and Their Parallel Processing on the GPU (유전 알고리즘과 게임 트리를 병합한 오목 인공지능 설계 및 GPU 기반 병렬 처리 기법)

  • Ahn, Il-Jun;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.2
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    • pp.66-75
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    • 2010
  • This paper proposes an efficient method for design and implementation of the artificial intelligence (AI) of 'omok' game on the GPU. The proposed AI is designed on a cooperative structure using min-max game tree and genetic algorithm. Since the evaluation function needs intensive computation but is independently performed on a lot of candidates in the solution space, it is computed on the GPU in a massive parallel way. The implementation on NVIDIA CUDA and the experimental results show that it outperforms significantly over the CPU, in which parallel game tree and genetic algorithm on the GPU runs more than 400 times and 300 times faster than on the CPU. In the proposed cooperative AI, selective search using genetic algorithm is performed subsequently after the full search using game tree to search the solution space more efficiently as well as to avoid the thread overflow. Experimental results show that the proposed algorithm enhances the AI significantly and makes it run within the time limit given by the game's rule.

Dynamic Cell Leveling to Support Location Based Queries in R-trees (R-tree에서 위치 기반 질의를 지원하기 위한 동적 셀 레벨링)

  • Jung, Yun-Wook;Ku, Kyong-I;Kim, Yoo-Sung
    • Journal of Korea Spatial Information System Society
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    • v.6 no.2 s.12
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    • pp.23-37
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    • 2004
  • Location Based Services(LBSs) in mobile environments become very popular recently. For efficient LBSs, spatial database management systems must need a spatial indexing scheme such as R-trees in order to manage the huge spatial database. However, it may need unnecessary disk accesses since it needs to access objects which are not actually concerned to user's location-based queries. In this paper, to support the location-based queries efficiently, we propose a CLR-tree(Cell Leveling R-tree) in which a dynamic cell is built up within the minimum bounding rectangle of R-trees' node. The cell level of nodes is compared with the query's cell level in location-based query processing and determines the minimum search space. Also, we propose the insertion, split, deletion, and search algorithms for CRL-trees. From the experimental results, we see that a CLR-tree is able to decrease $5{\sim}20%$ of disk accesses from those of R-trees. So, a CLR-tree can be used for fast accessing spatial objects to user's location-based queries in LBSs.

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A Two-Dimensional Binary Prefix Tree for Packet Classification (패킷 분류를 위한 이차원 이진 프리픽스 트리)

  • Jung, Yeo-Jin;Kim, Hye-Ran;Lim, Hye-Sook
    • Journal of KIISE:Information Networking
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    • v.32 no.4
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    • pp.543-550
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    • 2005
  • Demand for better services in the Internet has been increasing due to the rapid growth of the Internet, and hence next generation routers are required to perform intelligent packet classification. For a given classifier defining packet attributes or contents, packet classification is the process of identifying the highest priority rule to which a packet conforms. A notable characteristic of real classifiers is that a packet matches only a small number of distinct source-destination prefix pairs. Therefore, a lot of schemes have been proposed to filter rules based on source and destination prefix pairs. However, most of the schemes are based on sequential one-dimensional searches using trio which requires huge memory. In this paper, we proposea memory-efficient two-dimensional search scheme using source and destination prefix pairs. By constructing binary prefix tree, source prefix search and destination prefix search are simultaneously performed in a binary tree. Moreover, the proposed two-dimensional binary prefix tree does not include any empty internal nodes, and hence memory waste of previous trio-based structures is completely eliminated.

Enhanced strategic Monte-Carlo Tree Search algorithm to play the game of Tic-Tac-Toe (삼목 게임을 위해 개선된 몬테카를로 트리탐색 알고리즘)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.79-86
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    • 2016
  • Monte-Carlo Tree Search(MCTS) is a best-first tree search algorithm and has been successfully applied to various games, especially to the game of Go. We evaluate the performance of MCTS playing against each other in the game of Tic-Tac-Toe. It reveals that the first player always has an overwhelming advantage to the second player; and we try to find out the reason why the first player is superior to the second player in spite of the fact that the best game result should be a draw. Since MCTS is a statistical algorithm based on the repeated random sampling, it cannot adequately tackle an urgent problem that needs a strategy, especially for the second player. For this, we propose a strategic MCTS(S-MCTS) and show that the S-MCTS player never loses a Tic-Tac-Toe game.

GreedyUCB1 based Monte-Carlo Tree Search for General Video Game Playing Artificial Intelligence (일반 비디오 게임 플레이 인공지능을 위한 GreedyUCB1기반 몬테카를로 트리 탐색)

  • Park, Hyunsoo;Kim, HyunTae;Kim, KyungJoong
    • KIISE Transactions on Computing Practices
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    • v.21 no.8
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    • pp.572-577
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    • 2015
  • Generally, the existing Artificial Intelligence (AI) systems were designed for specific purposes and their capabilities handle only specific problems. Alternatively, Artificial General Intelligence can solve new problems as well as those that are already known. Recently, General Video Game Playing the game AI version of General Artificial Intelligence, has garnered a large amount of interest among Game Artificial Intelligence communities. Although video games are the sole concern, the design of a single AI that is capable of playing various video games is not an easy process. In this paper, we propose a GreedyUCB1 algorithm and rollout method that were formulated using the knowledge from a game analysis for the Monte-Carlo Tree Search game AI. An AI that used our method was ranked fourth at the GVG-AI (General Video Game-Artificial Intelligence) competition of the IEEE international conference of CIG (Computational Intelligence in Games) 2014.

Balanced Binary Search Using Prefix Vector for IP Address Lookup (프리픽스 벡터를 사용한 균형 이진 IP 주소 검색 구조)

  • Kim, Hyeong-Gee;Lim, Hye-Sook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.5B
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    • pp.285-295
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    • 2008
  • Internet routers perform packet forwarding which determines a next hop for each incoming packet using the packet's destination IP address. IP address lookup becomes one of the major challenges because it should be performed in wire-speed for every incoming packet under the circumstance of the advancement in link technologies and the growth of the number of the Internet users. Many binary search algorithms have been proposed for fast IP address lookup. However, tree-based binary search algorithms are usually unbalanced, and they do not provide very good search performance. Even for binary search algorithms providing balanced search, they have drawbacks requiring prefix duplication. In this paper, a new binary search algorithm which provides the balanced binary search and the number of its entries is much less than the number of original prefixes. This is possible because of composing the binary search tree only with disjoint prefixes of the prefix set. Each node has a prefix vector that has the prefix nesting information. The number of memory accesses of the proposed algorithm becomes much less than that of prior binary search algorithms, and hence its performance for IP address lookup is considerably improved.

Modeling of Environmental Survey by Decision Trees

  • Park, Hee-Chang;Cho, Kwang-Hyun
    • 한국데이터정보과학회:학술대회논문집
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    • 2004.10a
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    • pp.63-75
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    • 2004
  • The decision tree approach is most useful in classification problems and to divide the search space into rectangular regions. Decision tree algorithms are used extensively for data mining in many domains such as retail target marketing, fraud dection, data reduction and variable screening, category merging, etc. We analyze Gyeongnam social indicator survey data using decision tree techniques for environmental information. We can use these decision tree outputs for environmental preservation and improvement.

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Modeling of Environmental Survey by Decision Trees

  • Park, Hee-Chang;Cho, Kwang-Hyun
    • Journal of the Korean Data and Information Science Society
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    • v.15 no.4
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    • pp.759-771
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    • 2004
  • The decision tree approach is most useful in classification problems and to divide the search space into rectangular regions. Decision tree algorithms are used extensively for data mining in many domains such as retail target marketing, fraud dection, data reduction and variable screening, category merging, etc. We analyze Gyeongnam social indicator survey data using decision tree techniques for environmental information. We can use these decision tree outputs for environmental preservation and improvement.

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