• Title/Summary/Keyword: Turn Heuristic

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VTA* Algorithm: A* Path-Finding Algorithm using Variable Turn Heuristic (VTA* 알고리즘: 가변적인 턴 휴리스틱을 적용한 A* 경로탐색 알고리즘)

  • Kim, Ji-Soo;Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.3
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    • pp.663-668
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    • 2010
  • In driving a car, turns such as left turns, right turns, or u-turns, make the speed of the car decrease considerably. A more straight path, therefore, is probably faster to arrive at the destination than zig-zag path with same distance. In this paper, we have newly proposed the turn heuristic to make more straight path. The path navigation algorithm with turn heuristic(called as TA* algorithm) could enhance the straightness of a path by putting the turned-edges to the turn cost. It requires higher cost to use TA* algorithm than traditional A* algorithm because the straight-edge first searching have increased the search space. We have improved the TA* algorithm into the variable TA* algorithm(called as VTA* algorithm) which adopt the turn-heuristic during the a portion of the whole path.

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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Optimal Design of Irrigation Pipe Network with Multiple Sources

  • Lyu, Heui-Jeong;Ahn, Tae-Jin
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.39 no.2
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    • pp.9-18
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    • 1997
  • Abstract This paper presents a heuristic method for optimal design of water distribution system with multiple sources and potential links. In multiple source pipe network, supply rate at each source node affects the total cost of the system because supply rates are not uniquely determined. The Linear Minimum Cost Flow (LMCF) model may be used to a large scale pipe network with multiple sources to determine supply rate at each source node. In this study the heuristic method based on the LMCF is suggested to determine supply rate at each source node and then to optimize the given layout. The heuristic method in turn perturbs links in the longest path of the network to obtain the supply rates which make the optimal design of the pipe network. Once the best tree network is obtained, the frequency count of reconnecting links by considering link failure is in turn applied to form loop to enhance the reliability of the best tree network. A sample pipe network is employed to test the proposed method. The results show that the proposed method can yield a lower cost design than the LMCF alone and that the proposed method can be efficiently used to design irrigation systems or rural water distribution systems.

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Algorithm for Search Space Reduction based on Dynamic Heuristic Value Change

  • Kim, Hyung-Soo;Moon, kyung-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.6
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    • pp.943-950
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    • 2002
  • Real time strategy game is a computer game genre of Playing with human or computer opponents in real time It differs from turn-type computer games in the game process method. Turn type games, such as chess, allow only one Player to move at a time. Real time strategy games allow two or more Players to move simultaneously. Therefore, in real time strategy computer games, the game components' movement plans must be calculated very quickly in order to not disturb other processes such as gathering resources, building structures, and combat activities. There are many approaches, which can reduce the amount of memory required for calculating path, search space, and reactive time of components. (or units). However, existing path finding algorithms tend to concentrate on achieving optimal Paths that are not as important or crucial in real time strategy game. This Paper introduces Dynamic Heuristic Af(DHA*) algorithm which is capable of reducing search space and reactive time of game units and compares with A* algorithm using static heuristic weighting.

A Heuristic Algorithm for Maximum Origin-Destination Flow Path in the Transportation Network (수송 네트워크에서 최대 물동량 경로문제의 근사해법)

  • Sung, Ki-Seok;Park, Soon-Dal
    • Journal of Korean Institute of Industrial Engineers
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    • v.16 no.2
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    • pp.91-98
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    • 1990
  • This paper studies a heuristic method for the Maximum Origin-Destination Flow Path (MODFP) in an acyclic transportation network. We construct a mathematical formulation for finding the MODFP. Then by applying Benders' partitioning method, we generate two subproblems which should be solved in turn so that they may give an optimal solution. We solve one subproblem by an optimal seeking algorithm and the other by a hueristic method. so that, we finally obtain a good solution. The computational complexity of calculating the optimal solution of the first subproblem is 0(mn) and that of calculating the heuristic solution of the other subproblem is $0(n^2).$ From the computational experiments, we estimated the performance of the heuristic method as being 99.3% and the computing time relative to optimal algorithm as being 28.76%.

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An Implementation of $A^*$ Algorithm with Turn Heuristic for Enhancing the Straightness of a Path (경로의 직진성을 고려한 턴 휴리스틱 $A^*$ 알고리즘의 구현)

  • Moon, Dae-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.561-564
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    • 2007
  • In driving a car, u-turn or left turn makes the speed of car decrease considerably or require more waiting time at the cross for the traffic signal to turn green. A more straight path, therefore, is probably faster to arrive at the destination than zig-zaged path with same distance. Previous works related to the path navigation do not consider the straightness of the path. In this paper, we have proposed the path navigation algorithm with turn heuristic for enhancing the straightness of a path. We have implement the proposed algorithm and compared it with a traditional $A^*$ algorithm. The experimental result shows that the degree of the straightness of a path is enhanced by 30% and the navigation distance of a path is deceased by 3.3%.

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An Implementation of $A^*$ Algorithm with Turn Heuristic for Enhancing the Straightness of a Path (경로의 직진성을 고려한 턴 휴리스틱 $A^*$ 알고리즘의 구현)

  • Moon, Dae-Jin;Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.11
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    • pp.2072-2077
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    • 2007
  • In driving a car, u-turn or left turn makes the speed of car decrease considerably or require more waiting time at the cross for the traffic signal to turn green. A more straight path, therefore, is probably fester to arrive at the destination than zig-zaged path with same distance. Previous works related to the path navigation do not consider the straightness of the path. In this paper, we have proposed the path navigation algorithm with turn heuristic for enhancing the straightness of a path. We have implement the proposed algorithm and compared it with a traditional $A^*$ algorithm. The experimental result shows that the degree of the straightness of a path is enhanced by 30% and the navigation distance of a path is deceased by 3.3%.

The Effect of Heuristic Cues on the Intention to Watch Contents in Searching Information on YouTube (유튜브 내의 휴리스틱 단서들이 정보검색 콘텐츠 시청의도에 미치는 영향)

  • Jiwon Chae;Jai-Yeol Son
    • Information Systems Review
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    • v.22 no.3
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    • pp.119-142
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    • 2020
  • This study aims to examine the role of IT features as heuristic cues in choosing a content on YouTube. According to the heuristic-systematic model, people tend to rely on heuristic cues when they have to choose and process useful information quickly so that they could save time and reduce demands for thinking. Based on this line of reasoning, this study posits that YouTube users rely on certain IT features as heuristic cues in choosing contents before they actually watch them. Based on the prior literature and interviews with YouTube users, we develop a research model in which social endorsement, self-presentation, and interactivity are identified as potential determinants of users' attitude toward contents, which in turn influence their intention to watch them. To empirically test the research model, we conduct a laboratory experiment and a follow-up survey. The results of data analysis show that social endorsement for the content, YouTube creator's self-presentation, and interactivity have significant and positive effects on their attitude toward the content, leading to their intention to watch it. This study suggests that IT features on YouTube could be wisely utilized to increase the chance that users choose a particular content out of many competing contents when they search certain information on YouTube.

Implementations of Path-Finding Algorithm using Variable Turn Heuristic (가변적인 턴 휴리스틱을 이용한 경로탐색 알고리즘의 구현)

  • Lee, Ji-Wan;Moon, Dae-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2008.10a
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    • pp.182-187
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    • 2008
  • It needs to consider of turns during a path-finding on real road network. traveling on real road network, it generally takes less travel time in a more straight path than a zig-zaged path with same source and destination. In this paper, we propose $VTA^*$ algorithm that can reduce the cost of exploring despite increasing the number of turn in comparing with $TA^*$ algorithm. We have implement the proposed $VTA^*$, $TA^*$ which consider the number of turn and a traditional $A^*$ algorithm which dosen't consider the number of turn. The experimental result shows that the cost of exploring is reduced by 7.31 % comparing with $TA^*$ and the number of turn is reduced by 27.95% comparing with $A^*$ approximately.

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Fuzzy Logic Controller Design for Tracking Control and Obstacle Avoidance of Mobile Robot (이동로봇의 추적제어 및 장애물 회피를 위한 퍼지제어기의 설계)

  • Park, Jong-Suk;Kim, Byung-Kook
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1997.11a
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    • pp.105-108
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    • 1997
  • We developed a FLC(Fuzzy Logic Controller) for tracking control of MR(Mobile Robot) with obstacle avoidance. In this research, we made a heuristic approach to tracking control which is simple and efficient in almost every situation using FLC. In addition, smooth turn is accomplished and also obstacles are avoided. Also we used the XX(don't care) linguistic variable for inputs in FLC to make simple rule-table. With various simulations, the validity of our FLC was shown.

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