• Title/Summary/Keyword: heuristic

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A Heuristic for Dual Mode Routing with Vehicle and Drone

  • Min, Yun-Hong;Chung, Yerim
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.79-84
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    • 2016
  • In this paper we consider the problem of finding the triplet (S,${\pi}$,f), where $S{\subseteq}V$, ${\pi}$ is a sequence of nodes in S and $f:V{\backslash}S{\rightarrow}S$ for a given complete graph G=(V,E). In particular, there exist two costs, $c^V_{uv}$ and $c^D_{uv}$ for $(u,v){\in}E$, and the cost of triplet (S,${\pi}$,f) is defined as $\sum_{i=1}^{{\mid}S{\mid}}c^V_{{\pi}(i){\pi}(i+1)}+2$ ${\sum_{u{\in}V{\backslash}S}c^D_{uf(u)}$. This problem is motivated by the integrated routing of the vehicle and drone for urban delivery services. Since a well-known NP-complete TSP (Traveling Salesman Problem) is a special case of our problem, we cannot expect to have any polynomial-time algorithm unless P=NP. Furthermore, for practical purposes, we may not rely on time-exhaustive enumeration method such as branch-and-bound and branch-and-cut. This paper suggests the simple heuristic which is motivated by the MST (minimum spanning tree)-based approximation algorithm and neighborhood search heuristic for TSP.

Optimization of Space Debris Collision Avoidance Maneuver for Formation Flying Satellites

  • Seong, Jae-Dong;Kim, Hae-Dong
    • Journal of Astronomy and Space Sciences
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    • v.30 no.4
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    • pp.291-298
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    • 2013
  • The concept of the satellite formation flight is area where it is actively study with expandability and safety compare to existing satellite. For execution of duty with more safety issue, it needs to consider hot topic of space debris for operation of formation flight. In this paper, it suggests heuristic algorithm to have avoidance maneuver for space debris towards operating flight formation. Indeed it covers, using common software, operating simulation to nearest space environment and not only to have goal of avoidance but also minimizing the usage of fuel and finding optimization for maximizing cycle of formation flight. For improvement on convergence speed of existing heuristic algorithm, it substitute to hybrid heuristic algorithm, PSOGSA, and the result of simulation, it represents the satisfaction of minimum range for successful avoidance maneuver and compare to not using avoidance maneuver, it keeps more than three times of formation maintenance performance. From these, it is meaningful results of showing several success goals like simple avoidance collision and fuel usage and decreasing number of times of maintaining formation maneuver.

An Alternative Modeling for Lot-sizing and Scheduling Problem with a Decomposition Based Heuristic Algorithm (로트 크기 결정 문제의 새로운 혼합정수계획법 모형 및 휴리스틱 알고리즘 개발)

  • Han, Junghee;Lee, Youngho;Kim, Seong-in;Park, Eunkyung
    • Journal of Korean Institute of Industrial Engineers
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    • v.33 no.3
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    • pp.373-380
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    • 2007
  • In this paper, we consider a new lot-sizing and scheduling problem (LSSP) that minimizes the sum of production cost, setup cost and inventory cost. Setup carry-over and overlapping as well as demand splitting are considered. Also, maximum number of setups for each time period is not limited. For this LSSP, we have formulated a mixed integer programming (MIP) model, of which the size does not increase even if we divide a time period into a number of micro time periods. Also, we have developed an efficient heuristic algorithm by combining decomposition scheme with local search procedure. Test results show that the developed heuristic algorithm finds good quality (in practice, even better) feasible solutions using far less computation time compared with the CPLEX, a competitive MIP solver.

On the Application of Heuristic Knowledge for Program Debugging (프로그램 디버깅을 위한 휴리스틱 지식의 응용)

  • Seo, Dong-Geun
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.2
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    • pp.335-346
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    • 1999
  • The process of program debugging is essentially an intelligence intensive process. It is thought viable to develop a knowledge-based tool to help programmer perform this process. This paper presents the design of such a system. Unlike other knowledge-based debugging tools which are mostly based on formal program specification and automatic program understanding, this tool is based on debugging heuristic. This tool is a debugging assistant which only suggests the programmer in program debugging what and where to examine using the debugging heuristic stored in the knowledge base. In this paper, a umber of useful heuristic debugging knowledge are explained and their usage in debugging process are described. The, a scheme to organize the knowledge in the knowledge base and an intelligent program debugging assistant using the knowledge are proposed and discussed.

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Conflict of Synthesis and Analysis: from heuristic until method of projective Geometry (종합과 해석의 대립 : 발견술에서 사영기하학의 방법론까지)

  • Han, Kyeong-Hye
    • Journal for History of Mathematics
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    • v.18 no.4
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    • pp.29-38
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    • 2005
  • This Paper discusses the history of the conflicts between synthesis and analysis, from those in heuristic and logic development style in ancient Greek to those in projective geometric methods. The two methods, which originally displayed difference in heuristic, offer the base for the two fields of geometry, the analytic geometry and the synthetic geometry in the 18th century as they originated from the field of geometry. As to the 19th century, they even display antagonistic aspects derived by having other perspectives about the true nature of mathematic but finally lose the reason of conflict as the ancient times when the dialectical sublation of both had been proposed.

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How YouTube Influencers Impact Customers' Purchase Intention: An Empirical Study of Cosmetic Brands in Vietnam

  • LE, Thanh Vi;ALANG, Tho;TRAN, Quang Tri
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.9
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    • pp.101-111
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    • 2021
  • This study investigates the impact of heuristic factors on customers' perception of information credibility of influencers on YouTube channels, and the association between customers' perception of information credibility and brand attitude, brand credibility, and purchase intention of cosmetic products in Vietnam. A quantitative approach is employed, with a survey of 270 females who are frequent viewers of beauty content on YouTube channels. The data reliability and validity go through various statistical tests including exploratory factor analysis (EFA) and confirmatory factor analysis (CFA). Also, structural equation modeling (SEM) is applied to test the hypotheses. The results reveal that there is a positive association between heuristic factors and the perception of information credibility. This perception of information credibility also influences positively on customers' attitudes toward the brand and brand credibility. Purchase intention is also found to be positively associated with the two latter variables. The study's main findings not only offer advice to practitioners on how to choose the right product endorsers and advertising platforms, but they also offer novel insight from the Vietnamese context that could help to extend the heuristic-systematic model and customers' buy intention behavior.

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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Path-finding Algorithm using Heuristic-based Genetic Algorithm (휴리스틱 기반의 유전 알고리즘을 활용한 경로 탐색 알고리즘)

  • Ko, Jung-Woon;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.123-132
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    • 2017
  • The path-finding algorithm refers to an algorithm for navigating the route order from the current position to the destination in a virtual world in a game. The conventional path-finding algorithm performs graph search based on cost such as A-Star and Dijkstra. A-Star and Dijkstra require movable node and edge data in the world map, so it is difficult to apply online games with lots of map data. In this paper, we provide a Heuristic-based Genetic Algorithm Path-finding(HGAP) using Genetic Algorithm(GA). Genetic Algorithm is a path-finding algorithm applicable to game with variable environment and lots of map data. It seek solutions through mating, crossing, mutation and evolutionary operations without the map data. The proposed algorithm is based on Binary-Coded Genetic Algorithm and searches for a path by performing a heuristic operation that estimates a path to a destination to arrive at a destination more quickly.

A study on sequencing of Mixed Model Assembly Line for increasing productivity (혼합모델조립라인의 생산성 제고를 위한 작업순서 결정)

  • 최종열
    • Korean Management Science Review
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    • v.13 no.2
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    • pp.25-48
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    • 1996
  • Mixed Model Assembly Lines (MMALs) are increasingly used to produce differentiated products on a single assembly line without work-in-process storage, Usually, a typical MMAL consists of a number of (1) stations doing exactly the same operation on every job, (2) stations involving operations with different choices, and (3) stations offering operations that are not performed on every job, or that are performed on every job but with many options. For stations of the first type there is no sequencing problem at all. However, for the second type a set-up cost is incurred each time the operation switches from one choice to another. At the third type of stations, different models, requring different amounts and choices of assembly work, creates an uneven flow of work along the line and variations in the work load at these stations. When a subsequence of jobs requires more work load than the station can handle, it is necessary to help the operations at the station or to complete the work elsewhere. Therefore, a schedule which minimize the sum of set-up cost and utility work cost is desired. So this study has developed Fixed Random Ordering Rule (FROR), Fixed Ascending Ordering Rule (FAOR), Fixed Descending Ordering Rule, and Extended NHR (ENHR). ENHR is to choose optimal color ordering of each batch with NHR, and to decide job sequence of the batch with it, too. As the result of experiments, ENHR was the best heuristic algorithm. NHR is a new heuristic rule in which only the minimum addition of violations from both partial sequence and unassigned sequence at every branch could be considered. And this is a heuristic sequencing rule for the third type of stations at MMAL. This study developed one more heuristic algorithm to test the performance of NHR, which is named as Practical Heuristic Rule (PHR).

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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.