• Title/Summary/Keyword: real-time path finding

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Compare with Shotest Path Algorithm in Navigation System (네비게이션 시스템에서의 최단경로 탐색 기법 비교)

  • Park, Seung-Yong;Yu, Ki-Yun
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2010.04a
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    • pp.27-28
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    • 2010
  • Finding shortest path technique running time differs depending on applying of the algorithm and data, and also used a lot of difference in effectiveness depending on the environment occurs. Therefore, the algorithm and environment based on this study, the relationship between optimal solutions and compare running time.

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Learning Heuristics for Tactical Path-finding in Computer Games (컴퓨터 게임에서 전술적 경로 찾기를 위한 휴리스틱 학습)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1333-1341
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    • 2009
  • Tactical path-finding in computer games is path-finding where a path is selected by considering not only basic elements such as the shortest distance or the minimum time spend but also tactical information of surroundings when deciding character's moving trajectory. One way to include tactical information in path-finding is to represent a heuristic function as a sum of tactical quality multiplied by a weighting factor which is.. determined based on the degree of its importance. The choice of weighting factors for tactics is very important because it controls search performance and the characteristic of paths found. In this paper. we propose a method for improving a heuristic function by adjusting weights based on the difference between paths on examples given by a level designer and paths found during the search process based on the CUITent weighting factors. The proposed method includes the search algorithm modified to detect search errors and learn heuristics and the perceptron-like weight updating formular. Through simulations it is demonstrated how different paths found by tactical path-finding are from those by traditional path-finding. We analyze the factors that affect the performance of learning and show the example applied to the real game environments.

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An Optimal Sorting Algorithm for Auto IC Test Handler (IC 테스트 핸들러의 최적분류 알고리즘 개발)

  • 김종관;최동훈
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.18 no.10
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    • pp.2606-2615
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    • 1994
  • Sorting time is one of the most important issues for auto IC test handling systems. In actual system, because of too much path, reducing the computing time for finding a sorting path is the key way to enhancing the system performance. The exhaustive path search technique can not be used for real systems. This paper proposes heuristic sorting algorithm to find the minimal sorting time. The suggested algorithm is basically based on the best-first search technique and multi-level search technique. The results are close to the optimal solutions and computing time is greately reduced also. Therefore the proposed algorthm can be effectively used for real-time sorting process in auto IC test handling systems.

A Hierarchical Graph Structure and Operations for Real-time A* Path finding and Dynamic Graph Problem (실시간 A* 길 찾기와 동적 그래프 문제를 위한 계층적 그래프 구조와 연산자)

  • Kim, Tae-Won;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.55-64
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    • 2004
  • A dynamic graph is suitable for representing and managing dynamic changable obstacles or terrain information in 2D/3D games such as RPG and Strategy Simulation Games. We propose a dynamic hierarchical graph model with fixed level to perform a quick A* path finding. We divide a graph into subgraphs by using space classification and space model, and construct a hierarchical graph. And then we perform a quick path fading on the graph by using our dynamic graph operators. With our experiments we show that this graph model has efficient properties for finding path in a dynamic game environment.

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Path Finding with Maximum Speed Dynamic Heuristic (최고 속력 동적 휴리스틱을 이용한 경로탐색)

  • Kim, Ji-Soo;Lee, Ji-Wan;Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.8
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    • pp.1615-1622
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    • 2009
  • Generally, the Terminal Based Navigation System(TBNS) used embedded road data searches a path that has less qualitative than The Center Based Navigation System(CBNS). TBNS has not used real time road data but it is recently able to use it with technique such as TPEG. However, it causes to increase a cost of exploring by using real time road data for improvement quality of a path, because of limited performance. In this paper, we propose a Dynamic Heuristic to improve quality of path in the TBNS. Dynamic Heuristic(DH) is not fixed data and is dynamically modified using transferred real time road data from server. In this paper, we propose path-lading algorithm with Maximum Speed Dynamic Heuristic (DH-MAX) and do an experiment. The DH-MAX is to be used the highest speed as DH, in real map divided by same size. And proposed algorithm searches path using the priority searching only of the fixed data, but also the highest speed with real time information. In the performance test, the quality of path is enhanced but the cost of searching is increased than A* algorithm.

Development the Humanoid Biped Robot and Path Finding (휴머노이드 타입의 이족 보행 로봇 제작과 Path-Finding에 관한 연구)

  • Kim, Jung-Kee;Shen, Yun-De;Kee, Chang-Doo
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.447-449
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    • 2004
  • We proposed the method of the production of the humanoid biped robot and apply the A* path finding algorithm, for that robot mainly used in game and mobile robot, to avoid obstacles at real time. Actually we made the robot which has 20 DOF, 12 DOF in the two legs, 6 DOF in the two arms and each 1 DOF in the neck and waist, to realize human motions with minimal DOF, And we use the CATIA V5 for 3D modeling design and simulate.

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Distributed Optimal Path Generation Based on Delayed Routing in Smart Camera Networks

  • Zhang, Yaying;Lu, Wangyan;Sun, Yuanhui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.7
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    • pp.3100-3116
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    • 2016
  • With the rapid development of urban traffic system and fast increasing of vehicle numbers, the traditional centralized ways to generate the source-destination shortest path in terms of travel time(the optimal path) encounter several problems, such as high server pressure, low query efficiency, roads state without in-time updating. With the widespread use of smart cameras in the urban traffic and surveillance system, this paper maps the optimal path finding problem in the dynamic road network to the shortest routing problem in the smart camera networks. The proposed distributed optimal path generation algorithm employs the delay routing and caching mechanism. Real-time route update is also presented to adapt to the dynamic road network. The test result shows that this algorithm has advantages in both query time and query packet numbers.

Minimum Travel Time Paths for ATIS in Urban Road Networks Using Genetic Algorithms (유전자 알고리즘을 이용한 도시도로망에서의 첨단 여행자 정보시스템(ATIS) 운영계획)

  • 장인성;문형수
    • Journal of Korean Society of Transportation
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    • v.19 no.4
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    • pp.85-96
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    • 2001
  • This paper discusses the problem of finding the Origin-Destination(O-D) shortest path in urban road networks that have variable special qualifies such as time windows for passing as well as geometrical special qualities such as U-turn and left-turn prohibition. The focus of this paper is motivated by the problem of finding minimum travel time paths for an advanced traveler information system (ATIS) in the context of intelligent transportation system(ITS) application. The transportation network with variable and geometrical special qualities is a more realistic representation of the urban road network in the real word. But, the traditional and existing shortest path algorithms can not search practical shortest path that variable special quality is reflected. This paper presents a shortest path algorithm which can search reasonable shortest path information for the urban ATIS application within a real time. The algorithm is based on genetic algorithm(GA). The high performance of the proposed algorithm is demonstrated by computer simulations.

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Heuristic Algorithm for Searching Multiple Paths (복수 경로 탐색을 위한 휴리스틱 알고리즘에 대한 연구)

  • Shin, Yongwook;Yang, Taeyong;Baek, Won
    • Journal of Korean Institute of Industrial Engineers
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    • v.32 no.3
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    • pp.226-235
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    • 2006
  • Telematics is expected to be one of the fastest growing businesses in information technology area. It may create a new emerging market in industry related to automotive, telecommunications, and information services. Especially vehicle navigation service is considered as a killer application among telematics service applications. The current vehicle navigation service typically recommends a single path that is based on the traveling time or distance from the origin to the destination. The system provides two options for users to choose either via highway or via any road. Since the traffics and road conditions of big cities are very complicated and dynamic, the demand of multi-path guidance system is increasing in telematics market. The multi-path guidance system should allow drivers to choose a path based on their individual preferences such as traveling time, distance, or route familiarity. Using the Lawler's algorithm, it is possible to find multiple paths; however, due to the lengthy computational time, it is not suitable for the real-time services. This study suggests a computationally feasible and efficient heuristic multiple paths finding algorithm that is reliable for the real-time vehicle navigation services.

A hierarchical path finding algorithm with the technique of minimizing the number of turn (방향전환 최소화 기법을 적용한 계층 경로 탐색 알고리즘)

  • Moon, Dae-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.323-326
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    • 2007
  • When traveling on real road network, it generally takes less travel time in a near straight path than a zig-zaged path with same source and destination. In order to making a left(right/u) turn, the delay should be required to decrease the speed. The traffic signal waiting time of left(right/u) turn is probably longer than straight driving. In this paper, we revise the previous hierarchical path finding algorithm to reduce the number of turns. The algorithm proposed in this paper complied with a hierarchical $A^*$ algorithm, but has a distinct strategy for edge weight. We define an edge that makes a turn as a turn-edge and give the turn-edge lower weight to maintain the straightness of the whole path.

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