• 제목/요약/키워드: search algorithm

검색결과 3,898건 처리시간 0.028초

Performance comparison of Tabu search and genetic algorithm for cell planning of 5G cellular network (5G 이동통신 셀 설계를 위한 타부 탐색과 유전 알고리즘의 성능)

  • Kwon, Ohyun;Ahn, Heungseop;Choi, Seungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제13권3호
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    • pp.65-73
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    • 2017
  • The fifth generation(5G) of wireless networks will connect not only smart phone but also unimaginable things. Therefore, 5G cellular network is facing the soaring traffic demand of numerous user devices. To solve this problem, a huge amount of 5G base stations will need to be installed. The base station positioning problem is an NP-hard problem that does not know how long it will take to solve the problem. Because, it can not find an answer other than to check the number of all cases. In this paper, to solve the NP hard problem, we compare the tabu search and the genetic algorithm using real maps for optimal cell planning. We also perform Monte Carlo simulations to study the performance of the Tabu search and Genetic algorithm for 5G cell planning. As a results, Tabu search required 2.95 times less computation time than Genetic algorithm and showed accuracy difference of 2dBm.

Reducing Search Space of A* Algorithm Using Obstacle Information (장애물 정보를 이용한 A* 알고리즘의 탐색 공간의 감소)

  • Cho, Sung Hyun
    • Journal of Korea Game Society
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    • 제15권4호
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    • pp.179-188
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    • 2015
  • The A* algorithm is a well-known pathfinding algorithm. However, if the information about obstacles is not exploited, the algorithm may collide with obstacles or lead into swamp areas unnecessarily. In this paper, we propose new heuristic functions using the information of obstacles to avoid them or swamp areas. It takes time to process the information of obstacles before starting pathfinding, but it may not cause any problems most of cases because it is not processed in real time. We showed that the proposed methods could reduce the search space effectively through experiments. Furthermore, we showed that heuristic functions using obstacle information could reduce the search space effectively without processing obstacle information at all.

Fast Search Algorithm for Determining the Optimal Number of Clusters using Cluster Validity Index (클러스터 타당성 평가기준을 이용한 최적의 클러스터 수 결정을 위한 고속 탐색 알고리즘)

  • Lee, Sang-Wook
    • The Journal of the Korea Contents Association
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    • 제9권9호
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    • pp.80-89
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    • 2009
  • A fast and efficient search algorithm to determine an optimal number of clusters in clustering algorithms is presented. The method is based on cluster validity index which is a measure for clustering optimality. As the clustering procedure progresses and reaches an optimal cluster configuration, the cluster validity index is expected to be minimized or maximized. In this Paper, a fast non-exhaustive search method for finding the optimal number of clusters is designed and shown to work well in clustering. The proposed algorithm is implemented with the k-mean++ algorithm as underlying clustering techniques using CB and PBM as a cluster validity index. Experimental results show that the proposed method provides the computation time efficiency without loss of accuracy on several artificial and real-life data sets.

Faster pipe auto-routing using improved jump point search

  • Min, Jwa-Geun;Ruy, Won-Sun;Park, Chul Su
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제12권1호
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    • pp.596-604
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    • 2020
  • Previous studies on pipe auto-routing algorithms generally used such algorithms as A*, Dijkstra, Genetic Algorithm, Particle Swarm Optimization, and Ant Colony Optimization, to satisfy the relevant constraints of its own field and improve the output quality. On the other hand, this study aimed to significantly improve path-finding speed by applying the Jump Point Search (JPS) algorithm, which requires lower search cost than the abovementioned algorithms, for pipe routing. The existing JPS, however, is limited to two-dimensional spaces and can only find the shortest path. Thus, it requires several improvements to be applied to pipe routing. Pipe routing is performed in a three-dimensional space, and the path of piping must be parallel to the axis to minimize its interference with other facilities. In addition, the number of elbows must be reduced to the maximum from an economic perspective, and preferred spaces in the path must also be included. The existing JPS was improved for the pipe routing problem such that it can consider the above-mentioned problem. The fast path-finding speed of the proposed algorithm was verified by comparing it with the conventional A* algorithm in terms of resolution.

Design and Implementation of a friendly maze program for early childhood based on a path searching algorithm

  • Yun, Unil;Yu, Eun Mi
    • Journal of the Korea Society of Computer and Information
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    • 제22권6호
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    • pp.49-55
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    • 2017
  • Robots, games and life applications have been developed while computer areas are developed. Moreover, various applications have been utilized for various users including the early childhood. Recently, smart phones have been dramatically used by various users including early childhood. Many applications need to find a path from a starting point to destinations. For example, without using real maps, users can find the direct paths for the destinations in realtime. Specifically, path exploration in game programs is so important to have accurate results. Nowadays, with these techniques, diverse applications for educations of early childhood have been developed. To deal with the functions, necessity of efficient path search programs with high accuracy becomes much higher. In this paper, we design and develop a friendly maze program for early childhood based on a path searching algorithm. Basically, the path of lineal distance from a starting location to destination is considered. Moreover, weight values are calculated by considering heuristic weighted h(x). In our approach, A* algorithm searches the path considering weight values. Moreover, we utilize depth first search approach instead of breadth first search in order to reduce the search space. so it is proper to use A* algorithm in finding efficient paths although it is not optimized paths.

K-Hop Community Search Based On Local Distance Dynamics

  • Meng, Tao;Cai, Lijun;He, Tingqin;Chen, Lei;Deng, Ziyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권7호
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    • pp.3041-3063
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    • 2018
  • Community search aims at finding a meaningful community that contains the query node and also maximizes (minimizes) a goodness metric. This problem has recently drawn intense research interest. However, most metric-based algorithms tend to include irrelevant subgraphs in the identified community. Apart from the user-defined metric algorithm, how can we search the natural community that the query node belongs to? In this paper, we propose a novel community search algorithm based on the concept of the k-hop and local distance dynamics model, which can naturally capture a community that contains the query node. The basic idea is to envision the nodes that k-hop away from the query node as an adaptive local dynamical system, where each node only interacts with its local topological structure. Relying on a proposed local distance dynamics model, the distances among nodes change over time, where the nodes sharing the same community with the query node tend to gradually move together, while other nodes stay far away from each other. Such interplay eventually leads to a steady distribution of distances, and a meaningful community is naturally found. Extensive experiments show that our community search algorithm has good performance relative to several state-of-the-art algorithms.

Fast Block Motion Estimation Using the Characteristics of the Motion in Search Region (탐색 영역에서의 움직임 특성을 이용한 고속 블록 움직임 추정)

  • 최정현;박대규;정태연;이경환;이법기;김덕규
    • The Journal of Korean Institute of Communications and Information Sciences
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    • 제25권1B호
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    • pp.167-174
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    • 2000
  • The three-step search(TSS) algorithm, a simple and gradual motion estimation algorithm, has been widely used in some low bit-rate video compression. We propose a new fast block motion estimation algorithm using the characteristics of motion in search region. Most of motion vectors exist in the center region of search area, so the notion in that region is examined more closely than TSS in this paper. Also in a search step, motion vector is estimated in the local area which is not overlapped with the search area in previous step, considering the all possible direction of motion. Therefore, we get the better motion estimation and reduce computational time in compared with the conventional methods.

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A Fast Block-Matching Motion Estimation Algorithm with Motion Modeling and Motion Analysis (움직임 모델링과 해석을 통한 고속 블록정합 움직임 예측 방법)

  • 임동근;호요성
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • 제41권2호
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    • pp.73-78
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    • 2004
  • By modeling the block matching algorithm as a function of the correlation of image blocks, we derive search patterns for fast block matching motion estimation. The proposed approach provides an analytical support lot the diamond-shape search pattern, which is widely used in fast block matching algorithms. We also propose a new fast motion estimation algorithm using adaptive search patterns and statistical properties of the object displacement. In order to select an appropriate search pattern, we exploit the relationship between the motion vector and the block differences. By changing the search pattern adaptively, we improve motion prediction accuracy while reducing required computational complexity compared to other fast block matching algorithms.

Path-finding by using generalized visibility graphs in computer game environments (컴퓨터 게임 환경에서 일반화 가시성 그래프를 이용한 경로찾기)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • 제14권3호
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    • pp.21-31
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    • 2005
  • In state-of-the-art games, characters can move in a goal-directed manner so that they can move to the goal position without colliding obstacles. Many path-finding methods have been proposed and implemented for these characters and most of them use the A* search algorithm. When .the map is represented with a regular grid of squares or a navigation mesh, it often takes a long time for the A* to search the state space because the number of cells used In the grid or the mesh increases for higher resolution. Moreover the A* search on the grid often causes a zigzag effect, which is not optimal and realistic. In this paper we propose to use visibility graphs to improve the search time by reducing the search space and to find the optimal path. We also propose a method of taking into account the size of moving characters in the phase of planning to prevent them from colliding with obstacles as they move. Simulation results show that the proposed method performs better than the grid-based A* algorithm in terms of the search time and space and that the resulting paths are more realistic.

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A Block Matching Algorithm using Motion Vector Predictor Candidates and Adaptive Search Pattern (움직임 벡터 예측 후보들과 적응적인 탐색 패턴을 이용하는 블록 정합 알고리즘)

  • Kwak, Sung-Keun;Wee, Young-Cheul;Kim, Ha-JIne
    • The KIPS Transactions:PartB
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    • 제11B권3호
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    • pp.247-256
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    • 2004
  • In this paper, we propose the prediction search algorithm for block matching using the temporal/spatial correlation of the video sequence and the renter-biased property of motion vectors The proposed algorithm determines the location of a better starting point for the search of an exact motion vector using the point of the smallest SAD(Sum of Absolute Difference) value by the predicted motion vector from the same block of the previous frame and the predictor candidate pint in each search region and the predicted motion vector from the neighbour blocks of the current frame. And the searching process after moving the starting point is processed a adaptive search pattern according to the magnitude of motion vector Simulation results show that PSNR(Peak-to-Signal Noise Ratio) values are improved up to the 0.75dB as depend on the video sequences and improved about 0.05∼0.34dB on an average except the FS (Full Search) algorithm.