• Title/Summary/Keyword: 탐색적 테스트

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Genetic Algorithm and Clustering Technique for Optimization of Stochastic Simulation (유전자 알고리즘과 군집 분석을 이용한 확률적 시뮬레이션 최적화 기법)

  • 이동훈;허성필
    • Journal of the Korea Institute of Military Science and Technology
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    • v.2 no.1
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    • pp.90-100
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    • 1999
  • 유전자 알고리즘은 전통적인 등반 알고리즘을 이용하여 구하기 어려웠던 최적화 문제를 해결하기 위한 강인한(Robust) 탐색 기법이다. 특히 목적함수가 (1)여러 개의 국부 최대치를 가지는 경우, (2)수학적으로 표현이 불가능하거나 어려운 경우, (3)목적함수에 교란 항(disturbance term)이 섞여 있을 경우도 우수한 탐색 능력을 갖는 것으로 알려져 있다. 본 논문에서는 유전자 알고리즘을 이용하여 나타나는 다양한 해집합을 형성하는 개체군을 군집성 분석(cluster analysis)을 이용하여 군집화하고, 각 군집에 부여된 군집 적합도에 따라서 최적해를 구함으로써 단순 유전자 알고리즘에 의한 최적화보다 훨씬 향상된 탐색 알고리즘을 제안하였다. 반응표면의 형태가 정형화한 테스트 함수의 형태로 나타난다고 가정한 경우에 대하여 몬테 칼로 시뮬레이션을 통하여 본 알고리즘을 적용하여 평가하고 분석하였다.

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A Study on the Stochastic Optimization of Binary-response Experimentation (이항 반응 실험의 확률적 전역최적화 기법연구)

  • Donghoon Lee;Kun-Chul Hwang;Sangil Lee;Won Young Yun
    • Journal of the Korea Society for Simulation
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    • v.32 no.1
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    • pp.23-34
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    • 2023
  • The purpose of this paper is to review global stochastic optimization algorithms(GSOA) in case binary response experimentation is used and to compare the performances of them. GSOAs utilise estimator of probability of success $\^p$ instead of population probability of success p, since p is unknown and only known by its estimator which has stochastic characteristics. Hill climbing algorithm algorithm, simple random search, random search with random restart, random optimization, simulated annealing and particle swarm algorithm as a population based algorithm are considered as global stochastic optimization algorithms. For the purpose of comparing the algorithms, two types of test functions(one is simple uni-modal the other is complex multi-modal) are proposed and Monte Carlo simulation study is done to measure the performances of the algorithms. All algorithms show similar performances for simple test function. Less greedy algorithms such as Random optimization with Random Restart and Simulated Annealing, Particle Swarm Optimization(PSO) based on population show much better performances for complex multi-modal function.

CRESTIVE-DX: Design and Implementation of Distrusted Concolic Testing Tool for Embedded Software (CRESTIVE-DX: 임베디드 소프트웨어에 대해 테스트케이스 생성을 지원하는 분산 Concolic 테스팅 도구)

  • Leem, Hyerin;Choe, Hansol;Kim, Hyorim;Hong, Shin
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.8
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    • pp.229-234
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    • 2020
  • This paper presents the design and the implementation of CRESTIVE-DX, a concolic testing tool that distribute the concolic testing process over the embedded target system and the host system for efficient test generation of a target embedded program. CRESTIVE-DX conducts the execution of a target program on the target embedded system to consider possible machine-dependent behaviors of a target program execution, and conducts machine-independent parts, such as search-strategy heuristics, constraint solving, on host systems with high-speed computation unit, and coordinates their concurrent executions. CRESTIVE-DX is implemented by extending an existing concolic testing tool for C programs CREST. We conducted experiments with a test bed that consists of an embedded target system in the Arm Cortex A54 architecture and host systems in the x86-64 architecture. The results of experiments with Unix utility programs Grep, Busybox Awk, and Busybox Ed show that test input generation of CRESTIVE-DX is 1.59 to 2.64 times faster than that of CREST.

Efficient Test Generation using Critical-Pair Path in FFR (FFR에서의 임계-쌍 경로를 이용한 효율적인 테스트 생성)

  • 서성환;안광선
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.36C no.4
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    • pp.1-16
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    • 1999
  • Critical is used frequently in many test generation procedures. In this paper, the critical-pair is defined as a extended concept of critical. Also, the criticality, the critical rate, the critical number, and the critical setting rate are defined which represent the characteristics of critical. In these elements, it is proved that the usage of the critical-pair is more efficient than that of the single critical. in FFR, it is also showed that the critical-pair is more efficient in evaluation number of critical values when the test pattern is generated, in the number of searching lines, and the test generation time. The experimental results of the critical-pair on the ISCAS85 benchmark test circuits are compared and analyzed to the single critical using simulation.

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SWoT Service Discovery for CoAP-Based Sensor Networks (CoAP 기반 센서네트워크를 위한 SWoT 서비스 탐색)

  • Yu, Myung-han;Kim, Sangkyung
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.9
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    • pp.331-336
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    • 2015
  • On the IoT-based sensor networks, users or sensor nodes must perform a Service Discovery (SD) procedure before access to the wanted service. Current approach uses a center-concentrated Resource Directory (RD) servers or P2P technique, but these can cause a point-of-failure or flooding of SD messages. In this paper, we proposes an improved SWoT SD approach for CoAP-based sensor networks, which integrates Social Web of Things (SWoT) concept to current CoAP-based SD approach that makes up for weak points of existing systems. This new approach can perform a function like a keyword or location-based search originated from SNS, which can enhances the usability. Finally, we implemented a real system to evaluate.

Difficulty Evaluation of Game Levels using A Path-Finding Algorithm (경로 탐색 알고리즘을 이용한 게임 레벨 난이도 평가)

  • Chun, Youngjae;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.157-168
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    • 2015
  • The difficulty of the game is closely related to the fun of the game. However, it is not easy to determine the appropriate level of difficulty of the game. In most cases, human playtesting is required. But even so, it is still hard to quantitatively evaluate difficulty of the game. Thus, if we perform quantitative evaluation of the difficulty automatically it will be very helpful in game developments. In this paper, we use a path finding algorithm to evaluate difficulty of exploration in a game level. Exploration is a basic attribute in common video games and it represents the overall difficulty of the game level. We also optimize the proposed evaluation algorithm by using previous exploration histories when available area in an game level is dynamically expanded and the new search is required.

Evolutionary Algorithm using Self-Adaptation Generation Gap (자가 적응 세대차를 이용한 진화 알고리즘)

  • Choe, Jun-Seok;Seo, Gi-Seong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.11a
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    • pp.99-103
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    • 2007
  • 본 논문은 최적 탐색 알고리즘중의 하나인 실수 표현 진화 알고리즘에 자가 적용 세대차 조절을 이용하여 보다 빠른 연산으로 우수해에 접근하기 위한 새로운 방식을 소개한다. 알고리즘의 성능에 영향을 끼치는 진화 속도를 기존 진화 방식과 유전연산자의 수정을 통해 조절하여 탐색 성능을 개선 한다. 조기 수렴의 방지 및 탐색성능의 향상을 위하여 선택과 대치를 포함한 진화방식을 개선하고, 유전 연산자에 의하여 생성된 자손의 대치확률에 따라서 자손의 생성범위를 자가 적응적으로 조절하여, 보다 적은 계산량으로 전역 최적화를 찾고자 한다. 제안된 방법을 벤치마크 테스트 문제에 적용하여 G3 알고리즘, CMA-ES 그리고 DE 등과 성능을 비교하였다.

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An Efficient Parallel Testing using The Exhaustive Test Method (Exhaustive 테스트 기법을 사용한 효율적 병렬테스팅)

  • 김우완
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.3_4
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    • pp.186-193
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    • 2003
  • In recent years the complexity of digital systems has increased dramatically. Although semiconductor manufacturers try to ensure that their products are reliable, it is almost impossible not to have faults somewhere in a system at any given time. As complexity of circuits increases, the necessity of more efficient organized and automated methods for test generation is growing. But, up to now, most of popular and extensive methods for test generation nay be those which sequentially produce an output for an input pattern. They inevitably require a lot of time to search each fault in a system. In this paper, corresponding test patterns are generated through the partitioning method among those based on the exhaustive method. In addition, the method, which can discovers faults faster than other ones that have been proposed ever by inserting a pattern in parallel, is designed and implemented.

New Test Generation for Sequential Circuits Based on State Information Learning (상태 정보 학습을 이용한 새로운 순차회로 ATPG 기법)

  • 이재훈;송오영
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.4A
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    • pp.558-565
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    • 2000
  • While research of ATPG(automatic test pattern generation) for combinational circuits almost reaches a satisfiable level, one for sequential circuits still requires more research. In this paper, we propose new algorithm for sequential ATPG based on state information learning. By efficiently storing the information of the state searched during the process of test pattern generation and using the state information that has been already stored, test pattern generation becomes more efficient in time, fault coverage, and the number of test patterns. Through some experiments with ISCAS '89 benchmark circuits, the efficiency of the proposed method is shown.

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Performance Tests of 3D Data Models for Laser Radar Simulation (레이저레이더 시뮬레이션을 위한 3차원 데이터 모델의 성능 테스트)

  • Kim, Geun-Han;Kim, Hye-Young;Jun, Chul-Min
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.3
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    • pp.97-107
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    • 2009
  • Experiments using real guided weapons for the development of the LADAR(Laser radar) are not practical. Therefore, we need computing environment that can simulate the 3D detections by LADAR. Such simulations require dealing with large sized data representing buildings and terrain over large area. And they also need the information of 3D target objects, for example, material and echo rate of building walls. However, currently used 3D models are mostly focused on visualization maintained as file-based formats and do not contain such semantic information. In this study, as a solution to these problems, a method to use a spatial DBMS and a 3D model suitable for LADAR simulation is suggested. The 3D models found in previous studies are developed to serve different purposes, thus, it is not easy to choose one among them which is optimized for LADAR simulation. In this study, 4 representative 3D models are first defined, each of which are tested for different performance scenarios. As a result, one model, "Body-Face", is selected as being the most suitable model for the simulation. Using this model, a test simulation is carried out.

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