• Title/Summary/Keyword: 탐색 알고리듬

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Optimal Acoustic Search Path Planning Based on Genetic Algorithm in Discrete Path System (이산 경로 시스템에서 유전알고리듬을 이용한 최적음향탐색경로 전략)

  • CHO JUNG-HONG;KIM JUNG-HAE;KIM JEA-SOO;LIM JUN-SEOK;KIM SEONG-IL;KIM YOUNG-SUN
    • Journal of Ocean Engineering and Technology
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    • v.20 no.1 s.68
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    • pp.69-76
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    • 2006
  • The design of efficient search path to maximize the Cumulative Detection Probability(CDP) is mainly dependent on experience and intuition when searcher detect the target using SONAR in the ocean. Recently with the advance of modeling and simulation method, it has been possible to access the optimization problems more systematically. In this paper, a method for the optimal search path calculation is developed based on the combination of the genetic algorithm and the calculation algorithm for detection range. We consider the discrete system for search path, space, and time, and use the movement direction of the SONAR for the gene of the genetic algorithm. The developed algorithm, OASPP(Optimal Acoustic Search Path Planning), is shown to be effective, via a simulation, finding the optimal search path for the case when the intuitive solution exists. Also, OASPP is compared with other algorithms for the measure of efficiency to maximize CDP.

Design of a Robust Fine Seek Controller Using a Genetic Algorithm (유전자 알고리듬을 이용한 강인 미동 탐색 제어기의 설계)

  • Lee, Moonnoh;Jin, Kyoung Bog
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.25 no.5
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    • pp.361-368
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    • 2015
  • This paper deals with a robust fine seek controller design problem with multiple constraints using a genetic algorithm. A robust $H\infty$ constraint is introduced to attenuate effectively velocity disturbance caused by the eccentric rotation of the disk. A weighting function is optimally selected based on the estimation of velocity disturbance and the estimated minimum velocity loop gain. A robust velocity loop constraint is considered to minimize the variances of the velocity loop gain and bandwidth against the uncertainties of fine actuator. Finally, a robust fine seek controller is obtained by solving a genetic algorithm with an LMI condition and an appropriate objective function. The proposed controller design method is applied to the fine seek control system of a DVD recording device and is evaluated through the experimental results.

Target Altitude Extraction for Multibeam Surveillance Radar in Normal Environmental Condition (정상 환경 상태에서 다중 빔 탐색 레이다의 표적 고도 추출)

  • Chung, Myung-Soo;Park, Dong-Chul
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.18 no.9
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    • pp.1090-1097
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    • 2007
  • The multibeam surveillance radar is a state-of art of 3D radar technology. It applies the stacked beam-on-received realized by a digital beamformer. In this paper, a design concept of beamformer and a method of target altitude extraction for multibeam surveillance radar in the normal environmental condition considering no multipath situations are proposed and investigated. The extraction algorithm based on antenna sine space coordinated system in a FFT digital beamformer is described. The proposed algorithm is simulated by 1 look-up table data and confirmed to have consistent results in accordance with a variety of target altitudes and a full radar frequency range.

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.

Past Block Matching Motion Estimation based on Multiple Local Search Using Spatial Temporal Correlation (시공간적 상관성을 이용한 국소 다중 탐색기반 고속 블록정합 움직임 추정)

  • 조영창;남혜영;이태홍
    • Journal of Korea Multimedia Society
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    • v.3 no.4
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    • pp.356-364
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    • 2000
  • Block based fast motion estimation algorithm use the fixed search pattern to reduce the search point, and are based on the assumption that the error in the mean absolute error space monotonically decreases to the global minimum. Therefore, in case of many local minima in a search region we are likely to find local minima instead of the global minimum and highly rely on the initial search points. This situation is evident in the motion boundary. In this paper we define the candidate regions within the search region using the motion information of the neighbor blocks and we propose the multiple local search method (MLSM) which search for the solution throughout the candidate regions to reduce the possibilities of isolation to the local minima. In the MLSM we mark the candidate region in the search point map and we avoid to search the candidate regions already visited to reduce the calculation. In the simulation results the proposed method shows more excellent results than that of other gradient based method especially in the search of motion boundary. Especially, in PSNR the proposed method obtains similar estimate accuracy with the significant reduction of search points to that of full search.

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Pattern Generation for Coding Error Detection in VHDL Behavioral-Level Designs (VHDL 행위-레벨 설계의 코딩오류 검출을 위한 패턴 생성)

  • Kim, Jong-Hyeon;Park, Seung-Gyu;Seo, Yeong-Ho;Kim, Dong-Uk
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.38 no.3
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    • pp.185-197
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    • 2001
  • Recently, the design method by VHDL coding and synthesis has been used widely. As the integration ratio increases, the amount design by VHDL at a time also increases so many coding errors occur in a design. Thus, lots of time and effort is dissipated to detect those coding errors. This paper proposed a method to verify the coding errors in VHDL behavioral-level designs. As the methodology, we chose the method to detect the coding error by applying the generated set of verifying patterns and comparing the responses from the error-free case(gold unit) and the real design. Thus, we proposed an algorithm to generate the verifying pattern set for the coding errors. Verifying pattern generation is peformed for each code and the coding errors are classified as two kind: condition errors and assignment errors. To generate the patterns, VHDL design is first converted into the corresponding CDFG(Control & Data Flow Graph) and the necessary information is extracted by searching the paths in CDFG. Path searching method consists of forward searching and backward searching from the site where it is assumed that coding error occurred. The proposed algorithm was implemented with C-language. We have applied the proposed algorithm to several example VHDL behavioral-level designs. From the results, all the patterns for all the considered coding errors in each design could be generated and all the coding errors were detectable. For the time to generate the verifying patterns, all the considered designed took less than 1 [sec] of CPU time in Pentium-II 400MHz environments. Consequently, the verification method proposed in this paper is expected to reduce the time and effort to verify the VHDL behavioral-level designs very much.

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Fast Motion Estimation Algorithm using Temporal Continuity of Motion Vector (움직임 벡터의 시간적 연속성을 이용한 고속 움직임 추정 알고리즘)

  • 이경환;류권열;최정현
    • Journal of Korea Multimedia Society
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    • v.6 no.7
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    • pp.1121-1130
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    • 2003
  • This paper proposes a new motion estimation algorithm using the temporal continuity of motion. We set up a wide global search region (GSR), which basically corresponds to the search region of FSA, and local search regions (LSRs), the positions for which are predicted by the motion vectors of the temporal neighbor blocks, are constructed in the GSR. The previous frame blocks that possibly have effects on the current block are to be the temporal neighbor blocks. Then Motion estimation is only performed in the areas made by LSRs. Experimental results show that the proposed method can maintain visual qualifies with significant reductions of complexity by reducing search regions, when compared to the conventional FSA.

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RF Seeker Measurement modeling using ISAR Image (ISAR 영상을 이용한 RF탐색기 측정치 모델링)

  • Ha, Hyun-Jong;Park, Woosung;Jung, Ki-Hwan;Park, Sang-Sup;Koh, Il-Suek;Ryoo, Chang-Kyung
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.1
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    • pp.40-48
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    • 2015
  • In this paper, we suggest a measurement modeling of the RF seeker using the ISAR(Inverse Synthetic Aperture Radar) image. Reference scattering points are extracted first from ISAR images which are changed according to target attitude. And then uncertainties included in RF seeker measurement such as noise strength, blink, and boresight error are added to the reference scattering points. The proposed measurement model of the RF seeker can be used to develop various kinds of target tracking algorithms.

Blocking Artifact Reduction Algorithm Using Similarity between Blocks and Linear Combination (블록간 유사성과 선형조합을 이용한 블록화 현상 제거 알고리듬)

  • 박경남;권기구;이건우;이석환;권성근;이건일
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.6A
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    • pp.584-591
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    • 2002
  • In this paper, we proposed a b1ocking artifact reduction algorithm using similarity and linear combination between blocks. In the proposed method, all of the blocks are classified into low frequency block and high frequency block according to the their DCT coefficients. And we defined range block which shows blocking artifacts, as block centered to block boundary and defied domain block as similar block with range block within search range. In the search procedure, we used sub-block's property of range block and similarity for more accurate searching. Finally blocking artifact reduction algorithm is performed using linear combination between searched domain block and blocky range block. The performance of the proposed method is investigated by computer simulation in comparison with the traditional methods. In the experimental results, Ire confirmed the better performance in the subjective by 0.04∼0.4 dB and objective image quality.

Efficient Fast Multiple Reference Frame Selection Technique for H.264/AVC (H.264/AVC에서의 효율적인 고속 다중 참조 프레임 선택 기법)

  • Lee, Hyun-Woo;Ryu, Jong-Min;Jeong, Je-Chang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.10C
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    • pp.820-828
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    • 2008
  • In order to achieve high coding efficiency, H.264/AVC video coding standard adopts the techniques such as variable block size coding, motion estimation with quarter-pel precision, multiple reference frames, rate-distortion optimization, and etc. However, these coding methods have a defect to greatly increase the complexity for motion estimation. Particularly, from multiple reference frame motion estimation, the computational burden increases in proportion to the number of the searched reference frames. Therefore, we propose the method to reduce the complexity by controlling the number of the searched reference frames in motion estimation. Proposed algorithm uses the optimal reference frame information in both $P16{\times}16$ mode and the adjacent blocks, thus omits unnecessary searching process in the rest of inter modes. Experimental results show the proposed method can save an average of 57.31% of the coding time with negligible quality and bit-rate difference. This method also can be adopted with any of the existing motion estimation algorithm. Therefore, additional performance improvement can be obtained.