• Title/Summary/Keyword: 활용과 탐색

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A Design of Optimal Path Search Algorithm using Information of Orientation (방향성 정보를 이용한 최적 경로 탐색 알고리즘의 설계)

  • Kim Jin-Deog;Lee Hyun-Seop;Lee Sang-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.454-461
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    • 2005
  • Car navigation system which is killer application fuses map management techniques into CPS techniques. Even if the existing navigation systems are designed for the shortest path, they are not able to cope efficiently with the change of the traffic flow and the bottleneck point of road. Therefore, it is necessary to find out shortest path algorithm based on time instead of distance which takes traffic information into consideration. In this paper, we propose a optimal path search algorithm based on the traffic information. More precisely. we introduce the system architecture for finding out optimal paths, and the limitations of the existing shortest path search algorithm are also analyzed. And then, we propose a new algorithm for finding out optimal path to make good use of the orientation of the collected traffic information.

Path Finding with Minimum Speed Dynamic Heuristic (최저 속력 동적 휴리스틱을 이용한 경로탐색)

  • Moon, Dae-Jin;Cho, Dae-Soo
    • Journal of Korea Spatial Information System Society
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    • v.10 no.2
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    • pp.35-48
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    • 2008
  • In this paper, we propose a Dynamic Heuristic to reduce the number of node accesses and improve quality of path in the client-based navigation service. The Dynamic Heuristic is to use heuristic data from server that is calculated with traffic data. The server-based navigation service provides a path searched on server and transmits it to client, but we propose that server only provide heuristic data to client. The proposed client searches a path with heuristic transmitted data from server. We present a new algorithm for using Dynamic Heuristic in the path-finding. The algorithm bases Grid Based Path-Finding, and has minimum speed data of edges in grid. It removes several grids whose minimum speed is less than limited speed.

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An Integration of Local Search and Constraint Programming for Solving Constraint Satisfaction Optimization Problems (제약 만족 최적화 문제의 해결을 위한 지역 탐색과 제약 프로그래밍의 결합)

  • Hwang, Jun-Ha
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.5
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    • pp.39-47
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    • 2010
  • Constraint satisfaction optimization problem is a kind of optimization problem involving cost minimization as well as complex constraints. Local search and constraint programming respectively have been used for solving such problems. In this paper, I propose a method to integrate local search and constraint programming to improve search performance. Basically, local search is used to solve the given problem. However, it is very difficult to find a feasible neighbor satisfying all the constraints when we use only local search. Therefore, I introduced constraint programming as a tool for neighbor generation. Through the experimental results using weighted N-Queens problems, I confirmed that the proposed method can significantly improve search performance.

The Study on Middle-aged and Older People's Vocational Training Participation and its Usefulness in their Boundaryless Career Perspective (무경계경력 관점에서 살펴본 중·고령자 직업훈련 참여 및 훈련활용도에 관한 연구)

  • Kim, Dong-Seon
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.493-507
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    • 2018
  • This study examined characteristics and usefulness of middle-aged and older people's vocational training participation. Among sub-age groups categorized by the position in career cycle and the employability, 61~68 year old group(after retirement age group) had the biggest difficulties on the training including computer-based training and showed the lowest employment result compared to other sub age groups; major career(30~45), career transition preparation(46~52), career transition(53~60). However, the career transition age group utilized vocational training in the aspect of career search and the after-retirement age group in the aspect of preparation for older age and hobby. On the other hand, factors such as career adaptability and perceived education difficulties affected on the training usefulness in the aspects of career search and preparation for older age and hobby while perceived career barriers, career relevancy and relationship ability affected on the employment result. Based on these findings, this study suggests that vocational training provide more suited course for the boundaryless career seekers and include relationship enforcement and positive attitude development to overcome perceived career barriers for middle-aged and older people.

A Shortest Path Algorithm Considering Directional Delays at Signalized Intersection (신호교차로에서 방향별 지체를 고려한 최적경로탐색 연구)

  • Min, Keun-Hong;Jo, Mi-Jeong;Kho, Seung-Young
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.9 no.3
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    • pp.12-19
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    • 2010
  • In road network, especially in urban area, inefficiency of travel time is caused by signal control and turn maneuver at intersection and this inefficiency has substantial effects on travel time. When searching for the shortest path, this inefficiency which is caused by turn maneuver must be considered. Therefore, travel time, vehicle volume and delay for each link were calculated by using simulation package, PARAMICS V5.2 for adaptation of turn penalty at 16 intersections of Gangnam-gu. Turn penalty was calculated respectively for each intersection. Within the same intersection, turn penalty differs by each approaching road and turn direction so the delay was calculated for each approaching road and turn direction. Shortest path dealing with 16 intersections searched by Dijkstra algorithm using travel time as cost, considering random turn penalty, and algorithm considering calculated turn penalty was compared and analyzed. The result shows that by considering turn penalty searching the shortest path can decrease the travel time can be decreased. Also, searching the shortest path which considers turn penalty can represent reality appropriately and the shortest path considering turn penalty can be utilized as an alternative.

Finding the First K Shortest Loopless Paths in a Transportation Network (교통망에 적합한 K 비루프 경로 탐색 알고리즘)

  • Shin, Seong-Il
    • Journal of Korean Society of Transportation
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    • v.22 no.6
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    • pp.121-131
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    • 2004
  • The K-shortest path algorithms are largely classified into two groups: oneis for finding loopless path (simple path), another loop paths. In terms of cimputational complexities, in general the loop-paths-finding ones are considered more efficient and easier to be handled than the loopless-paths-finding. The entire path deletion methods have been known as the best efficient algorithms among the proposed K-shortest path algorithms. These algorithms exploit the K-th network transformation to prevent the same path, which was already selected as the (K-1)th path, from being redetected. Nevertheless, these algorithms have a critical limitationto be applied in the practical traffic networks because the loops, in which the same modes and links can be unlimitedly repeated, are not preventable. This research develops a way to be able to selectively control loop-paths by applying link-label. This research takes an advantage of the link-based shortest path algorithms that since the algorithms can take care of two links simultaneouslyin the searching process, the generation of loops can be controlled in the concatenation process of the searched link and the preceded link. In concatenation of two links, since the precede link can be treated a sub-shortest to this link from the origination, whether both the node and the link of the searched link were already existed or not can be evaluated. Terefore, both the node-loopless path, in which the same node is not appeared, and the link-loopless, in which the same link is not appeared, can be separately controlled. Especially, the concept of the link-loopless path is expended to take into consideration reasonable route choice behaviors such as U-Turn, P-Turn, and Turn-Penalty, which are frequently witnessed in urban traffic network with intersections. The applicability of the proposed method is verified through case studies.

Identifying Variables that Affect Learners' Preference Toward E-Learning Program (e-러닝 프로그램 선호 영향변인에 관한 탐색적 요인분석)

  • Lee, Youngmin
    • The Journal of Korean Association of Computer Education
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    • v.9 no.3
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    • pp.67-74
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    • 2006
  • The purpose of this study is identifying variables that affect to learners' preference toward specific e-learning programs, using an exploratory factor analysis(EFA) method. We extract common factors that explain the correlations among variables. In the result, 8 factors were identified as main influential factors: e-learning program design(1st factor), the purpose of e-learning use(2nd factor), social and cultural issues(3rd factor), demographics(4th factor), organizational needs(5th factor), impacts of e-learning(6th factor), e-learning management(7th factor), and technical issue(8th factor).

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Device Discovery in P2P Environment using Feed Forward Neural Network (FFNN을 사용한 P2P 디바이스 디스커버리)

  • Balayar Chakra B.;Kwon Ki-Hyeon;Kim Sang-Choon;Byun Hyung-Gi;Kim Nam-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.1223-1226
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    • 2006
  • P2P(Peer to Peer) 기술은 1990년대 후반기부터 산업계 및 학계에 주목을 받고 있는 기술 분야중의 하나로 이 기술의 장점은 인터넷 환경에 산재하여 있는 컴퓨팅 파워, 공간, 네트워크 대역을 인터넷 기반으로 효과적으로 활용하여 협력작업을 가능하게 한다는데 있다. 최근에는 모바일 환경 응용을 위한 P2P 디바이스 탐색 분야에 관심사가 증대되고 있으며, P2P 시스템은 중앙통제 장치가 결여 되어 있기 때문에 중앙통제 장치 개입을 최소로 하면서 P2P를 운영하기 위한 효율적인 기법 및 체계가 요구되고 있다. 본 논문에서는 기존의 접근방법을 검토하여 FFNN(feed forward neural network)을 이용한 디바이스 탐색 기법을 제시한다. 제시한 FFNN은 BP(back propagation) 알고리즘을 통해 훈련하고 디바이스를 탐색한다. 제시한 시스템의 성능을 보이기 위해 일정한 계산량을 가지는 작업을 에이전트를 활용, 탐색된 디바이스간에 분배하여 처리한다. 본 논문에서는 제한된 자원을 가지는 디바이스 간에 P2P를 사용하는 기법에 대해 제시하였다.

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The first move in the game of 9⨯9 Go, using non-strategic Monte-Carlo Tree Search (무전략 몬테카를로 트리탐색을 활용한 9줄바둑에서의 첫 수)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.63-70
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    • 2017
  • In AI research Go is regarded as the most challenging board game due to the positional evaluation difficulty and the huge branching factor. MCTS is an exciting breakthrough to overcome these problems. The idea behind AlphaGo was to estimate the winning rate of a given position and then to lead deeper search for finding the best promising move. In this paper, using non-strategic MCTS we verified the fact that most pro players regard the best first move as Tengen (Origin of heaven) in $9{\times}9$ Go is correct. We also compared the average winning rates of the most popular first moves.

An Efficient Continuous Nearest Neighbor Search Scheme Using the Slab (슬랩을 이용한 효율적인 연속적 최근접 이운 탐색기법)

  • 한석;박광진;김종완;황종선
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.226-228
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    • 2004
  • 최근에 이동객체의 위치정보를 활용한 위치기반서비스(L8S, Location Based Services)에 대한 관심이 증가하고 있다. 전통적으로 정적인 위치정보를 갖는 공간 객체는 GIS(Geographic Information System) 서버에 저장, 관리되었다. 이동객체는 시간에 따라 위치의 변화가 매우 빈번하여 위치 정보가 계속 갱신되기 때문에, 전통적인 GIS 서버로는 관리가 어렵다. 본 논문에서는 기존의 연속적인 최근접 이웃탐색 기법에서 데이터의 처리 순서에 따라 탐색공간과 계산비용이 증가하는 문제점을 슬랩을 사용하여 해결한다. 최근접 이웃의 수직연장선 사이의 공간인 슬랩 내부영역에 대해서만 탐색하도록 하여 탐색영역을 줄이고, 그 내부에 있는 점들에 대해서만 처리하여 계산비용을 줄인다.

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