• Title/Summary/Keyword: K-최단경로 알고리즘

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Path-Planning for Group Movement in Dynamic Environments (동적 환경에서 그룹 이동을 위한 경로 계획)

  • Yu, Kyeonah;Cho, Su-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.117-126
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    • 2013
  • Path planning is an essential problem to make virtual characters navigate in many applications including computer games. In many cases, multiple characters move in a group and qualitative aspects of planned paths are emphasized rather than optimality unlike Robotics. In this paper, we propose a two-level path planning algorithm in which the global path is planned for a single character specified as a leader and then the local path is planned to avoid dynamic obstacles while the group following this path. The space for group movement is achieved in the form of square grid array called a grid window. Member characters are located relatively to the leader within a space and moved. The static environment is reduced to the configuration space of this grid window to generate a roadmap on which a grid window can move. In local path planning, only the leader avoids dynamic obstacles by using an artificial potential field and the rest of members are located relatively to the leader in the grid window, which reduces computational load. Efficient algorithms to implement the proposed planning methods are introduced. The simulation results show that a group can handle with dynamic obstacles effectively while moving along the planned path for a static environment.

Real-time Graph Search for Space Exploration (공간 탐사를 위한 실시간 그래프 탐색)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.11 no.1
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    • pp.153-167
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    • 2005
  • In this paper, we consider the problem of exploring unknown environments with a mobile robot or an autonomous character agent. Traditionally, research efforts to address the space exploration problem havefocused on the graph-based space representations and the graph search algorithms. Recently EXPLORE, one of the most efficient search algorithms, has been discovered. It traverses at most min$min(mn, d^2+m)$ edges where d is the deficiency of a edges and n is the number of edges and n is the number of vertices. In this paper, we propose DFS-RTA* and DFS-PHA*, two real-time graph search algorithms for directing an autonomous agent to explore in an unknown space. These algorithms are all built upon the simple depth-first search (DFS) like EXPLORE. However, they adopt different real-time shortest path-finding methods for fast backtracking to the latest node, RTA* and PHA*, respectively. Through some experiments using Unreal Tournament, a 3D online game environment, and KGBot, an intelligent character agent, we analyze completeness and efficiency of two algorithms.

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Virtual Network Mapping Algorithm for Minimizing Piecewise Linear Cost Function (Piecewise Linear 비용함수의 최소화를 위한 가상 네트워크 매핑 알고리즘)

  • Pyoung, Chan-kyu;Baek, Seung-jun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.6
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    • pp.672-677
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    • 2016
  • Development of Internet has been successfully inspired with extensive deployment of the network technology and application. However, increases in Internet usage had caused a lot of traffic overload in these days. Thus, we need a continuous research and development on the network virtualization for effective resource allocation. In this paper, we propose a minimal cost virtual network mapping algorithm using Piecewise Linear Cost Function. We exploited an algorithm with Linear Programming and D-VINE for node mapping, and Shortest Path Algorithm based on linear programming solution is used for link mapping. In this way, we compared and analyzed the average cost for arrival rate of VN request with linear and tree structure. Simulation results show that the average cost of our algorithm shows better efficiency than ViNEyard.

A Study on the Parallel Escape Maze through Cooperative Activities of Humanoid Robots (인간형 로봇들의 협력 작업을 통한 미로 동시 탈출에 관한 연구)

  • Jun, Bong-Gi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1441-1446
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    • 2014
  • For the escape from a maze, the cooperative method by robot swarm was proposed in this paper. The robots can freely move by collecting essential data and making a decision in the use of sensors; however, a central control system is required to organize all robots for the escape from the maze. The robots explore new mazes and then send the information to the system for analyzing and mapping the escaping route. Three issues were considered as follows for the effective escape by multiple robots from the mazes in this paper. In the first, the mazes began to divide and secondly, dead-ends should be blocked. Finally, after the first arrivals at the destination, a shortcut should be provided for rapid escaping from the maze. The parallel-escape algorithms were applied to the different size of mazes, so that robot swarm can effectively get away the mazes.

Efficient Processing of k-Farthest Neighbor Queries for Road Networks

  • Kim, Taelee;Cho, Hyung-Ju;Hong, Hee Ju;Nam, Hyogeun;Cho, Hyejun;Do, Gyung Yoon;Jeon, Pilkyu
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.79-89
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    • 2019
  • While most research focuses on the k-nearest neighbors (kNN) queries in the database community, an important type of proximity queries called k-farthest neighbors (kFN) queries has not received much attention. This paper addresses the problem of finding the k-farthest neighbors in road networks. Given a positive integer k, a query object q, and a set of data points P, a kFN query returns k data objects farthest from the query object q. Little attention has been paid to processing kFN queries in road networks. The challenge of processing kFN queries in road networks is reducing the number of network distance computations, which is the most prominent difference between a road network and a Euclidean space. In this study, we propose an efficient algorithm called FANS for k-FArthest Neighbor Search in road networks. We present a shared computation strategy to avoid redundant computation of the distances between a query object and data objects. We also present effective pruning techniques based on the maximum distance from a query object to data segments. Finally, we demonstrate the efficiency and scalability of our proposed solution with extensive experiments using real-world roadmaps.

Routing for Location Privacy in the Presence of Dormant Sources (휴면 소오스들이 존재하는 환경에서의 위치 보호 라우팅)

  • Yang, G.;Shin, S.;Kim, D.;Park, S.;Lim, H.;Tscha, Y.
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06a
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    • pp.164-165
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    • 2008
  • 전장에서 임무 수행중인 병력이나 탱크 등을 지원하거나 보호 동물의 활동을 모니터링 하는 센서 네트워크에서는 전송 정보뿐만 아니라 그러한 대상들의 위치를 악의적 추적자로부터 보호할 수 있어야 한다. 본 논문에서는 활동 소오스 노드처럼 메시지 전송은 진행하고 있지 않지만 위치가 보호되어야 할 대상과 근접한 휴면(dormant) 소오스 노드들을 고려한 소오스 위치 보호 라우팅 기법 GSLP(GPSR-based Source-Location Privacy)를 제안한다. GSLP는 알고리즘의 간결성과 신장성(scalability)이 뛰어난 GPSR(greedy perimeter stateless routing)을 확장하여 메시지 전달 노드를 선정할 때 일정 확률로 임의의 이웃 노드를 선택하는 한편, perimeter 라우팅을 적용하여 소오스 노드들을 우회하도록 하여 위치를 보호하도록 하였다. 시뮬레이션 결과, 기존의 대표적인 소오스 위치 보호 라우팅 프로토콜인 PR-SP(Phantom Routing-Single Path)에 비해 GSLP는 휴면 소오스 노드들의 수에 거의 관계없이 높은 안전 기간(전송 메시지 수)을 일정하게 제공하면서도 전달 지연(경로의 평균 홉(hop) 수)은 도착지와의 최단 홉 수의 약 두 배 이내에 머물러 대규모 센서 네트워크에서의 소오스의 위치를 보호하기 위한 방안으로 적합한 것으로 평가되었다.

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3D Automatic Skeleton Extraction of Coronary Artery for Interactive Shape Analysis (관상동맥의 인터랙티브 형상 분석을 위한 3차원 골격의 자동 생성)

  • Lee, Jae-Jin;Kim, Jeong-Sik;Choi, Soo-Mi
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.541-546
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    • 2006
  • 3차원 관상동맥을 분석하기 위해서는 혈관의 분기점, 극단점, 혈관의 계층적 구조 관계를 함축적으로 표현하는 것이 매우 중요하다. 본 논문에서는3차원 CT 혈관 조영 영상으로부터 관상동맥의 3차원 골격을 자동으로 추출하는 방법을 개발하였다. 먼저, CT혈관 조영술에 의해 획득된 슬라이스 이미지로부터 3차원 조작 및 수술 시뮬레이션 등을 위하여 혈관의 3차원 표면에 대한 메쉬 모델을 생성한다. 생성된 메쉬 모델이 임의로 변형된 후에도 자동으로 골격을 쉽게 추출할 수 있도록 메쉬 모델을 복셀화하는 단계를 거친다. 이렇게 얻어진 복셀 모델로부터 표면복셀을 결정하고 표면 복셀로부터 객체 복셀까지의 유클리드 거리값를 계산하여 유클리드 거리맵(EDM)을 계산한다. 계산된 EDM 으로부터 객체 복셀이 가지게 되는 최대 내접 구를 계산하여 Discrete Medial Surface을 생성하게 되는데 이것은 골격의 후보가 된다. 골격의 후보집합 복셀에 대하여 Dijkstra 최단 경로 결정 알고리즘을 적용하여 골격을 자동으로 추출하게 된다. 이렇게 추출된 3차원 골격은 관상동맥 수술 시뮬레이션 등의 다양한 형상 분석에 유용하게 사용될 수 있다.

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A Study on the PCB automatic routing by shape based method using the auction algorithm (Auction 알고리즘을 이용한 Shape Based 방식에 의한 PCB 자동 배선에 관한 연구)

  • Woo, Kyong-Hwan;Lee, Cheon-Hee
    • The KIPS Transactions:PartA
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    • v.8A no.3
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    • pp.269-278
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    • 2001
  • Routing region modeling method of auto_routing systems are use the grid and the non-grid type. Though grid type has a few electrical and physical element on PCB, grid type has disadvantage which decrease the auto-routing speed dur to constraint with board and gird size. Thus it increase the memory capacity, Non-grid type(Shape baed type) use the region processing type, so it has 44.2% memory decrease effect than grid type in routing region. Thus, via number has 55% decrease effect, total routing time is increased 83.8% than conventional PCB system. In this paper we developed high speed PCB auto-routing system without memory waste by using shaped type applicant with auction algorithm which reaching the destination from one-point with best speed and solving the path problem. Also, this system developed by Visual C++ in IBM Pentium computer Window environment, and compatible with other PC.

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Travelling Salesman Problem Based on Area Division and Connection Method (외판원 문제의 지역 분할-연결 기법)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.211-218
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    • 2015
  • This paper introduces a 'divide-and-conquer' algorithm to the travelling salesman problem (TSP). Top 10n are selected beforehand from a pool of n(n-1) data which are sorted in the ascending order of each vertex's distance. The proposed algorithm then firstly selects partial paths that are interconnected with the shortest distance $r_1=d\{v_i,v_j\}$ of each vertex $v_i$ and assigns them as individual regions. For $r_2$, it connects all inter-vertex edges within the region and inter-region edges are connected in accordance with the connection rule. Finally for $r_3$, it connects only inter-region edges until one whole Hamiltonian cycle is constructed. When tested on TSP-1(n=26) and TSP-2(n=42) of real cities and on a randomly constructed TSP-3(n=50) of the Euclidean plane, the algorithm has obtained optimal solutions for the first two and an improved one from that of Valenzuela and Jones for the third. In contrast to the brute-force search algorithm which runs in n!, the proposed algorithm runs at most 10n times, with the time complexity of $O(n^2)$.

IP Multicasting Scheme in ATM Networks (ATM망에서 다중 멀티캐스팅 서버를 이용한 IP 멀티캐스팅 방안)

  • Byeon, Tae-Yeong;Jang, Seong-Sik;Han, Gi-Jun
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.9
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    • pp.1145-1157
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    • 1999
  • 본 논문에서는 RFC 2022에서 제안한 MARS 모델을 기반으로 하여 단일 대규모 클러스터를 가지는 ATM 망에서 다중의 멀티캐스팅 서버(MCS)를 이용한 멀티캐스팅 방안을 제안하고 그 성능을 평가하였다. 클러스터 내의 한 ATM 호스트가 특정 IP 멀티캐스트 그룹에 가입할 경우 ATM 호스트의 위치와 이미 존재하는 멀티캐스팅 서버들 사이의 전송 지연을 고려하여 가능한 한 종단간 전송 지연을 최소화하는 멀티캐스팅 서버를 선택하는 방안을 기술하였다. 이 방안은 최단거리 경로 알고리즘(shortest path algorithm)에 기반하여 최적의 MCS를 선정하고 송수신자 사이의 최소 지연을 가지는 멀티캐스트 트리를 구성한다. 다양한 망 위상에서 MCS의 분포 패턴을 다르게 할 경우에도 이 방안은 멀티캐스트 트리의 평균 전달 지연을 줄이는 것을 시뮬레이션을 통하여 확인하였다.Abstract In this paper, we proposed a scheme to support multiple MCSs over a single and large cluster in ATM networks, evaluated its performance by simulation. When an ATM host requests joining into a specific multicast group, the MARS designate a proper MCS among the multiple MCSs for the group member to minimize the average path delay between the sender and the group members. This scheme constructs a multicast tree through 2-phase partial multicast tree construction based upon the shortest path algorithm.We reduced the average path delay in multicast tree using our scheme under various cluster topologies and MCS distribution scenarios.