• Title/Summary/Keyword: K-최단경로 알고리즘

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Shortest Path Planning and Robust Control of Two-wheeled Mobile Robot (이륜구동로봇의 최단거리계획과 강인제어)

  • Kim, H.K.
    • Journal of Power System Engineering
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    • v.10 no.4
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    • pp.172-180
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    • 2006
  • 본 논문은 Dijkstra 알고리즘에 기초한 최단거리 경로계획을 하며 이 경로를 추적하기 위한 슬라이딩 모드 제어를 제시한다. 슬라이딩 모드 제어기는 동적매개변수 불확실성과 입력외란이 존재 시에도 강인 점근적으로 계획된 경로를 추적하도록 한다. 더불어 작업장 내의 이동로봇의 위치를 USB 카메라에 의해 감지하며, Pin-hole 카메라모델로 하여 카메라에 의해 관측되는 작업장 내의 이륜구동로봇의 위치좌표를 결정하였으며, 이 위치를 정확히 감지하기 위해 Tsai법을 사용하여 카메라 보정한다. 시뮬레이션 결과는 슬라이딩 모드 제어기의 성능을 검증하기 위해 보였다.

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A Hybrid Search Method of A* and Dijkstra Algorithms to Find Minimal Path Lengths for Navigation Route Planning (내비게이션 경로설정에서 최단거리경로 탐색을 위한 A*와 Dijkstra 알고리즘의 하이브리드 검색법)

  • Lee, Yong-Hu;Kim, Sang-Woon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.10
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    • pp.109-117
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    • 2014
  • In navigation route planning systems using A* algorithms, the cardinality of an Open list, which is a list of candidate nodes through which a terminal node can be accessed, increases as the path length increases. In this paper, a method of alternately utilizing the Dijkstra's algorithm and the A* algorithm to reduce the cardinality of the Open list is investigated. In particular, by employing a depth parameter, named Level, the two algorithms are alternately performed depending on the Level's value. Using the hybrid searching approach, the Open list constructed in the Dijkstra's algorithm is transferred into the Open list of the A* algorithm, and consequently, the unconstricted increase of the cardinality of the Open list of the former algorithm can be avoided and controlled appropriately. In addition, an optimal or nearly optimal path similar to the Dijkstra's route, but not available in the A* algorithm, can be found. The experimental results, obtained with synthetic and real-life benchmark data, demonstrate that the computational cost, measured with the number of nodes to be compared, was remarkably reduced compared to the traditional searching algorithms, while maintaining the similar distance to those of the latter algorithms. Here, the values of Level were empirically selected. Thus, a study on finding the optimal Level values, while taking into consideration the actual road conditions remains open.

A Study on Searching a Pass of the Intelligent Character using Genetic Algorithm (유전자 알고리즘을 이용한 지능 캐릭터의 경로 탐색에 관한 연구)

  • Lee, Myun-Sub
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.81-88
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    • 2009
  • In this paper, I suggested a way for searching a path of the intelligent character in an action game by using a genetic algorithm. This realized the algorithm which enables not only to chose the nearest path but also to search the optimum path by using genetic algorithm. In this case, if the codes of chromosomes are applied as they are, a lot of lethal genes could occur. In order to solve such a problem, I used a splicing method, one of the DNA's behavior characteristics. The intelligent character searched out a optimum pass as well as a shortcut path with one treatment by using the characteristic of a genetic algorithm which generates multiple candidate solutions in the search process.

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Detecting Method of Malicious Nodes using MP-SAR Protocols in Ad-hoc Network Environment (Ad-hoc 네트워크 환경에서 MP-SAR 프로토콜을 이용한 악의적인 노드 검출 기법)

  • Cha, Hyun-Jong;Han, In-Sung;Ryou, Hwang-Bin
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06d
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    • pp.58-62
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    • 2007
  • 기존의 무선 Ad-hoc 네트워크의 연구는 라우팅기법에 중심으로 이뤄지고 있다. 그러나 기존의 연구들은 네트워크를 구성하는 각 요소들이 우호적이며 상호 협력적인 상황을 가정하여 연구가 이루어지고 있다. 그러나 최근 연구에는 안전한 통신을 보장하기 위한 보안 알고리즘의 필요성에 집중되고 있다. 무선 Ad-hoc 네트워크에서의 악의적인 노드를 식별하는 방안들은 정상적인 노드임에도 불구하고 거짓으로 신고했을 때 확인절차 없이 경로를 재탐색하여 최적의 경로를 변경시킴으로서 최적의 전송환경을 활용하지 못하는 문제점이 있다. 본 논문에서는 다중경로 기반의 보안경로 탐색 프로토콜인 MP-SAR 프로토콜을 이용하여 보안경로에서는 악의적인 노드를 검증하고, 유효한 최단경로를 통해 데이터전송을 하는 기법을 제안하고자 한다. 제안한 기법을 적용함으로써 노드에 대한 신고가 있을 때 확인과정을 거쳐 불필요하게 경로를 재탐색하는 과정을 줄일 수 있다.

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Searching a Navigation Path to Avoid Danger Area for Safe Driving (안전운전을 위해 위험지역을 회피하는 내비게이션 경로탐색)

  • Lee, Yong-Hu;Kim, Sang-Woon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.8
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    • pp.171-179
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    • 2013
  • The primary function of navigation system is to provide route search and road guidance for safe driving for drivers. However, the existing route search system provides a simple service that looks up the shortest route using a safe driving DB without considering different road characteristics for the safety of the drivers. In order to maintain the safe driving, rather than searching the shortest path, a navigation system, in which the danger areas and/or the dangerous time zones have been considered, is required. Therefore, in this paper we propose a strategy of searching a navigation path to avoid danger areas for safe driving by using the A* algorithm. In the strategy, when evaluating the path-specific fitness of the navigation nodes, different heuristic weights were assigned to different types of risk areas. In particular, we considered three kinds of danger areas, such as accident-prone sections where accidents occur frequently, school zones, and intersection regions, as well as the time slots when the probability of danger is high. From computer simulation, the results demonstrate that the proposed scheme can provide the way to avoid danger areas on the route searching and confirm the possibility of providing the actual service.

Optimal Path Search Algorithm for Urban Applying Received Signal Strength on Satellite Communication Environment (위성통신 환경에서 전파수신감도를 활용한 도심지 최적경로탐색 알고리즘)

  • Park, No-Uk;Kim, Joo-Seok;Lim, Joo-Yoeng;Lim, Tae-Hyuk;Yoo, Chang-Hyun;Kwon, Kun-Sup;Kim, Kyung-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.189-197
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    • 2012
  • In this paper, we propose an optimal path search algorithm that applies the received signal strength between a mobile device and a satellite. Because the common path search algorithm is only based on the shortest path search, it is difficult to provide stable multimedia services for the satellite mobile devices. The proposed algorithm provides the stable communication environment for the satellite mobile devices based on received signal strength. In Satellite communications, changes in the radio quality are severe depending on the receiving environment. Therefore, an accurate analysis of the receiving environment characteristics is very important for providing stable multimedia services of satellite communications. The causes of radio attenuation are atmosphere attenuation, vegetation attenuation and buildings attenuation. These factors were applied to analyze the received signal strength. The proposed algorithm can search the optimal path in urban for stable satellite multimedia services.

Minimum-Cost Path Finding Algorithm in Real-Time For Computer Generated Force (실시간성을 고려한 가상군 최소비용 길 찾기 알고리즘)

  • Han, Chang-Hee;Min, Young-Hye;Park, Sang-Hyuk;Kim, Jai-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.17-25
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    • 2011
  • At the computer games, we can experience a variety of environments using a virtual object. It is similar to that be trained in War-game simulator of the defense. Actual soldiers and a computer-generated virtual group(Computer Generated Force: CGF) in 3-D virtual battlefield environment are training. However, path finding algorithm, one of the techniques of simulation models, to the current level only considers the shortest time path. So, this current level at the special situation of the army in the battlefield for selecting the optimal path is limited. The focus of this paper is to select the least-cost path using the deadline with several different mission conditions(METT+TC). For the only shortest time path algorithm and the least-cost path algorithm using dealine,($d_t$, one of METT+TC elements), Its usefulness is verifying the change of the move spent time(t) for all possible paths and the fighting power of the combat troops(Troops ability, a) through a comparison of the total cost of moves(c(t)). According to the results, when considering the deadline, the proposed algorithm saves about 62.5% of the maximum cost.

A Simulated Annealing Algorithm for Path Finding in A Game Map (게임 맵에서 경로 찾기 해법을 위한 시뮬레이티드 어닐링 알고리즘)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.189-192
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    • 2012
  • 게임 인공지능에서 경로 찾기는 매우 중요한 분야이다. 캐릭터나 NPC(Non Player Charater)가 목적지까지의 경로를 탐색하기 위해서는 복잡하게 구성된 게임 맵에서 오브젝트나 벽 등의 장애물을 회피하면서 가능한 최단 경로를 찾아야 한다. 기존의 일반적인 경로 찾기 알고리즘은 캐릭터의 움직임이 자유로운 간단한 게임 맵에서는 전역 최소해 탐색이 가능하다. 그러나 다양한 오브젝트 등이 배치된 큰 규모의 게임 맵에서는 캐릭터가 목적지까지의 경로를 탐색하는 과정에서 지역 최소해(Local Minima)로의 수렴이 발생함으로써 이를 탈피하는 것이 어렵고, 결국에는 목적지까지 도달하지 못하는 상황이 발생하게 된다. 본 논문에서는 이러한 기존 경로 찾기 알고리즘의 단점을 해결하기 위해 시뮬레이티드 어닐링 알고리즘을 제안하였다.

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A Real-time Point-to-Point Shortest Path Search Algorithm Based on Traveling Time (주행시간 기반 실시간 점대점 최단경로 탐색 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.131-140
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    • 2012
  • The shortest path search algorithm of navigation is generally based on Dijkstra algorithm and considers only the distance using the weight. Dijkstra algorithm based on the distance mainly ought to perform the 'number of nodes 1' and requires a lot of memory, for it is to start from the starting node and to decide the shortest path for all the nodes. Also, it searches only the same identical path in case of any bottleneck due to an accident nearby, since it is based only on the distance, and hence does not have a system that searches the detour road. In order to solve this problem, this paper considers only the travelling time per road (travelling speed * distance), without applying speed criteria (smoothness, slow speed, stagnation and accident control) or road class (express road, national road and provincial road). This provides an advantage of searching the detour, considering the reality that there are differences in time take for the car to travel on different roads with same distance, due to any accident, stagnation, or repair construction. The suggested algorithm proves that it can help us to reach the destination within the shortest time, making a detour from any congested road (outbreak) on providing an information on traveling time continuously(real-time) even though there is an accident in a particular road.

A Pathfinding Algorithm Using Path Information (경로 정보를 이용한 길찾기 알고리즘)

  • Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.31-40
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    • 2013
  • A* algorithm is a well known pathfinding algorithm. However, there may be a limit to use A* algorithm in real-time in a map where many interactions occur between objects or many obstacles exist. Therefore, it may be necessary to find a naturally looking path quickly instead of finding a shortest path in games. In this paper, we propose a new heuristic function to exploit path information in a map. We also show that the pathfinding algorithm based on the proposed heuristic function can find a good path much faster than A* algorithm on several grid maps.