• Title/Summary/Keyword: path finding

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3D-GIS Network Modeling for Optimal Path Finding in Indoor Spaces (건물 내부공간의 최적경로 탐색을 위한 3차원 GIS 네트워크 모델링)

  • Park, In-Hye;Jun, Chul-Min;Choi, Yoon-Soo
    • Journal of Korean Society for Geospatial Information Science
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    • v.15 no.3
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    • pp.27-32
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    • 2007
  • 3D based information is demanded increasingly as cities grow three dimensionally and buildings become large and complex. The use of 3D GIS is also getting attention as fundamental data for ubiquitous computing applications such as location-based guidance, path finding and emergency escaping. However, most 3D modeling techniques are focused on the visualization of buildings or terrains and do not have topological structures required in spatial analyses. In this paper, we introduce a method to incorporate topological relationship into 3D models by combining 2D GIS layers and 3D model. We divide indoor spaces of a 3D model into discrete objects and then define the relationship with corresponding features in 2D GIS layers through database records. We also show how to construct hallways network in the 2D-3D integrated building model. Finally, we test different cases of route finding situations inside a building such as normal origin-destination path finding and emergency evacuation.

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Optimal Path Finding based on Raster GIS in Indoor Spaces (건물내부공간에서의 Raster GIS기반 최적경로 탐색)

  • Kim, Byung-Hwa;Jun, Chul-Min
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.1
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    • pp.1-8
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    • 2007
  • People tend to spend more time in indoor spaces than before such as shopping malls and subway stations. As buildings become larger and more complex, people feel difficulty in finding their ways to destinations. Consequently, a means to provide better paths can aid people in reducing time for finding ways. Routing information in large indoor spaces is especially required in emergency cases as fire, power failure and terror. This study suggests to compute optimal paths using $A^*$ algorithm based on raster GIS data structure. The suggested method can be used either in daily lives for path provision or in emergency cases for evacuation, and is illustrated on a campus building.

Path-finding by using generalized visibility graphs in computer game environments (컴퓨터 게임 환경에서 일반화 가시성 그래프를 이용한 경로찾기)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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    • pp.21-31
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    • 2005
  • In state-of-the-art games, characters can move in a goal-directed manner so that they can move to the goal position without colliding obstacles. Many path-finding methods have been proposed and implemented for these characters and most of them use the A* search algorithm. When .the map is represented with a regular grid of squares or a navigation mesh, it often takes a long time for the A* to search the state space because the number of cells used In the grid or the mesh increases for higher resolution. Moreover the A* search on the grid often causes a zigzag effect, which is not optimal and realistic. In this paper we propose to use visibility graphs to improve the search time by reducing the search space and to find the optimal path. We also propose a method of taking into account the size of moving characters in the phase of planning to prevent them from colliding with obstacles as they move. Simulation results show that the proposed method performs better than the grid-based A* algorithm in terms of the search time and space and that the resulting paths are more realistic.

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A proposal on multi-agent static path planning strategy for minimizing radiation dose

  • Minjae Lee;SeungSoo Jang;Woosung Cho;Janghee Lee;CheolWoo Lee;Song Hyun Kim
    • Nuclear Engineering and Technology
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    • v.56 no.1
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    • pp.92-99
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    • 2024
  • To minimize the cumulative radiation dose, various path-finding approaches for single agent have been proposed. However, for emergence situations such as nuclear power plant accident, these methods cannot be effectively utilized for evacuating a large number of workers because no multi-agent method is valid to conduct the mission. In this study, a novel algorithm for solving the multi-agent path-finding problem is proposed using the conflict-based search approach and the objective function redefined in terms of the cumulative radiation dose. The proposed method can find multi paths that all agents arrive at the destinations with reducing the overall radiation dose. To verify the proposed method, three problems were defined. In the single-agent problem, the objective function proposed in this study reduces the cumulative dose by 82% compared with that of the shortest distance algorithm in experiment environment of this study. It was also verified in the two multi-agent problems that multi paths with minimized the overall radiation dose, in which all agents can reach the destination without collision, can be found. The method proposed in this study will contribute to establishing evacuation plans for improving the safety of workers in radiation-related facilities.

Development of evolutionary algorithm for determining the k most vital arcs in shortest path problem

  • Chung, Hoyeon;Shin, Dongju
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2000.10a
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    • pp.113-116
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    • 2000
  • The purpose of this study is to present a method for determining the k most vital arcs in shortest path problem using an evolutionary algorithm. The problem of finding the k most vital arcs in shortest path problem is to find a set of k arcs whose simultaneous removal from the network causes the greatest increase in the total length of shortest path. The problem determining the k most vital arcs in shortest path problem has known as NP-hard. Therefore, in order to deal with the problem of real world the heuristic algorithm is needed. In this study we propose to the method of finding the k-MVA in shortest path problem using an evolutionary algorithm which known as the most efficient algorithm among heuristics. For this, the expression method of individuals compatible with the characteristics of shortest path problem, the parameter values of constitution gene, size of the initial population, crossover rate and mutation rate etc. are specified and then the effective genetic algorithm will be proposed. The method presented in this study is developed using the library of the evolutionary algorithm framework (EAF) and then the performance of algorithm is analyzed through the computer experiment.

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On Finding a Convenient Path in the Hierarchical Road Network

  • Sung, Ki-Seok;Park, Chan-Kyoo;Lee, Sang-Wook;Doh, Seung-Yong;Park, Soon-Dal
    • Management Science and Financial Engineering
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    • v.12 no.2
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    • pp.87-110
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    • 2006
  • In a hierarchical road network, all roads can be classified according to their attributes such as speed limit, number of lanes, etc. By splitting the whole road network into the subnetworks of the highlevel and low-level roads, we can reduce the size of the network to be calculated at once, and find a path in the way that drivers usually adopt when searching out a travel route. To exploit the hierarchical property of road networks, we define a convenient path and propose an algorithm for finding convenient paths. We introduce a parameter indicating the driver's tolerance to the difference between the length of a convenient path and that of a shortest convenient path. From this parameter, we can determine how far we have to search for the entering and exiting gateway. We also propose some techniques for reducing the number of pairs of entries and exits to be searched in a road network. A result of the computational experiment on a real road network is given to show the efficiency of the proposed algorithm.

Path planning for mobile robot navigation (이동로보트의 경로계획)

  • 표종훈;한민홍
    • 제어로봇시스템학회:학술대회논문집
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    • 1993.10a
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    • pp.100-105
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    • 1993
  • This paper discusses an approach to real-time path-planning of mobile robot navigating amidst multiple obstacles. Given an environment with the coordinates of known obstacles, the moving area of a mobile robot is divided into many patches of triangles with small edge length, in order to ensure a path better than those reported in the literature. After finding a minimum-distance to minimize the number of turns and total path-length by two-step path-revision and path-smmothing.

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A Mechanism of Finding QoS Satisfied Multi-Path in Wireless Sensor Networks

  • Kang, Yong-Hyeog
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.37-44
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    • 2017
  • Wireless sensor networks are composed of many wireless sensor nodes that are sensing the environments. These networks have many constraints that are resource constraints, wireless communication, self-construction, etc. But they have many applications that are monitoring environment, tracking the object, etc. In this paper, a mechanism of finding QoS Satisfied multi-path is proposed in wireless sensor networks. In order to satisfy the QoS requirement, the proposed mechanism extends the AODV protocol to find multiple paths from a source node to a destination node by using the additional AODV message types that are proposed. This mechanism will be used to support many QoS applications such as minimum delay time, the better reliability and the better throughput by using the QoS satisfied multi-path. Overheads of the proposed mechanism are evaluated using simulation, and it is showed that QoS satisfied multiple paths are found with a little more overhead than the AODV mechanism.

Algorithm for Finding a Longest Non-negative Path in a Tree of Degree 3 (차수 3인 트리에서 가장 긴 비음수 경로를 찾는 알고리즘)

  • 김성권
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.7
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    • pp.397-401
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    • 2004
  • In an edge-weighted(positive, negative, or zero weights are possible) tree, we want to solve the problem of finding a longest path such that the sum of the weights of the edges in the path is non-negative. We present an algorithm to find a longest non-negative path of a degree 3 tree in Ο(n log n) time, where n is the number of nodes in the tree.

The Roughing Tool-Path Generation of Die-Cavity Shape Using the Drill (Drill을 이용한 Die-Cavity 형상의 황삭 가공 경로 생성)

  • Lim, P.;Lee, H. G;Yang, G. E.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.398-401
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    • 2001
  • This paper presents rough cutting pat고 drilling. This method has differences from conventional method which uses boundary curve by intersecting object to machine and each cutting plane. Die-cavity shape is drilled in z-map, we select various tool and remove much material in the short time. as a result, this method raise productivity. The major challenges in die-cavity pocketing include : 1)finding an inscribed circle for removing material of unmachined regions, 2) selecting optimal tool and efficiently arranging tool, 3) generating offset surface of shape, 4) determining machined width according to the selected tool, 5) detecting and removing unmachined regions, and 6) linking PJE(path-joining element). Conventional machining method calling contour-map is compared with drilling method using Z-map, for finding efficiency in the view of productivity.

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