• Title/Summary/Keyword: path search algorithm

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A Study of Efficiency Improvement of the D-algorithm for NAND Circuits (NAND회로망의 시험패턴발생을 위한 D-알고리듬의 효율개선에 관한 연구)

  • 노정호;강병욱;안광선
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.25 no.7
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    • pp.734-745
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    • 1988
  • In this paper, it is tried to improve efficiency of the D-algorithm by assigning the logic values effectively on the nodes related to the critical path for back tracing to reduce the number of search nodes when acyclic combinational logic circuits are composed of NAND gates only. For that purpose, LASAR algorithm which is suitable for determining a critical path for back tracing is applied to the D-algorithm and it is implemented by IBM-PC with APL language. The test results on a number of NAND circuits which have multi-fanout, reconvergent and symetric characteristics show that the modified D-algorihtm reduces the number of search nodes in forward and backward tracing and decreases the run time of CPU about 10 percents.

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A Shortest Path Planning Algorithm for Mobile Robots Using a Modified Visibility Graph Method

  • Lee, Duk-Young;Koh, Kyung-Chul;Cho, Hyung-Suck
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1939-1944
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    • 2003
  • This paper presents a global path planning algorithm based on a visibility graph method, and applies additionally various constraints for constructing the reduced visibility graph. The modification algorithm for generating the rounded path is applied to the globally shortest path of the visibility graph using the robot size constraint in order to avoid the obstacle. In order to check the visibility in given 3D map data, 3D CAD data with VRML format is projected to the 2D plane of the mobile robot, and the projected map is converted into an image for easy map analysis. The image processing are applied to this grid map for extracting the obstacles and the free space. Generally, the tree size of visibility graph is proportional to the factorial of the number of the corner points. In order to reduce the tree size and search the shortest path efficiently, the various constraints are proposed. After short paths that crosses the corner points of obstacles lists up, the shortest path among these paths is selected and it is modified to the combination of the line path and the arc path for the mobile robot to avoid the obstacles and follow the rounded path in the environment. The proposed path planning algorithm is applied to the mobile robot LCAR-III.

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Optimal Geometric Path and Minimum-Time Motion for a Manipulator Arm (로봇팔의 최적 기하학적 경로 및 시간최소화 운동)

  • Park, Jong-Keun;Han, Sung-Hyun;Kim, Tae-Han;Lee, Sang-Tak
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.12
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    • pp.204-213
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    • 1999
  • This paper suggests a numerical method of finding optimal geometric path and minimum-time motion for a manipulator arm. To find the minimum-time motion, the optimal geometric path is searched first, and the minimum-time motion is searched on this optimal path. In the algorithm finding optimal geometric path, the objective function is minimizing the combination of joint velocities, joint-jerks, and actuator forces as well as avoiding several static obstacles, where global search is performed by adjusting the seed points of the obstacle models. In the minimum-time algorithm, the traveling time is expressed by the linear combinations of finite-term quintic B-splines and the coefficients of the splines are obtained by nonlinear programming to minimize the total traveling time subject to the constraints of the velocity-dependent actuator forces. These two search algorithms are basically similar and their convergences are quite stable.

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Path Search Method using Genetic Algorithm (유전자 알고리즘을 이용한 경로 탐색)

  • Kim, Kwang-Baek;Song, Doo-Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1251-1255
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    • 2011
  • In this paper, we propose an optimal path search algorithm that contains all nodes using genetic algorithm. An object in this approach is formed as an equation related with the Euclidean distance between an intermediate node and the starting node and between an intermediate node and the goal node. Like other genetic algorithm structures, our algorithm defines a fitness function and selects a crossover spot node and a bitwise crossover point. A new node out of such operation survives only if it satisfies the fitness criteria and that node then becomes the starting node for the next generation. Repetition continues until no changes are made in the population. The efficiency of this proposed approach is verified in the experiment that it is better than two other contestants - sequential approach and the random approach.

A Path-Finding Algorithm on an Abstract Graph for Extracting Estimated Search Space (탐색 영역 추출을 위한 추상 그래프 탐색 알고리즘 설계)

  • Kim, Ji-Soo;Lee, Ji-Wan;Moon, Dae-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.147-150
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    • 2008
  • The real road network is regarded as a grid, and the grid is divided by fixed-sized cells. The path-finding is composed of two step searching. First searching travels on the abstract graph which is composed of a set of psuedo vertexes and a set of psuedo edges that are created by real road network and fixed-sized cells. The result of the first searching is a psuedo path which is composed of a set of selected psuedo edges. The cells intersected with the psuedo path are called as valid cells. The second searching travels with $A^*$ algorithm on valid cells. As pruning search space by removing the invalid cells, it would be possible to reduce the cost of exploring on real road network. In this paper, we present the method of creating the abstract graph and propose a path-finding algorithm on the abstract graph for extracting search space before traveling on real road network.

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The Ant Algorithm Considering the Worst Path in Traveling Salesman problems (순회 외판원 문제에서 최악 경로를 고려한 개미 알고리즘)

  • Lee, Seung-Gwan;Lee, Dae-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2343-2348
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    • 2008
  • Ant algorithm is new meta heuristic for hard combinatorial optimization problem. It is a population based approach that uses exploitation of positive feedback as well as greedy search. It was first proposed for tackling the well known Traveling Salesman Problem. In this paper, we propose the improved $AS_{rank}$ algorithms. The original $AS_{rank}$ algorithm accomplishes a pheromone updating about only the paths which will be composed of the optimal path is higher, but, the paths which will be composed the optimal path is lower does not considered. In this paper, The proposed method evaporate the pheromone of the paths which will be composed of the optimal path is lowest(worst tour path), it is reducing the probability of the edges selection during next search cycle. Simulation results of proposed method show lower average search time and average iteration than original ACS.

Low Complexity QRD-M Detection Algorithm Based on Adaptive Search Area for MIMO Systems (MIMO 시스템을 위한 적응형 검색범위 기반 저복잡도 QRD-M 검출기법)

  • Kim, Bong-Seok;Choi, Kwonhue
    • Journal of Satellite, Information and Communications
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    • v.7 no.2
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    • pp.97-103
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    • 2012
  • A very low complexity QRD-M algorithm based on limited search area is proposed for MIMO systems. The conventional QRD-M algorithm calculates Euclidean distance between all constellation symbols and the temporary detection symbol at each layer. We found that performance will not be degraded even if we adaptively restrict the search area of the candidate symbols only to the neighboring points of temporary detection symbol according to the channel condition at each layer. As a channel condition indicator, we employ the channel gain ratio among the layers without necessity of SNR estimation. The simulation results show that the proposed scheme effectively achieves near optimal performance while maintaining the overall average computation complexity much smaller than the conventional QRD-M algorithm.

Design of Near-Minimum Time Path Planning Algorithm for Autonomous Driving (무인 자율 주행을 위한 최단 시간 경로계획 알고리즘 설계)

  • Kim, Dongwook;Kim, Hakgu;Yi, Kyongsu
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.5
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    • pp.609-617
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    • 2013
  • This paper presents a near-minimum time path planning algorithm for autonomous driving. The problem of near-minimum time path planning is an optimization problem in which it is necessary to take into account not only the geometry of the circuit but also the dynamics of the vehicle. The path planning algorithm consists of a candidate path generation and a velocity optimization algorithm. The candidate path generation algorithm calculates the compromises between the shortest path and the path that allows the highest speeds to be achieved. The velocity optimization algorithm calculates the lap time of each candidate considering the vehicle driving performance and tire friction limit. By using the calculated path and velocity of each candidate, we calculate the lap times and search for a near-minimum time path. The proposed algorithm was evaluated via computer simulation using CarSim and Matlab/Simulink.

An Implementation of Method to Determine Search Space of Hierarchical Path Algorithm for Finding Optimal Path (최적 경로 탐색을 위한 계층 경로 알고리즘의 탐색 영역 결정 기법의 구현)

  • Lee, Hyoun-Sup;Yun, Sang-Du;Kim, Jin-Deog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.835-838
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    • 2008
  • Many researches on hierarchical path search have been studied so far. Even though partitioning regions is essential part, the researches are not enough. This paper proposes two efficient methods to partition regions: 1)a method based on voronoi algorithm in which a major node is central point of a region, 2) a method based on fired grid that partitions regions into major and minor. The performances of the proposed methods are compared with the conventional hierarchical path search method in which a region is formed by the boundary line of nearest 4 points of a major node in terms of the path search time and the accuracy. The results obtained from the experiments show that the method based on voronoi achieves short execution time and the method based grid achieves high accuracy.

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Implementation of Tactical Path-finding Integrated with Weight Learning (가중치 학습과 결합된 전술적 경로 찾기의 구현)

  • Yu, Kyeon-Ah
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.91-98
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    • 2010
  • Conventional path-finding has focused on finding short collision-free paths. However, as computer games become more sophisticated, it is required to take tactical information like ambush points or lines of enemy sight into account. One way to make this information have an effect on path-finding is to represent a heuristic function of a search algorithm as a weighted sum of tactics. In this paper we consider the problem of learning heuristic to optimize path-finding based on given tactical information. What is meant by learning is to produce a good weight vector for a heuristic function. Training examples for learning are given by a game level-designer and will be compared with search results in every search level to update weights. This paper proposes a learning algorithm integrated with search for tactical path-finding. The perceptron-like method for updating weights is described and a simulation tool for implementing these is presented. A level-designer can mark desired paths according to characters' properties in the heuristic learning tool and then it uses them as training examples to learn weights and shows traces of paths changing along with weight learning.