Dynamic optimal route search algorithm for car navigation systems with preferences by dynamic programming

2010 ◽  
Vol 6 (1) ◽  
pp. 14-22 ◽  
Author(s):  
Manoj Kanta Mainali ◽  
Shingo Mabu ◽  
Shanqing Yu ◽  
Shinji Eto ◽  
Kotaro Hirasawa
Author(s):  
Masaya Yoshikawa

Recently, car navigation systems that support safe and comfortable driving have been used widely. This chapter proposes a new car navigation system which enables the provision of the following three services: (1) the route search service including unspecified stopover points, (2) the route search service for traveling through sightseeing spots and considering sightseeing time, and (3) the quick response using dedicated hardware. Moreover, the proposed car navigation system is implemented on a field programmable gate array, and its validity is verified by several evaluative experiments using actual map information.


Author(s):  
Manoj Kanta Mainali ◽  
◽  
Kaoru Shimada ◽  
Shingo Mabu ◽  
Kotaro Hirasawa

One of the main functions of the traffic navigation systems is to find the optimal route to the destination. In this paper, we propose an iterative Q value updating algorithm, Q method, based on dynamic programming to search the optimal route and its optimal traveling time for a given Origin-Destination (OD) pair of road networks. The Q method uses the traveling time information available at adjacent intersections to search for the optimal route. The Q value is defined as the minimum traveling time to the destination when a vehicle takes the next intersection. When the Q values converge, the optimal route to the destination can be determined by choosing the minimum Q value at each intersection. The Q method gives us the solutions from multiple origins to a single destination. The proposed method is not restricted to find a single solution, but, if there exist multiple optimal routes with the identical traveling time to the destination, the proposed method can find all of it. In addition to that, when the traveling time of the road sections changes, an alternative optimal route can be found easily starting with the already obtained Q values. We compared the Q method with Dijkstra algorithm and the simulation results showed that the Q method can give better performances, depending on the situations, when the traveling time of the road sections changes.


2013 ◽  
Vol 33 (5) ◽  
pp. 1194-1196
Author(s):  
Fei DU ◽  
Zhiguo DONG ◽  
Lin MIAO ◽  
Yupeng TUO

Data ◽  
2018 ◽  
Vol 4 (1) ◽  
pp. 4 ◽  
Author(s):  
Viacheslav Moskalenko ◽  
Alona Moskalenko ◽  
Artem Korobov ◽  
Viktor Semashko

Trainable visual navigation systems based on deep learning demonstrate potential for robustness of onboard camera parameters and challenging environment. However, a deep model requires substantial computational resources and large labelled training sets for successful training. Implementation of the autonomous navigation and training-based fast adaptation to the new environment for a compact drone is a complicated task. The article describes an original model and training algorithms adapted to the limited volume of labelled training set and constrained computational resource. This model consists of a convolutional neural network for visual feature extraction, extreme-learning machine for estimating the position displacement and boosted information-extreme classifier for obstacle prediction. To perform unsupervised training of the convolution filters with a growing sparse-coding neural gas algorithm, supervised learning algorithms to construct the decision rules with simulated annealing search algorithm used for finetuning are proposed. The use of complex criterion for parameter optimization of the feature extractor model is considered. The resulting approach performs better trajectory reconstruction than the well-known ORB-SLAM. In particular, for sequence 7 from the KITTI dataset, the translation error is reduced by nearly 65.6% under the frame rate 10 frame per second. Besides, testing on the independent TUM sequence shot outdoors produces a translation error not exceeding 6% and a rotation error not exceeding 3.68 degrees per 100 m. Testing was carried out on the Raspberry Pi 3+ single-board computer.


2019 ◽  
Vol 2 (2) ◽  
pp. 114
Author(s):  
Insidini Fawwaz ◽  
Agus Winarta

<p class="8AbstrakBahasaIndonesia"><em>Games have the basic meaning of games, games in this case refer to the notion of intellectual agility. In its application, a Game certainly requires an AI (Artificial Intelligence), and the AI used in the construction of this police and thief game is the dynamic programming algorithm. This algorithm is a search algorithm to find the shortest route with the minimum cost, algorithm dynamic programming searches for the shortest route by adding the actual distance to the approximate distance so that it makes it optimum and complete. Police and thief is a game about a character who will try to run from </em><em>police.</em><em> The genre of this game is arcade, built with microsoft visual studio 2008, the AI used is the </em><em>Dynamic Programming</em> <em>algorithm which is used to search the path to attack players. The results of this test are police in this game managed to find the closest path determined by the </em><em>Dynamic Programming</em> <em>algorithm to attack players</em></p>


1994 ◽  
Vol 114 (2) ◽  
pp. 223-232
Author(s):  
Fujiwa Kato ◽  
Takao Noguchi ◽  
Tetsuji Santo ◽  
Kazufumi Kaneda ◽  
Eihachiro Nakamae

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