scholarly journals Sky-A* Algorithm for Artificial Intelligence

2019 ◽  
Vol 8 (4) ◽  
pp. 5295-5297

We have discussed variant of informed search in this paper like A* search. The informed search algorithm is developed to run in given limited memory by use of heuristic knowledge with retraction methods. We introduce the sky-A* algorithm for solving shortest path between two nodes. The sky-A* algorithm developed a logic by which the obligatory nodes like A* can extend and return the optimal result joining the nodes. In addition, the method sky-A* is guaranteed to return an optimal path when heuristic information used. We present a number of different methods for both low and high level procedures and analysis their results and performance. Proposed algorithm provides accurate combination of surroundings of video segments in situations when camera movements are complex.

Author(s):  
Thiago Castanheira Retes de Sousa ◽  
Rafael Lima de Carvalho

Artificial Intelligence has always been used in designing of automated agents for playing games such as Chess, Go, Defense of the Ancients 2, Snake Game, billiard and many others. In this work, we present the development and performance evaluation of an automated bot that mimics a real life player for the RPG Game Tibia. The automated bot is built using a combination of AI techniques such as graph search algorithm A* and computer vision tools like template matching. Using four algorithms to get global position of player in game, handle its health and mana, target monsters and walk through the game, we managed to develop a fully automated Tibia bot based in raw input image. We evaluated the performance of the agent in three different scenarios, collecting and analyzing metrics such as XP Gain, Supplies Usage and Balance. The simulation results shows that the developed bot is capable of producing competitive results according to in-game metrics when compared to human players.


2013 ◽  
Vol 5 (2) ◽  
pp. 42-47
Author(s):  
Veronica Mutiana ◽  
Fitria Amastini ◽  
Noviana Mutiara

High level of traffic density can lead to traffic jam those will make troublesome for driver to reach destination with alternative shortest path on time. Therefore, it is neccessary to make an agent that can choose optimal route without being stuck on traffic jam. In this paper, algorithm for choose optimal route is A* method for shortest path problem and use backtrack process when there is a traffic jam occurs on several roads. The design of algorithm is tested by using data which contain 100 locations or nodes and 158 roads or paths in Gading Serpong with an agent that can searching shortest path and sensor module that can send the traffic status based on number of vehicle on several particular node. Based on testing, A* method does not guarantee for path selection if agent is not full observable with environment and there is some case that can lead a worst case. Index Terms— A* Algorithm, Backtrack, Shortest Path, Traffic Density


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Atthariq Atthariq ◽  
Dimas Ariandy Putra

Abstrak— Game adalah salah satu bentuk dari animasi interaktif dimana player dapat berinteraksi dengan dunia game. Dalam sebuah game, salah satu unsur yang dapat dianggap penting untuk mendukung jalannya game dan realitas dari dunia game adalah NPC (Non-Player Character). NPC dapat membuat sebuah game menjadi lebih nyata dari segi cara Perpindahannya, maka dibutuhkan suatu algoritma pathfinding yang mampu membuat NPC tersebut melakukan perpindahan layaknya suatu makhluk hidup berpindah di dunia nyata. A*(A-Star) adalah algoritma pencarian yang dapat digunakan untuk melakukan pathfinding, dalam hal ini A Star akan digunakan untuk mencari suatu jarak terpendek antara NPC dan karakter player. Penelitian ini dilakukan untuk melakukan percobaan terhadap implementasi algoritma A* pada lingkungan game.Kata kunci—NPC (Non Player Character), pathfinding, Algoritma A Star, GameAbstract— Game is one form of interactive animation where the player can interact with the gaming world. In a game, one element that can be considered important to support the game and the reality of the game world is NPC (Non-Player Character). NPC can make a game becomes more real in terms of way of movement, then it takes a pathfinding algorithm that is able to make the NPC move like a living creature. A * (A-Star) is a search algorithm that can be used to perform pathfinding, in which case A Star will be used to find a shortest Path between NPC and player character. This research was conducted to experiment on the implementation of A* algorithm in game environment.Keywords— Game, A* Algorithm, NPC, pathfinding Algorithm


Author(s):  
Rofiq Mubarok ◽  
Dwi Verdy Firmansyah ◽  
Dheny Haryanto ◽  
Noor Pratama Apriyanto ◽  
Umniyatul Mahmudah ◽  
...  

<strong>Motorcycle safety system has been provided by the manufacturer in the form of a handlebar lock and electrical key equipped with alarms. Keys provided by the manufacturers sometimes fail in securing a motorcycle. In addition the safety system does not provide position information of the stolen motorcycle to the owner. With these problems, the paper presents safety locked motorcycle equipped with artificial intelligence algorithms. Artificial intelligence algorithm is used to find and detect the location of the motorcycle using the shortest path algorithm. This paper applies search algorithm using Dijkstra algorithm where the algorithm is used to make the decision to get the location of the motorcycle. By using the algorithm, the location of the motorcycle can be detected but it is not able to find the shortest path needed. Therefore, this paper describes the modification of Dijkstra algorithm by adding a Fuzzy algorithm that is used for the weight values in decision making, so that it can pursue to find the shortest path.</strong>


2020 ◽  
Vol 309 ◽  
pp. 04006
Author(s):  
Yuheng Chen ◽  
Hongyun Wu ◽  
Qiru Sui ◽  
Yinghao Chen ◽  
Rongyao Wang ◽  
...  

Deep sea mining, as a frontier area in China, urgently needs to make progress in automatic navigation technology. In order to improve the operation efficiency of the seabed mining machine on the soft seabed, the submarine mining vehicle which complete the mining work in a certain mining area need to enter the next mining area quickly and economically. As a classical algorithm, the majority of scholars consider that A * algorithm is the most practical path planning search algorithm. Considering the limitation of operation conditions, the three-dimensional diagram is transformed into two-dimensional diagram by interpolation method when the seabed terrain conditions allow, and then the obstacles can be marked in two-dimensional diagram. A* algorithm was applied into the path planning of mining truck. The simulation results of the paper show that path cost, turning time and turning mode should be considered in the process of avoiding obstacles.


2018 ◽  
Vol 7 (2.6) ◽  
pp. 54
Author(s):  
Aqsa Zafar ◽  
Krishna Kant Agrawal

In game Industry, the most trending research area is shortest path finding. There are many video games are present who are facing the problem of path finding and there is various algorithms are present to solve this problem. In this paper brief introduction is given in the most using algorithm for path finding and A* algorithm has been proved the best algorithm for resolving the problem of shortest path finding in games. It provides the optimal solution for path finding as compare to other search algorithm. At the start of the paper, brief introduction about the path finding is given. Then the reviews of different search algorithm are presented on the basis of path finding. After that information of A* algorithm and optimization techniques are described. In the last, application and examples how the path finding techniques are used in the game is addressed and future work and conclusion are drawn.


2004 ◽  
Vol 21 ◽  
pp. 631-670 ◽  
Author(s):  
A. Felner ◽  
R. Stern ◽  
A. Ben-Yair ◽  
S. Kraus ◽  
N. Netanyahu

We address the problem of finding the shortest path between two points in an unknown real physical environment, where a traveling agent must move around in the environment to explore unknown territory. We introduce the Physical-A* algorithm (PHA*) for solving this problem. PHA* expands all the mandatory nodes that A* would expand and returns the shortest path between the two points. However, due to the physical nature of the problem, the complexity of the algorithm is measured by the traveling effort of the moving agent and not by the number of generated nodes, as in standard A*. PHA* is presented as a two-level algorithm, such that its high level, A*, chooses the next node to be expanded and its low level directs the agent to that node in order to explore it. We present a number of variations for both the high-level and low-level procedures and evaluate their performance theoretically and experimentally. We show that the travel cost of our best variation is fairly close to the optimal travel cost, assuming that the mandatory nodes of A* are known in advance. We then generalize our algorithm to the multi-agent case, where a number of cooperative agents are designed to solve the problem. Specifically, we provide an experimental implementation for such a system. It should be noted that the problem addressed here is not a navigation problem, but rather a problem of finding the shortest path between two points for future usage.


2011 ◽  
Vol 63-64 ◽  
pp. 686-689
Author(s):  
Xiao Min Li ◽  
Jian Ping Wang ◽  
Xin Ning

Robot path planning is one of the core parts of robot research fields. A * algorithm is a typical heuristic search algorithm in Artificial Intelligence. In this paper, the model of robot path planning is founded based on A* algorithm and raster model, thus the optimal path is found in the process of robot traversing. The simulation result shows the correctness and efficiency of the path planning.


2020 ◽  
Vol 12 (2) ◽  
pp. 19-50 ◽  
Author(s):  
Muhammad Siddique ◽  
Shandana Shoaib ◽  
Zahoor Jan

A key aspect of work processes in service sector firms is the interconnection between tasks and performance. Relational coordination can play an important role in addressing the issues of coordinating organizational activities due to high level of interdependence complexity in service sector firms. Research has primarily supported the aspect that well devised high performance work systems (HPWS) can intensify organizational performance. There is a growing debate, however, with regard to understanding the “mechanism” linking HPWS and performance outcomes. Using relational coordination theory, this study examines a model that examine the effects of subsets of HPWS, such as motivation, skills and opportunity enhancing HR practices on relational coordination among employees working in reciprocal interdependent job settings. Data were gathered from multiple sources including managers and employees at individual, functional and unit levels to know their understanding in relation to HPWS and relational coordination (RC) in 218 bank branches in Pakistan. Data analysis via structural equation modelling, results suggest that HPWS predicted RC among officers at the unit level. The findings of the study have contributions to both, theory and practice.


Author(s):  
Andrea Renda

This chapter assesses Europe’s efforts in developing a full-fledged strategy on the human and ethical implications of artificial intelligence (AI). The strong focus on ethics in the European Union’s AI strategy should be seen in the context of an overall strategy that aims at protecting citizens and civil society from abuses of digital technology but also as part of a competitiveness-oriented strategy aimed at raising the standards for access to Europe’s wealthy Single Market. In this context, one of the most peculiar steps in the European Union’s strategy was the creation of an independent High-Level Expert Group on AI (AI HLEG), accompanied by the launch of an AI Alliance, which quickly attracted several hundred participants. The AI HLEG, a multistakeholder group including fifty-two experts, was tasked with the definition of Ethics Guidelines as well as with the formulation of “Policy and Investment Recommendations.” With the advice of the AI HLEG, the European Commission put forward ethical guidelines for Trustworthy AI—which are now paving the way for a comprehensive, risk-based policy framework.


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