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2021 ◽  
Vol 12 (4) ◽  
pp. 227
Author(s):  
Bin Yang ◽  
Xuewei Song ◽  
Zhenhai Gao

A global reference path generated by a path search algorithm based on a road-level driving map cannot be directly used to complete the efficient autonomous path-following motion of autonomous vehicles due to the large computational load and insufficient path accuracy. To solve this problem, this paper proposes a lane-level bidirectional hybrid path planning method based on a high-definition map (HD map), which effectively completes the high-precision reference path planning task. First, the global driving environment information is extracted from the HD map, and the lane-level driving map is constructed. Real value mapping from the road network map to the driving cost is realized based on the road network information, road markings, and driving behavior data. Then, a hybrid path search method is carried out for the search space in a bidirectional search mode, where the stopping conditions of the search method are determined by the relaxation region in the two search processes. As the search process continues, the dimension of the relaxation region is updated to dynamically adjust the search scope to maintain the desired search efficiency and search effect. After the completion of the bidirectional search, the search results are evaluated and optimized to obtain the reference path with the optimal traffic cost. Finally, in an HD map based on a real scene, the path search performance of the proposed algorithm is compared with that of the simple bidirectional Dijkstra algorithm and the bidirectional BFS search algorithm. The results show that the proposed path search algorithm not only has a good optimization effect, but also has a high path search efficiency.


2021 ◽  
Vol 2122 (1) ◽  
pp. 012006
Author(s):  
Daigo Umemoto ◽  
Nobuyasu Ito

Abstract Origin of a power-law in traffic-volume distribution found in traffic simulations of Kobe city was studied. The traffic distribution which was obtained from a shortest path search with randomized OD (origin-destination) set in Kobe city digital map obeys power-law. The toy model that Cayley tree is embedded in the network is also verified. It is theoretically shown that the traffic distribution with all possible OD set in a Cayley tree obeys power-law like distribution. With randomized OD set, the distribution is diffused from the theoretical point sets. Relationship between these facts and the origin of power-law is discussed.


2021 ◽  
Author(s):  
Javier Guillot Jiménez ◽  
Luiz André P. Paes Leme ◽  
Yenier Torres Izquierdo ◽  
Angelo Batista Neves ◽  
Marco A. Casanova

The entity relatedness problem refers to the question of exploring a knowledge base, represented as an RDF graph, to discover and understand how two entities are connected. This question can be addressed by implementing a path search strategy, which combines an entity similarity measure, with an expansion limit, to reduce the path search space and a path ranking measure to order the relevant paths between a given pair of entities in the RDF graph. This paper first introduces DCoEPinKB, an in-memory distributed framework that addresses the entity relatedness problem. Then, it presents an evaluation of path search strategies using DCoEPinKB over real data collected from DBpedia. The results provide insights about the performance of the path search strategies.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Wei Zhang ◽  
Tong Wu ◽  
Zhipeng Li ◽  
Yanjun Li ◽  
Ao Qiu ◽  
...  

Reservoir fractures are essential locations to gather oil and gas. Recently, imaging logging technology has become a mainstream method for obtaining stratigraphic information. This paper proposed a combined optimal path search strategy to effectively identify and extract the fracture information in well logging images. Specifically, the threshold segmentation of logging images is used to obtain the binary image. In addition, the identification of connected fractures in the logging image is transformed into the optimal path search, and the identification and extraction of reservoir fractures are realized by constructing the optimal path between the two ends of fractures. Finally, an improved ant colony algorithm is applied to filter irrelevant information and extract fractures automatically by recording all the ants’ exploration trajectories in the ant colony. Compared with previous approaches, the proposed method can eliminate irrelevant background features and merely reserve pixels corresponding to fractures. Simultaneously, relative to the conventional strategy, the time consumption is reduced by more than 98%. The findings of this study can help for better extracting fractures automatically and reducing manual workload.


2021 ◽  
Vol 2021 ◽  
pp. 1-16
Author(s):  
Shoubao Su ◽  
Wei Zhao ◽  
Chishe Wang

Multirobot motion planning is always one of the critical techniques in edge intelligent systems, which involve a variety of algorithms, such as map modeling, path search, and trajectory optimization and smoothing. To overcome the slow running speed and imbalance of energy consumption, a swarm intelligence solution based on parallel computing is proposed to plan motion paths for multirobot with many task nodes in a complex scene that have multiple irregularly-shaped obstacles, which objective is to find a smooth trajectory under the constraints of the shortest total distance and the energy-balanced consumption for all robots to travel between nodes. In a practical scenario, the imbalance of task allocation will inevitably lead to some robots stopping on the way. Thus, we firstly model a gridded scene as a weighted MTSP (multitraveling salesman problem) in which the weights are the energies of obstacle constraints and path length. Then, a hybridization of particle swarm and ant colony optimization (GPSO-AC) based on a platform of Compute Unified Device Architecture (CUDA) is presented to find the optimal path for the weighted MTSPs. Next, we improve the A ∗ algorithm to generate a weighted obstacle avoidance path on the gridded map, but there are still many sharp turns on it. Therefore, an improved smooth grid path algorithm is proposed by integrating the dynamic constraints in this paper to optimize the trajectory smoothly, to be more in line with the law of robot motion, which can more realistically simulate the multirobot in a real scene. Finally, experimental comparisons with other methods on the designed platform of GPUs demonstrate the applicability of the proposed algorithm in different scenarios, and our method strikes a good balance between energy consumption and optimality, with significantly faster and better performance than other considered approaches, and the effects of the adjustment coefficient q on the performance of the algorithm are also discussed in the experiments.


2021 ◽  
Author(s):  
Robail Yasrab ◽  
Michael P Pound

AbstractIn this work we propose an extension to recent methods for the reconstruction of root architectures in 2-dimensions. Recent methods for the automatic root analysis have proposed deep learned segmentation of root images followed by path finding such as Dijkstra’s algorithm to reconstruct root topology. These approaches assume that roots are separate, and that a shortest path within the image foreground represents a reliable reconstruction of the underlying root structure. This approach is prone to error where roots grow in close proximity, with path finding algorithms prone to taking “short cuts” and overlapping much of the root material. Here we extend these methods to also consider root angle, allowing a more informed shortest path search that disambiguates roots growing close together. We adapt a CNN architecture to also predict the angle of root material at each foreground position, and utilise this additional information within shortest path searchers to improve root reconstruction. Our results show an improved ability to separate clustered roots.


Information ◽  
2021 ◽  
Vol 12 (8) ◽  
pp. 330
Author(s):  
Yinghui Meng ◽  
Qianying Zhi ◽  
Minghao Dong ◽  
Weiwei Zhang

The coordinates of nodes are very important in the application of wireless sensor networks (WSN). The range-free localization algorithm is the best method to obtain the coordinates of sensor nodes at present. Range-free localization algorithm can be divided into two stages: distance estimation and coordinate calculation. For reduce the error in the distance estimation stage, a node localization algorithm for WSN based on virtual partition and distance correction (VP-DC) is proposed in this paper. In the distance estimation stage, firstly, the distance of each hop on the shortest communication path between the unknown node and the beacon node is calculated with the employment of virtual partition algorithm; then, the length of the shortest communication path is obtained by summing the distance of each hop; finally, the unknown distance between nodes is obtained according to the optimal path search algorithm and the distance correction formula. This paper innovative proposes the virtual partition algorithm and the optimal path search algorithm, which effectively avoids the distance estimation error caused by hop number and hop distance, and improves the localization accuracy of unknown nodes.


2021 ◽  
Vol 5 (3) ◽  
pp. 953
Author(s):  
Bagus Tegar Dwi Irianto ◽  
Septi Andryana ◽  
Aris Gunaryati

Games are a means of entertainment that are in electronic media such as smartphones that are made as attractive as possible so that players get inner satisfaction. The development of the game industry is growing quite fast from mobile to desktop. There are many categories of games such as action, strategy, sports, shooter, adventure and simulation. Adventure games are one category of games where players are trained to think in order to complete the game. There are many things that need to be considered, such as visuals on maps or interactions with NPCs (NonPlayer Character), by utilizing technology now learning can be delivered through a game. The characteristics of entertaining games and interesting visual activities will make learning more attractive. Making games will of course use algorithms as features or systems in game making. The a-star algorithm is one that is widely used in making maze games. The a-star algorithm can be applied to the help of the fastest path or movement of the NPC. The purpose of the research is to make a maze educational game using the a-star algorithm as the fastest path search and NPC movement. The test results on games on seven devices got the results that they were successfully run, in CPU usage on mobile devices a minimum of 7% and a maximum of 57%. CPU usage on desktop devices is a minimum of 2% and a maximum of 33%.


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