3 research outputs found

    An Exact Algorithm for the Shortest Path Problem With Position-Based Learning Effects

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    [EN] The shortest path problems (SPPs) with learning effects (SPLEs) have many potential and interesting applications. However, at the same time they are very complex and have not been studied much in the literature. In this paper, we show that learning effects make SPLEs completely different from SPPs. An adapted A* (AA*) is proposed for the SPLE problem under study. Though global optimality implies local optimality in SPPs, it is not the case for SPLEs. As all subpaths of potential shortest solution paths need to be stored during the search process, a search graph is adopted by AA* rather than a search tree used by A*. Admissibility of AA* is proven. Monotonicity and consistency of the heuristic functions of AA* are redefined and the corresponding properties are analyzed. Consistency/monotonicity relationships between the heuristic functions of AA* and those of A* are explored. Their impacts on efficiency of searching procedures are theoretically analyzed and experimentally evaluated.This work was supported in part by the National Natural Science Foundation of China under Grant 61572127 and Grant 61272377, and in part by the Specialized Research Fund for the Doctoral Program of Higher Education under Grant 20120092110027. The work of R. Ruiz was supported in part by the Spanish Ministry of Economy and Competitiveness under Project "RESULT-Realistic Extended Scheduling Using Light Techniques" under Grant DPI2012-36243-C02-01, and in part by the FEDER.Wang, Y.; Li, X.; Ruiz García, R. (2017). An Exact Algorithm for the Shortest Path Problem With Position-Based Learning Effects. IEEE Transactions on Systems Man and Cybernetics - Part A Systems and Humans. 47(11):3037-3049. https://doi.org/10.1109/TSMC.2016.2560418S30373049471

    Penerapan Algoritma Dijkstra Untuk Menentukan Rute Terbaik Pada Mobile E-Parking Berbasis Sistem Informasi Geografis

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    Lack of information about the posision of a place and find the best route to get to a destination is complicated, especially looking for a route in finding a parking space. Unavailability of applications that provide information and navigate parking users to find the best route in realtime is a problem that must be answered. Dijkstra's algorithm is one method of solving problems in finding the best route. The Dijkstra algorithm has compared the possible routes to be traversed and calculated every possible distance. The route with the shortest distance would be the best choice This application was built using an Android-based Geographic Information System that utilizes the Google Maps feature as a parking user interface service. This study uses the Java programming language with Android Studio as an IDE (Integrated Development Environment) and the prototyping model is used in developing problem solving and using UML (Unified Modeling Language) as a system design tool. The results that have been achieved from this research is that Dijkstra's algorithm can answer the problem faced by providing the best route navigation from the user's location to the parking lot at the destinatio
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