10 research outputs found

    Aplikasi Pencarian Jalur Terpendek Pada Rumah Sakit Umum Bahteramas Menggunakan Algoritma a* (A-star)

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    Pencarian jalur terpendek merupakan suatu permasalahan yang sering terjadi pada pengunjung rumah sakit untuk menemukan gedung atau ruangan yang dicari. Salah satu contohnya adalah pada Rumah Sakit Umum Bahteramas. Karena banyaknya gedung dan ruangan yang ada pada rumah sakit tersebut, mengakibatkan pengunjung kesulitan menemukan gedung dan ruangan yang dicari. Oleh karena itu dibutuhkan sistem yang dapat menunjukkan lokasi gedung dan ruangan beserta jalur terpendeknya, agar waktu pencarian lebih efisien. Terdapat beberapa algoritma pencarian jalur terpendek, salah satunya adalah algoritma A* (A-Star). Algoritma A* menggunakan estimasi jarak terdekat untuk mencapai tujuan (goal) dan memiliki nilai heuristik yang digunakan sebagai dasar pertimbangan. Heuristik adalah kriteria, metoda, atau prinsip-prinsip untuk menentukan pilihan sejumlah alternatif untuk mencapai sasaran dengan efektif. Hasil pada penelitian ini adalah aplikasi yang dapat menentukan jalur terpendek antara gedung dan antara ruangan yang diimplementasikan pada Operating System Android dan dibangun dengan menggunakan bahasa pemrograman Actionscript 3

    Batch Informed Trees (BIT*): Sampling-based Optimal Planning via the Heuristically Guided Search of Implicit Random Geometric Graphs

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    In this paper, we present Batch Informed Trees (BIT*), a planning algorithm based on unifying graph- and sampling-based planning techniques. By recognizing that a set of samples describes an implicit random geometric graph (RGG), we are able to combine the efficient ordered nature of graph-based techniques, such as A*, with the anytime scalability of sampling-based algorithms, such as Rapidly-exploring Random Trees (RRT). BIT* uses a heuristic to efficiently search a series of increasingly dense implicit RGGs while reusing previous information. It can be viewed as an extension of incremental graph-search techniques, such as Lifelong Planning A* (LPA*), to continuous problem domains as well as a generalization of existing sampling-based optimal planners. It is shown that it is probabilistically complete and asymptotically optimal. We demonstrate the utility of BIT* on simulated random worlds in R2\mathbb{R}^2 and R8\mathbb{R}^8 and manipulation problems on CMU's HERB, a 14-DOF two-armed robot. On these problems, BIT* finds better solutions faster than RRT, RRT*, Informed RRT*, and Fast Marching Trees (FMT*) with faster anytime convergence towards the optimum, especially in high dimensions.Comment: 8 Pages. 6 Figures. Video available at http://www.youtube.com/watch?v=TQIoCC48gp

    TopCom: Index for Shortest Distance Query in Directed Graph

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    Finding shortest distance between two vertices in a graph is an important problem due to its numerous applications in diverse domains, including geo-spatial databases, social network analysis, and information retrieval. Classical algorithms (such as, Dijkstra) solve this problem in polynomial time, but these algorithms cannot provide real-time response for a large number of bursty queries on a large graph. So, indexing based solutions that pre-process the graph for efficiently answering (exactly or approximately) a large number of distance queries in real-time is becoming increasingly popular. Existing solutions have varying performance in terms of index size, index building time, query time, and accuracy. In this work, we propose T OP C OM , a novel indexing-based solution for exactly answering distance queries. Our experiments with two of the existing state-of-the-art methods (IS-Label and TreeMap) show the superiority of T OP C OM over these two methods considering scalability and query time. Besides, indexing of T OP C OM exploits the DAG (directed acyclic graph) structure in the graph, which makes it significantly faster than the existing methods if the SCCs (strongly connected component) of the input graph are relatively small

    BHFFA*: Un nuevo algoritmo admisible de búsqueda bidireccional

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    A pesar de que inicialmente hubo un gran interés en los algoritmos de búsqueda bidireccionales, muy pronto se pensó que garantizar la optimalidad de las soluciones encontradas de este modo era muy complicado, y por ello se desestimó esta línea de investigación. En este artículo se muestra, sin embargo, que es posible superar los principales inconvenientes de la búsqueda bidireccional y desarrollar un nuevo algoritmo admisible, con una heurística consistente, y en términos muy sencillos. Además, a diferencia de otras implementaciones bidireccionales, la que se muestra aquí puede resultar en reducciones del tiempo necesario y de la memoria consumida de hasta el 99%, y siempre superior a su implementación unidireccional. Para constatarlo, se han estudiado dos dominios radicalmente diferentes: el grafo del Metro de Madrid y el juego del N-‘Puzle’

    APLIKASI PENCARIAN JALUR TERPENDEK PADA RUMAH SAKIT UMUM BAHTERAMAS MENGGUNAKAN ALGORITMA A* (A-STAR)

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    Pencarian jalur terpendek merupakan suatu permasalahan yang sering terjadi pada pengunjung rumah sakit untuk menemukan gedung atau ruangan yang dicari. Salah satu contohnya adalah pada Rumah Sakit Umum Bahteramas. Karena banyaknya gedung dan ruangan yang ada pada rumah sakit tersebut, mengakibatkan pengunjung kesulitan menemukan gedung dan ruangan yang dicari. Oleh karena itu dibutuhkan sistem yang dapat menunjukkan lokasi gedung dan ruangan beserta jalur terpendeknya, agar waktu pencarian lebih efisien. Terdapat beberapa algoritma pencarian jalur terpendek, salah satunya adalah algoritma A* (A-Star). Algoritma A* menggunakan estimasi jarak terdekat untuk mencapai tujuan (goal) dan memiliki nilai heuristik yang digunakan sebagai dasar pertimbangan. Heuristik adalah kriteria, metoda, atau prinsip-prinsip untuk menentukan  pilihan sejumlah alternatif untuk mencapai sasaran dengan efektif. Hasil pada penelitian ini adalah aplikasi yang dapat menentukan jalur terpendek antara gedung dan antara ruangan yang diimplementasikan pada Operating System Android dan dibangun dengan menggunakan bahasa pemrograman Actionscript 3.Kata kunci : algoritma A* (A-Star), android, actionscript 3, jalur terpendek

    Bidirectional Heuristic Search Reconsidered

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    The assessment of bidirectional heuristic search has been incorrect since it was first published more than a quarter of a century ago. For quite a long time, this search strategy did not achieve the expected results, and there was a major misunderstanding about the reasons behind it. Although there is still wide-spread belief that bidirectional heuristic search is afflicted by the problem of search frontiers passing each other, we demonstrate that this conjecture is wrong. Based on this finding, we present both a new generic approach to bidirectional heuristic search and a new approach to dynamically improving heuristic values that is feasible in bidirectional search only. These approaches are put into perspective with both the traditional and more recently proposed approaches in order to facilitate a better overall understanding. Empirical results of experiments with our new approaches show that bidirectional heuristic search can be performed very efficiently and also with limited memory. These results suggest that bidirectional heuristic search appears to be better for solving certain difficult problems than corresponding unidirectional search. This provides some evidence for the usefulness of a search strategy that was long neglected. In summary, we show that bidirectional heuristic search is viable and consequently propose that it be reconsidered.Comment: See http://www.jair.org/ for any accompanying file

    Discrete Planning

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    This chapter provides introductory concepts that serve as an entry point into other parts of the book. The planning problems considered here are the simplest to describe because the state space will be finite in most cases. When it is not finite, it will at least be countably infinite (i.e., a unique integer may be assigned to every state). Therefore, no geometric models or differential equations will be needed to characterize the discrete planning problems. Furthermore, no forms of uncertainty will be considered, which avoids complications such as probability theory. All models are completely known and predictable. There are three main parts to this chapter. Sections 2.1 and 2.2 define and present search methods for feasible planning, in which the only concern is to reach a goal state. The search methods will be used throughout the book in numerous other contexts, including motion planning in continuous state spaces. Following feasible planning, Section 2.3 addresses the problem of optimal planning. The principle of optimality, or the dynamic programming principle, [1] provides a key insight that greatly reduces the computation effort in many planning algorithms

    Discrete particle swarm optimization for combinatorial problems with innovative applications.

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    Master of Science in Computer Science. University of KwaZulu-Natal, Durban 2016.Abstract available in PDF file
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