36,151 research outputs found

    Another view on the SSS* algorithm

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    A new version of the SSS* algorithm for searching game trees is presented. This algorithm is built around two recursive procedures. It finds the minimax value of a game tree by first establishing an upper bound to this value and then successively trying in a top down fashion to tighten this bound until the minimax value has been obtained. This approach has several advantages, most notably that the algorithm is more perspicuous. Correctness and several other properties of SSS* can now more easily be proven. As an example we prove Pearl's characterization of the nodes visited by SSS*. Finally the new algorithm is transformed into a practical version, which allows an efficient use of memory

    Comparison of a self-processed EM3000 multibeam echosounder dataset with a QTC view habitat mapping and a sidescan sonar imagery, Tamaki Strait, New Zealand

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    A methodology for automatically processing the data files from an EM3000 multibeam echosounder (Kongsberg Maritime, 300 kHz) is presented. Written in MatLab, it includes data extraction, bathymetry processing, computation of seafloor local slope, and a simple correction of the backscatter along-track banding effect. The success of the latter is dependent on operational restrictions, which are also detailed. This processing is applied to a dataset acquired in 2007 in the Tamaki Strait, New Zealand. The resulting maps are compared with a habitat classification obtained with the acoustic ground-discrimination software QTC View linked to a 200-kHz single-beam echosounder and to the imagery from a 100-kHz sidescan sonar survey, both performed in 2002. The multibeam backscatter map was found to be very similar to the sidescan imagery, quite correlated to the QTC View map on one site but mainly uncorrelated on another site. Hypotheses to explain these results are formulated and discussed. The maps and the comparison to prior surveys are used to draw conclusions on the quality of the code for further research on multibeam benthic habitat mapping

    On Monotone Sequences of Directed Flips, Triangulations of Polyhedra, and Structural Properties of a Directed Flip Graph

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    This paper studied the geometric and combinatorial aspects of the classical Lawson's flip algorithm in 1972. Let A be a finite set of points in R2, omega be a height function which lifts the vertices of A into R3. Every flip in triangulations of A can be associated with a direction. We first established a relatively obvious relation between monotone sequences of directed flips between triangulations of A and triangulations of the lifted point set of A in R3. We then studied the structural properties of a directed flip graph (a poset) on the set of all triangulations of A. We proved several general properties of this poset which clearly explain when Lawson's algorithm works and why it may fail in general. We further characterised the triangulations which cause failure of Lawson's algorithm, and showed that they must contain redundant interior vertices which are not removable by directed flips. A special case if this result in 3d has been shown by B.Joe in 1989. As an application, we described a simple algorithm to triangulate a special class of 3d non-convex polyhedra. We proved sufficient conditions for the termination of this algorithm and show that it runs in O(n3) time.Comment: 40 pages, 35 figure
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