36,151 research outputs found
Another view on the SSS* algorithm
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
A methodology for automatically processing the data files from an EM3000 multibeam echosounder (Kongsberg Maritime, 300â
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
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Recursive Percentage based Hybrid Pattern Training for Supervised Learning
Supervised learning algorithms, often used to find the I/O relationship in data, have the tendency to be trapped in local optima as opposed to the desirable global optima. In this paper, we discuss the RPHP learning algorithm. The algorithm uses Real Coded Genetic Algorithm based global and local searches to find a set of pseudo global optimal solutions. Each pseudo global optimum is a local optimal solution from the point of view of all the patterns but globally optimal from the point of view of a subset of patterns. Together with RPHP, a Kth nearest neighbor algorithm is used as a second level pattern distributor to solve a test pattern. We also show theoretically the condition under which finding several pseudo global optimal solutions requires a shorter training time than finding a single global optimal solution. As the difficulty of curve fitting problems is easily estimated, we verify the capability of the RPHP algorithm against them and compare the RPHP algorithm with three counterparts to show the benefits of hybrid learning and active recursive subset selection. The RPHP shows a clear superiority in performance. We conclude our paper by identifying possible loopholes in the RPHP algorithm and proposing possible solutions
On Monotone Sequences of Directed Flips, Triangulations of Polyhedra, and Structural Properties of a Directed Flip Graph
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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