4,096 research outputs found

    Automatic MGA trajectory planning with a modified ant colony optimization algorithm

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    This paper assesses the problem of designing multiple gravity assist (MGA) trajectories, including the sequence of planetary encounters. The problem is treated as planning and scheduling of events, such that the original mixed combinatorial-continuous problem is discretised and converted into a purely discrete problem with a finite number of states. We propose the use of a two-dimensional trajectory model in which pairs of celestial bodies are connected by transfer arcs containing one deep-space manoeuvre. A modified Ant Colony Optimisation (ACO) algorithm is then used to look for the optimal solutions. This approach was applied to the design of optimal transfers to Saturn and to Mercury, and a comparison against standard genetic algorithm based optimisers shows its effectiveness

    MGA trajectory planning with an ACO-inspired algorithm

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    Given a set of celestial bodies, the problem of finding an optimal sequence of gravity assist manoeuvres, deep space manoeuvres (DSM) and transfer arcs connecting two or more bodies in the set is combinatorial in nature. The number of possible paths grows exponentially with the number of celestial bodies. Therefore, the design of an optimal multiple gravity assist (MGA) trajectory is a NP-hard mixed combinatorial-continuous problem, and its automated solution would greatly improve the assessment of multiple alternative mission options in a shorter time. This work proposes to formulate the complete automated design of a multiple gravity assist trajectory as an autonomous planning and scheduling problem. The resulting scheduled plan will provide the planetary sequence for a multiple gravity assist trajectory and a good estimation of the optimality of the associated trajectories. We propose the use of a two-dimensional trajectory model in which pairs of celestial bodies are connected by transfer arcs containing one DSM. The problem of matching the position of the planet at the time of arrival is solved by varying the pericentre of the preceding swing-by, or the magnitude of the launch excess velocity, for the first arc. By using this model, for each departure date we can generate a full tree of possible transfers from departure to destination. Each leaf of the tree represents a planetary encounter and a possible way to reach that planet. An algorithm inspired by Ant Colony Optimization (ACO) is devised to explore the space of possible plans. The ants explore the tree from departure to destination adding one node at the time: every time an ant is at a node, a probability function is used to select one of the remaining feasible directions. This approach to automatic trajectory planning is applied to the design of optimal transfers to Saturn and among the Galilean moons of Jupiter, and solutions are compared to those found through traditional genetic-algorithm-based techniques

    An ant system algorithm for automated trajectory planning

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    The paper presents an Ant System based algorithm to optimally plan multi-gravity assist trajectories. The algorithm is designed to solve planning problems in which there is a strong dependency of one decision one all the previously made decisions. In the case of multi-gravity assist trajectories planning, the number of possible paths grows exponentially with the number of planetary encounters. The proposed algorithm avoids scanning all the possible paths and provides good results at a low computational cost. The algorithm builds the solution incrementally, according to Ant System paradigms. Unlike standard ACO, at every planetary encounter, each ant makes a decision based on the information stored in a tabu and feasible list. The approach demonstrated to be competitive, on a number of instances of a real trajectory design problem, against known GA and PSO algorithms

    Automated Software Testing Using Metahurestic Technique Based on Improved Ant Algorithms for Software Testing

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    Testing can never completely identify all the defects within software [1]. Instead, it furnishes a criticism or comparison that compares the state and behavior of the product against oracles principles or mechanisms by which someone might recognize a problem. These oracles may include (but are not limited to) specifications, contracts[2], comparable products, past versions of the same product, inferences about intended or expected purpose, user or customer expectations, relevant standards, applicable laws, or other criteria. Testing effectiveness can be achieved by the State Transition Testing (STT) which is commonly used in real time, embedded and web based type of software systems. Aim of the current paper is to present an algorithm by applying an ant colony optimization technique, for generation of optimal and minimal test sequences for behavior specification of software. Present paper approach generates test sequence in order to obtain the complete software coverage. This paper also discusses the comparison between two Meta heuristic techniques (Genetic Algorithm and Ant Colony optimization) for transition based testing

    K-Space at TRECVid 2007

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    In this paper we describe K-Space participation in TRECVid 2007. K-Space participated in two tasks, high-level feature extraction and interactive search. We present our approaches for each of these activities and provide a brief analysis of our results. Our high-level feature submission utilized multi-modal low-level features which included visual, audio and temporal elements. Specific concept detectors (such as Face detectors) developed by K-Space partners were also used. We experimented with different machine learning approaches including logistic regression and support vector machines (SVM). Finally we also experimented with both early and late fusion for feature combination. This year we also participated in interactive search, submitting 6 runs. We developed two interfaces which both utilized the same retrieval functionality. Our objective was to measure the effect of context, which was supported to different degrees in each interface, on user performance. The first of the two systems was a ā€˜shotā€™ based interface, where the results from a query were presented as a ranked list of shots. The second interface was ā€˜broadcastā€™ based, where results were presented as a ranked list of broadcasts. Both systems made use of the outputs of our high-level feature submission as well as low-level visual features
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