15,941 research outputs found

    Trip-Based Public Transit Routing Using Condensed Search Trees

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    We study the problem of planning Pareto-optimal journeys in public transit networks. Most existing algorithms and speed-up techniques work by computing subjourneys to intermediary stops until the destination is reached. In contrast, the trip-based model focuses on trips and transfers between them, constructing journeys as a sequence of trips. In this paper, we develop a speed-up technique for this model inspired by principles behind existing state-of-the-art speed-up techniques, Transfer Pattern and Hub Labelling. The resulting algorithm allows us to compute Pareto-optimal (with respect to arrival time and number of transfers) 24-hour profiles on very large real-world networks in less than half a millisecond. Compared to the current state of the art for bicriteria queries on public transit networks, this is up to two orders of magnitude faster, while increasing preprocessing overhead by at most one order of magnitude

    When the path is never shortest: a reality check on shortest path biocomputation

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    Shortest path problems are a touchstone for evaluating the computing performance and functional range of novel computing substrates. Much has been published in recent years regarding the use of biocomputers to solve minimal path problems such as route optimisation and labyrinth navigation, but their outputs are typically difficult to reproduce and somewhat abstract in nature, suggesting that both experimental design and analysis in the field require standardising. This chapter details laboratory experimental data which probe the path finding process in two single-celled protistic model organisms, Physarum polycephalum and Paramecium caudatum, comprising a shortest path problem and labyrinth navigation, respectively. The results presented illustrate several of the key difficulties that are encountered in categorising biological behaviours in the language of computing, including biological variability, non-halting operations and adverse reactions to experimental stimuli. It is concluded that neither organism examined are able to efficiently or reproducibly solve shortest path problems in the specific experimental conditions that were tested. Data presented are contextualised with biological theory and design principles for maximising the usefulness of experimental biocomputer prototypes.Comment: To appear in: Adamatzky, A (Ed.) Shortest path solvers. From software to wetware. Springer, 201

    The Encyclopedia of Neutrosophic Researchers - vol. 3

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    This is the third volume of the Encyclopedia of Neutrosophic Researchers, edited from materials offered by the authors who responded to the editor’s invitation. The authors are listed alphabetically. The introduction contains a short history of neutrosophics, together with links to the main papers and books. Neutrosophic set, neutrosophic logic, neutrosophic probability, neutrosophic statistics, neutrosophic measure, neutrosophic precalculus, neutrosophic calculus and so on are gaining significant attention in solving many real life problems that involve uncertainty, impreciseness, vagueness, incompleteness, inconsistent, and indeterminacy. In the past years the fields of neutrosophics have been extended and applied in various fields, such as: artificial intelligence, data mining, soft computing, decision making in incomplete / indeterminate / inconsistent information systems, image processing, computational modelling, robotics, medical diagnosis, biomedical engineering, investment problems, economic forecasting, social science, humanistic and practical achievements

    Towards an Autonomous Walking Robot for Planetary Surfaces

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    In this paper, recent progress in the development of the DLR Crawler - a six-legged, actively compliant walking robot prototype - is presented. The robot implements a walking layer with a simple tripod and a more complex biologically inspired gait. Using a variety of proprioceptive sensors, different reflexes for reactively crossing obstacles within the walking height are realised. On top of the walking layer, a navigation layer provides the ability to autonomously navigate to a predefined goal point in unknown rough terrain using a stereo camera. A model of the environment is created, the terrain traversability is estimated and an optimal path is planned. The difficulty of the path can be influenced by behavioral parameters. Motion commands are sent to the walking layer and the gait pattern is switched according to the estimated terrain difficulty. The interaction between walking layer and navigation layer was tested in different experimental setups

    The topology of large Open Connectome networks for the human brain

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    The structural human connectome (i.e.\ the network of fiber connections in the brain) can be analyzed at ever finer spatial resolution thanks to advances in neuroimaging. Here we analyze several large data sets for the human brain network made available by the Open Connectome Project. We apply statistical model selection to characterize the degree distributions of graphs containing up to ≃106\simeq 10^6 nodes and ≃108\simeq 10^8 edges. A three-parameter generalized Weibull (also known as a stretched exponential) distribution is a good fit to most of the observed degree distributions. For almost all networks, simple power laws cannot fit the data, but in some cases there is statistical support for power laws with an exponential cutoff. We also calculate the topological (graph) dimension DD and the small-world coefficient σ\sigma of these networks. While σ\sigma suggests a small-world topology, we found that D<4D < 4 showing that long-distance connections provide only a small correction to the topology of the embedding three-dimensional space.Comment: 14 pages, 6 figures, accepted version in Scientific Report

    Gunrock: A High-Performance Graph Processing Library on the GPU

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    For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs have been two significant challenges for developing a programmable high-performance graph library. "Gunrock", our graph-processing system designed specifically for the GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on operations on a vertex or edge frontier. Gunrock achieves a balance between performance and expressiveness by coupling high performance GPU computing primitives and optimization strategies with a high-level programming model that allows programmers to quickly develop new graph primitives with small code size and minimal GPU programming knowledge. We evaluate Gunrock on five key graph primitives and show that Gunrock has on average at least an order of magnitude speedup over Boost and PowerGraph, comparable performance to the fastest GPU hardwired primitives, and better performance than any other GPU high-level graph library.Comment: 14 pages, accepted by PPoPP'16 (removed the text repetition in the previous version v5
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