3,800 research outputs found

    3D environment mapping using the Kinect V2 and path planning based on RRT algorithms

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    This paper describes a 3D path planning system that is able to provide a solution trajectory for the automatic control of a robot. The proposed system uses a point cloud obtained from the robot workspace, with a Kinect V2 sensor to identify the interest regions and the obstacles of the environment. Our proposal includes a collision-free path planner based on the Rapidly-exploring Random Trees variant (RRT*), for a safe and optimal navigation of robots in 3D spaces. Results on RGB-D segmentation and recognition, point cloud processing, and comparisons between different RRT* algorithms, are presented.Peer ReviewedPostprint (published version

    A "Cellular Neuronal" Approach to Optimization Problems

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    The Hopfield-Tank (1985) recurrent neural network architecture for the Traveling Salesman Problem is generalized to a fully interconnected "cellular" neural network of regular oscillators. Tours are defined by synchronization patterns, allowing the simultaneous representation of all cyclic permutations of a given tour. The network converges to local optima some of which correspond to shortest-distance tours, as can be shown analytically in a stationary phase approximation. Simulated annealing is required for global optimization, but the stochastic element might be replaced by chaotic intermittency in a further generalization of the architecture to a network of chaotic oscillators.Comment: -2nd revised version submitted to Chaos (original version submitted 6/07

    A spatially-structured PCG method for content diversity in a Physics-based simulation game

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    This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n- body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of maps with di ferent di ficulty in Gravityvolve!.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech
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