141,720 research outputs found
PHA*: Finding the Shortest Path with A* in An Unknown Physical Environment
We address the problem of finding the shortest path between two points in an
unknown real physical environment, where a traveling agent must move around in
the environment to explore unknown territory. We introduce the Physical-A*
algorithm (PHA*) for solving this problem. PHA* expands all the mandatory nodes
that A* would expand and returns the shortest path between the two points.
However, due to the physical nature of the problem, the complexity of the
algorithm is measured by the traveling effort of the moving agent and not by
the number of generated nodes, as in standard A*. PHA* is presented as a
two-level algorithm, such that its high level, A*, chooses the next node to be
expanded and its low level directs the agent to that node in order to explore
it. We present a number of variations for both the high-level and low-level
procedures and evaluate their performance theoretically and experimentally. We
show that the travel cost of our best variation is fairly close to the optimal
travel cost, assuming that the mandatory nodes of A* are known in advance. We
then generalize our algorithm to the multi-agent case, where a number of
cooperative agents are designed to solve the problem. Specifically, we provide
an experimental implementation for such a system. It should be noted that the
problem addressed here is not a navigation problem, but rather a problem of
finding the shortest path between two points for future usage
Block Based Imperial Competitive Algorithm with Greedy Search for Traveling Salesman Problem
Imperial competitive algorithm (ICA) simulates a multi-agent algorithm. Each agent is like a kingdom has its country, and the strongest country in each agent is called imperialist, others are colony. Countries are competitive with imperialist which in the same kingdom by evolving. So this country will move in the search space to find better solutions with higher fitness to be a new imperialist. The main idea in this paper is using the peculiarity of ICA to explore the search space to solve the kinds of combinational problems. Otherwise, we also study to use the greed search to increase the local search ability. To verify the proposed algorithm in this paper, the experimental results of traveling salesman problem (TSP) is according to the traveling salesman problem library (TSPLIB). The results show that the proposed algorithm has higher performance than the other known methods
Block Based Imperial Competitive Algorithm with Greedy Search for Traveling Salesman Problem
Imperial competitive algorithm (ICA) simulates a multi-agent algorithm. Each agent is like a kingdom has its country, and the strongest country in each agent is called imperialist, others are colony. Countries are competitive with imperialist which in the same kingdom by evolving. So this country will move in the search space to find better solutions with higher fitness to be a new imperialist. The main idea in this paper is using the peculiarity of ICA to explore the search space to solve the kinds of combinational problems. Otherwise, we also study to use the greed search to increase the local search ability. To verify the proposed algorithm in this paper, the experimental results of traveling salesman problem (TSP) is according to the traveling salesman problem library (TSPLIB). The results show that the proposed algorithm has higher performance than the other known methods
Block Based Imperial Competitive Algorithm with Greedy Search for Traveling Salesman Problem
Imperial competitive algorithm (ICA) simulates a multi-agent algorithm. Each agent is like a kingdom has its country, and the strongest country in each agent is called imperialist, others are colony. Countries are competitive with imperialist which in the same kingdom by evolving. So this country will move in the search space to find better solutions with higher fitness to be a new imperialist. The main idea in this paper is using the peculiarity of ICA to explore the search space to solve the kinds of combinational problems. Otherwise, we also study to use the greed search to increase the local search ability. To verify the proposed algorithm in this paper, the experimental results of traveling salesman problem (TSP) is according to the traveling salesman problem library (TSPLIB). The results show that the proposed algorithm has higher performance than the other known methods
New Variations of the Online <em>k</em>-Canadian Traveler Problem: Uncertain Costs at Known Locations
In this chapter, we study new variations of the online k-Canadian Traveler Problem (k-CTP) in which there is an input graph with a given source node O and a destination node D. For a specified set consisting of k edges, the edge costs are unknown (we call these uncertain edges). Costs of the remaining edges are known and given. The objective is to find an online strategy such that the traveling agent finds a route from O to D with minimum total travel cost. The agent learns the cost of an uncertain edge, when she arrives at one of its end-nodes and decides on her travel path based on the discovered cost. We call this problem the online k-Canadian Traveler Problem with uncertain edges. We analyze both the single-agent and the multi-agent versions of the problem. We propose a tight lower bound on the competitive ratio of deterministic online strategies together with an optimal online strategy for the single-agent version. We consider the multi-agent version with two different objectives. We suggest lower bounds on the competitive ratio of deterministic online strategies to these two problems
Multicriteria pathfinding in uncertain simulated environments
Dr. James Keller, Dissertation Supervisor.Includes vita.Field of study: Electrical and computer engineering."May 2018."Multicriteria decision-making problems arise in all aspects of daily life and form the basis upon which high-level models of thought and behavior are built. These problems present various alternatives to a decision-maker, who must evaluate the trade-offs between each one and choose a course of action. In a sequential decision-making problem, each choice can influence which alternatives are available for subsequent actions, requiring the decision-maker to plan ahead in order to satisfy a set of objectives. These problems become more difficult, but more realistic, when information is restricted, either through partial observability or by approximate representations. Pathfinding in partially observable environments is one significant context in which a decision-making agent must develop a plan of action that satisfies multiple criteria. In general, the partially observable multiobjective pathfinding problem requires an agent to navigate to certain goal locations in an environment with various attributes that may be partially hidden, while minimizing a set of objective functions. To solve these types of problems, we create agent models based on the concept of a mental map that represents the agent's most recent spatial knowledge of the environment, using fuzzy numbers to represent uncertainty. We develop a simulation framework that facilitates the creation and deployment of a wide variety of environment types, problem definitions, and agent models. This computational mental map (CMM) framework is shown to be suitable for studying various types of sequential multicriteria decision-making problems, such as the shortest path problem, the traveling salesman problem, and the traveling purchaser problem in multiobjective and partially observable configurations.Includes bibliographical references (pages 294-301)
- …