This study focuses on the improvement of path planning efficiency for underwater gravity-aided navigation.Firstly,a Depth Sorting Fast Search(DSFS)algorithm was proposed to improve the planning speed of the Quick Rapi...This study focuses on the improvement of path planning efficiency for underwater gravity-aided navigation.Firstly,a Depth Sorting Fast Search(DSFS)algorithm was proposed to improve the planning speed of the Quick Rapidly-exploring Random Trees*(Q-RRT*)algorithm.A cost inequality relationship between an ancestor and its descendants was derived,and the ancestors were filtered accordingly.Secondly,the underwater gravity-aided navigation path planning system was designed based on the DSFS algorithm,taking into account the fitness,safety,and asymptotic optimality of the routes,according to the gravity suitability distribution of the navigation space.Finally,experimental comparisons of the computing performance of the ChooseParent procedure,the Rewire procedure,and the combination of the two procedures for Q-RRT*and DSFS were conducted under the same planning environment and parameter conditions,respectively.The results showed that the computational efficiency of the DSFS algorithm was improved by about 1.2 times compared with the Q-RRT*algorithm while ensuring correct computational results.展开更多
Tree search is a widely used fundamental algorithm. Modern processors provide tremendous computing power by integrating multiple cores, each with a vector processing unit. This paper reviews some studies on exploiting...Tree search is a widely used fundamental algorithm. Modern processors provide tremendous computing power by integrating multiple cores, each with a vector processing unit. This paper reviews some studies on exploiting single instruction multiple date (SIMD) capacity of processors to improve the performance of tree search, and proposes several improvement methods on reported SIMD tree search algorithms. Based on blocking tree structure, blocking for memory alignment and dynamic blocking prefetch are proposed to optimize the overhead of memory access. Furthermore, as a way of non-linear loop unrolling, the search branch unwinding shows that the number of branches can exceed the data width of SIMD instructions in the SIMD search algorithm. The experiments suggest that blocking optimized SIMD tree search algorithm can achieve 1.6 times response speed faster than the un-optimized algorithm.展开更多
Due to more tag-collisions result in failed transmissions,tag anti-collision is a very vital issue in the radio frequency identification(RFID) system.However,so far decreases in communication time and increases in thr...Due to more tag-collisions result in failed transmissions,tag anti-collision is a very vital issue in the radio frequency identification(RFID) system.However,so far decreases in communication time and increases in throughput are very limited.In order to solve these problems,this paper presents a novel tag anti-collision scheme,namely adaptive hybrid search tree(AHST),by combining two algorithms of the adaptive binary-tree disassembly(ABD) and the combination query tree(CQT),in which ABD has superior tag identification velocity and CQT has optimum performance in system throughput and search timeslots.From the theoretical analysis and numerical simulations,the proposed algorithm can colligate the advantages of above algorithms,improve the system throughput and reduce the searching timeslots dramatically.展开更多
This paper presents a distributed game tree search algorithm called DDS. Based on communication overhead, st,orage requirement, speed up, and oiller factors, the performance of algorithm DDS* is analysed, and the numb...This paper presents a distributed game tree search algorithm called DDS. Based on communication overhead, st,orage requirement, speed up, and oiller factors, the performance of algorithm DDS* is analysed, and the number of nodes searched with SSS as well as a-b algorithm. The simulation test shows that. DDS* is an efficient and practical search algorithm.展开更多
Teaching computer programs to play games through machine learning has been an important way to achieve better artificial intelligence (AI) in a variety of real-world applications. Monte Carlo Tree Search (MCTS) is one...Teaching computer programs to play games through machine learning has been an important way to achieve better artificial intelligence (AI) in a variety of real-world applications. Monte Carlo Tree Search (MCTS) is one of the key AI techniques developed recently that enabled AlphaGo to defeat a legendary professional Go player. What makes MCTS particularly attractive is that it only understands the basic rules of the game and does not rely on expert-level knowledge. Researchers thus expect that MCTS can be applied to other complex AI problems where domain-specific expert-level knowledge is not yet available. So far there are very few analytic studies in the literature. In this paper, our goal is to develop analytic studies of MCTS to build a more fundamental understanding of the algorithms and their applicability in complex AI problems. We start with a simple version of MCTS, called random playout search (RPS), to play Tic-Tac-Toe, and find that RPS may fail to discover the correct moves even in a very simple game position of Tic-Tac-Toe. Both the probability analysis and simulation have confirmed our discovery. We continue our studies with the full version of MCTS to play Gomoku and find that while MCTS has shown great success in playing more sophisticated games like Go, it is not effective to address the problem of sudden death/win. The main reason that MCTS often fails to detect sudden death/win lies in the random playout search nature of MCTS, which leads to prediction distortion. Therefore, although MCTS in theory converges to the optimal minimax search, with real world computational resource constraints, MCTS has to rely on RPS as an important step in its search process, therefore suffering from the same fundamental prediction distortion problem as RPS does. By examining the detailed statistics of the scores in MCTS, we investigate a variety of scenarios where MCTS fails to detect sudden death/win. Finally, we propose an improved MCTS algorithm by incorporating minimax search to overcome prediction distortion. Our simulation has confirmed the effectiveness of the proposed algorithm. We provide an estimate of the additional computational costs of this new algorithm to detect sudden death/win and discuss heuristic strategies to further reduce the search complexity.展开更多
We consider sparse signals embedded in additive white noise. We study parametrically optimal as well as tree-search sub-optimal signal detection policies. As a special case, we consider a constant signal and Gaussian ...We consider sparse signals embedded in additive white noise. We study parametrically optimal as well as tree-search sub-optimal signal detection policies. As a special case, we consider a constant signal and Gaussian noise, with and without data outliers present. In the presence of outliers, we study outlier resistant robust detection techniques. We compare the studied policies in terms of error performance, complexity and resistance to outliers.展开更多
This paper describes the nearest neighbor (NN) search algorithm on the GBD(generalized BD) tree. The GBD tree is a spatial data structure suitable for two-or three-dimensional data and has good performance characteris...This paper describes the nearest neighbor (NN) search algorithm on the GBD(generalized BD) tree. The GBD tree is a spatial data structure suitable for two-or three-dimensional data and has good performance characteristics with respect to the dynamic data environment. On GIS and CAD systems, the R-tree and its successors have been used. In addition, the NN search algorithm is also proposed in an attempt to obtain good performance from the R-tree. On the other hand, the GBD tree is superior to the R-tree with respect to exact match retrieval, because the GBD tree has auxiliary data that uniquely determines the position of the object in the structure. The proposed NN search algorithm depends on the property of the GBD tree described above. The NN search algorithm on the GBD tree was studied and the performance thereof was evaluated through experiments.展开更多
This paper deals with the efficiency of the search, with a method of organization and storage of the information that allows better results than the research trees or binary trees. No one ever dared to present better ...This paper deals with the efficiency of the search, with a method of organization and storage of the information that allows better results than the research trees or binary trees. No one ever dared to present better results than 0(log n) complexity, and when they wish to improve, they use balanced trees, but they continue to use principles that do not impact the pre-semantic information treatment. The Heru search method has as main characteristic the total or partial substitution of the use of the binary trees, enabling the elimination of the approximate results and informing the user the desired information instead of occurrences by sampling outside the desired information. The breakdown of the 0(log n) paradigm and the refinement of the searches are achieved with the use of a set of unpublished mathematical formulas and concepts called Infinite Series with Multiple Ratios.展开更多
Game-tree search plays an important role in the field of Artificial Intelligence (AI). In this paper, we characterize one parallel game-tree search workload in chess: the latest version of Crafty, a state of art pr...Game-tree search plays an important role in the field of Artificial Intelligence (AI). In this paper, we characterize one parallel game-tree search workload in chess: the latest version of Crafty, a state of art program, on two Intel Xeon shared-memory multiprocessor systems. Our analysis shows that Crafty is latency-sensitive and the hash-table and dynamic tree splitting used in Crafty cause large scalability penalties. They consume 35%-50% of the running time on the 4-way system. Furthermore, Crafty is not bandwidth-limited.展开更多
为解决快速扩展随机树算法(rapid-exploration random tree,RRT*)在三维环境中盲目搜索路径以及缺乏节点扩展记忆性等问题,提出一种融合蚁群算法的双向搜索算法ACO-RRT*。为适应精细化三维建模环境和解决地面起伏不平坦等问题,对RRT*算...为解决快速扩展随机树算法(rapid-exploration random tree,RRT*)在三维环境中盲目搜索路径以及缺乏节点扩展记忆性等问题,提出一种融合蚁群算法的双向搜索算法ACO-RRT*。为适应精细化三维建模环境和解决地面起伏不平坦等问题,对RRT*算法进行改进优化。采用双向搜索策略,在起点和终点同时运行改进后的RRT算法和蚁群算法,相向而行,对路径长度和运行时间进行优化。针对生成路径不够平滑等问题,引入B样条曲线平滑策略优化路径。仿真结果表明,所提算法能够有效用于机器人三维路径规划。展开更多
基金the National Natural Science Foundation of China(Grant No.42274119)the Liaoning Revitalization Talents Program(Grant No.XLYC2002082)+1 种基金National Key Research and Development Plan Key Special Projects of Science and Technology Military Civil Integration(Grant No.2022YFF1400500)the Key Project of Science and Technology Commission of the Central Military Commission.
文摘This study focuses on the improvement of path planning efficiency for underwater gravity-aided navigation.Firstly,a Depth Sorting Fast Search(DSFS)algorithm was proposed to improve the planning speed of the Quick Rapidly-exploring Random Trees*(Q-RRT*)algorithm.A cost inequality relationship between an ancestor and its descendants was derived,and the ancestors were filtered accordingly.Secondly,the underwater gravity-aided navigation path planning system was designed based on the DSFS algorithm,taking into account the fitness,safety,and asymptotic optimality of the routes,according to the gravity suitability distribution of the navigation space.Finally,experimental comparisons of the computing performance of the ChooseParent procedure,the Rewire procedure,and the combination of the two procedures for Q-RRT*and DSFS were conducted under the same planning environment and parameter conditions,respectively.The results showed that the computational efficiency of the DSFS algorithm was improved by about 1.2 times compared with the Q-RRT*algorithm while ensuring correct computational results.
基金Project supported by the Shanghai Leading Academic Discipline Project(Grant No.J50103)the Graduate Student Innovation Foundation of Shanghai University(Grant No.SHUCX112167)
文摘Tree search is a widely used fundamental algorithm. Modern processors provide tremendous computing power by integrating multiple cores, each with a vector processing unit. This paper reviews some studies on exploiting single instruction multiple date (SIMD) capacity of processors to improve the performance of tree search, and proposes several improvement methods on reported SIMD tree search algorithms. Based on blocking tree structure, blocking for memory alignment and dynamic blocking prefetch are proposed to optimize the overhead of memory access. Furthermore, as a way of non-linear loop unrolling, the search branch unwinding shows that the number of branches can exceed the data width of SIMD instructions in the SIMD search algorithm. The experiments suggest that blocking optimized SIMD tree search algorithm can achieve 1.6 times response speed faster than the un-optimized algorithm.
基金Supported by the National Natural Science Foundation of China(No.61401407)
文摘Due to more tag-collisions result in failed transmissions,tag anti-collision is a very vital issue in the radio frequency identification(RFID) system.However,so far decreases in communication time and increases in throughput are very limited.In order to solve these problems,this paper presents a novel tag anti-collision scheme,namely adaptive hybrid search tree(AHST),by combining two algorithms of the adaptive binary-tree disassembly(ABD) and the combination query tree(CQT),in which ABD has superior tag identification velocity and CQT has optimum performance in system throughput and search timeslots.From the theoretical analysis and numerical simulations,the proposed algorithm can colligate the advantages of above algorithms,improve the system throughput and reduce the searching timeslots dramatically.
文摘This paper presents a distributed game tree search algorithm called DDS. Based on communication overhead, st,orage requirement, speed up, and oiller factors, the performance of algorithm DDS* is analysed, and the number of nodes searched with SSS as well as a-b algorithm. The simulation test shows that. DDS* is an efficient and practical search algorithm.
文摘Teaching computer programs to play games through machine learning has been an important way to achieve better artificial intelligence (AI) in a variety of real-world applications. Monte Carlo Tree Search (MCTS) is one of the key AI techniques developed recently that enabled AlphaGo to defeat a legendary professional Go player. What makes MCTS particularly attractive is that it only understands the basic rules of the game and does not rely on expert-level knowledge. Researchers thus expect that MCTS can be applied to other complex AI problems where domain-specific expert-level knowledge is not yet available. So far there are very few analytic studies in the literature. In this paper, our goal is to develop analytic studies of MCTS to build a more fundamental understanding of the algorithms and their applicability in complex AI problems. We start with a simple version of MCTS, called random playout search (RPS), to play Tic-Tac-Toe, and find that RPS may fail to discover the correct moves even in a very simple game position of Tic-Tac-Toe. Both the probability analysis and simulation have confirmed our discovery. We continue our studies with the full version of MCTS to play Gomoku and find that while MCTS has shown great success in playing more sophisticated games like Go, it is not effective to address the problem of sudden death/win. The main reason that MCTS often fails to detect sudden death/win lies in the random playout search nature of MCTS, which leads to prediction distortion. Therefore, although MCTS in theory converges to the optimal minimax search, with real world computational resource constraints, MCTS has to rely on RPS as an important step in its search process, therefore suffering from the same fundamental prediction distortion problem as RPS does. By examining the detailed statistics of the scores in MCTS, we investigate a variety of scenarios where MCTS fails to detect sudden death/win. Finally, we propose an improved MCTS algorithm by incorporating minimax search to overcome prediction distortion. Our simulation has confirmed the effectiveness of the proposed algorithm. We provide an estimate of the additional computational costs of this new algorithm to detect sudden death/win and discuss heuristic strategies to further reduce the search complexity.
文摘We consider sparse signals embedded in additive white noise. We study parametrically optimal as well as tree-search sub-optimal signal detection policies. As a special case, we consider a constant signal and Gaussian noise, with and without data outliers present. In the presence of outliers, we study outlier resistant robust detection techniques. We compare the studied policies in terms of error performance, complexity and resistance to outliers.
文摘This paper describes the nearest neighbor (NN) search algorithm on the GBD(generalized BD) tree. The GBD tree is a spatial data structure suitable for two-or three-dimensional data and has good performance characteristics with respect to the dynamic data environment. On GIS and CAD systems, the R-tree and its successors have been used. In addition, the NN search algorithm is also proposed in an attempt to obtain good performance from the R-tree. On the other hand, the GBD tree is superior to the R-tree with respect to exact match retrieval, because the GBD tree has auxiliary data that uniquely determines the position of the object in the structure. The proposed NN search algorithm depends on the property of the GBD tree described above. The NN search algorithm on the GBD tree was studied and the performance thereof was evaluated through experiments.
文摘This paper deals with the efficiency of the search, with a method of organization and storage of the information that allows better results than the research trees or binary trees. No one ever dared to present better results than 0(log n) complexity, and when they wish to improve, they use balanced trees, but they continue to use principles that do not impact the pre-semantic information treatment. The Heru search method has as main characteristic the total or partial substitution of the use of the binary trees, enabling the elimination of the approximate results and informing the user the desired information instead of occurrences by sampling outside the desired information. The breakdown of the 0(log n) paradigm and the refinement of the searches are achieved with the use of a set of unpublished mathematical formulas and concepts called Infinite Series with Multiple Ratios.
文摘Game-tree search plays an important role in the field of Artificial Intelligence (AI). In this paper, we characterize one parallel game-tree search workload in chess: the latest version of Crafty, a state of art program, on two Intel Xeon shared-memory multiprocessor systems. Our analysis shows that Crafty is latency-sensitive and the hash-table and dynamic tree splitting used in Crafty cause large scalability penalties. They consume 35%-50% of the running time on the 4-way system. Furthermore, Crafty is not bandwidth-limited.
文摘为解决快速扩展随机树算法(rapid-exploration random tree,RRT*)在三维环境中盲目搜索路径以及缺乏节点扩展记忆性等问题,提出一种融合蚁群算法的双向搜索算法ACO-RRT*。为适应精细化三维建模环境和解决地面起伏不平坦等问题,对RRT*算法进行改进优化。采用双向搜索策略,在起点和终点同时运行改进后的RRT算法和蚁群算法,相向而行,对路径长度和运行时间进行优化。针对生成路径不够平滑等问题,引入B样条曲线平滑策略优化路径。仿真结果表明,所提算法能够有效用于机器人三维路径规划。