共查询到19条相似文献,搜索用时 203 毫秒
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迷宫搜索算法的比较研究 总被引:1,自引:1,他引:0
研究面向搜救的应用,将事故环境抽象为一个迷宫,通过仿真实验比较研究了深度优先搜索算法和三种不同启发式函数的A*算法在Perfect迷宫中的应用,并分别将深度优先搜索算法和A*算法用于实际迷宫中进行实现与比较.在实验中,迷宫环境对机器人是未知的,而由于迷宫环境的特殊性——未知的迷宫环境中很少有不会碰撞的路径,从而增加了机器人搜索的难度.通过仿真实验对比了不同启发式函数的A*算法与深度优先搜索算法的性能,最后得出在迷宫搜索中A*算法要优于深度优先搜索算法;同时,在实际迷宫中实现了深度优先搜索算法与A*算法的搜救应用. 相似文献
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求解八数码问题的几种搜索算法比较 总被引:1,自引:0,他引:1
本文针对八数码问题的求解,给出了深度优先搜索、广度优先搜索和启发式搜索之间的算法比较,并得出结论:在通常情况下,采用启发式搜索算法来进行状态空间的搜索更为方便、快捷。 相似文献
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针对八数码问题的求解,给出了深度优先搜索、广度优先搜索和启发式搜索(譬如A*算法)之间的算法比较,通过实验验证各种算法并得出结论:在通常情况下,采用启发式搜索算法来进行状态空间的搜索更为方便、高效。 相似文献
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迷宫最短路径问题新算法 总被引:1,自引:0,他引:1
提出了求解迷宫最短路径问题的新算法,该算法抛弃了经典算法(深度优先搜索和广度优先搜索)中繁杂低效的递归、回溯思想。通过合理的变换,将原问题转化为迷宫路径深度图的生成问题。最后对算法进行了严谨的分析和实例测试,显示出该算法易于理解、易于编程、时间空间复杂度低等优点。 相似文献
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介绍迷宫问题及其最优解,引入多因素制约的迷宫问题。重点讨论多因素制约迷宫问题最优解的含义及基于广度优先搜索的求解算法,并通过两个实例分析如何基于广度优先搜索算法求解这类迷宫问题的最优解,并给出算法的伪代码。最后,进一步讨论和总结这类迷宫问题最优解的求解算法。 相似文献
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广度优先搜索是图的遍历的一种重要的算法。本文在广度搜索算法的基础上实现空间搜索算法。算法的实现在二维和三维空间同时适用,而且可以根据实际情况及搜索条件在方位和方式上进行调整。该算法还用到了C++标准模板库中的队列。在空间搜索算法实现上本文有较大的参考价值。 相似文献
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王士同 《计算机工程与设计》1996,17(1):3-8
首先针对搜索树中深度固定且目标唯一的寻优问题,指出宽度优先反复加宽的搜索效率要比深度优先反复加深的搜索效率高,基于此,提出了基于宽度优先反复加宽的启发式搜索算法IWA*,算法IWA*是可采纳的。为了保持算法IWA*的搜索效率高于算法IDA*的搜索效率,同时又使算法IWA*的存贮空间复杂度减低,文中基于分层技术,提出了基于深度优先的IWA*算法──IDWA*。算法IDWA*也是一个可采纳的启发式搜索算法。 相似文献
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广度优先搜索是图的一种常用遍历方法,在许多书籍中所提到的广度优先搜索算法均对不带权图的搜索,本文提出利用迪杰斯特拉算法实现广度优先搜索,不仅能对不带权的图实现搜索,而且对带权的图也同样适用。 相似文献
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电脑鼠是一个集自主迷宫搜索、搜索完后最短路冲刺、传感与控制于一体的自主移动机器人系统.具体设计和实现了基于向心法则迷宫搜索算法,并对算法和迷宫搜索流程进行优化,实验证明优化后的算法,在保持原有算法高效的基础上具有更加好的局部效应,相比同类型的算法,优化后的向心法则是一种非常高效的迷宫搜索算法. 相似文献
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GO-MOKU SOLVED BY NEW SEARCH TECHNIQUES 总被引:1,自引:0,他引:1
Many decades ago, Japanese professional Go-Moku players stated that Go-Moku (five-in-a-row on a horizontally placed 15×15 board) is a won game for the player to move first. So far, this claim has never been substantiated by (a tree of) variations or by a computer program. Meanwhile, many variants of Go-Moku with slightly different rules have been developed. This paper shows that for two common variants, the game-theoretical value has been established.
Moreover, the Go-Moku program Victoria is described. It uses two new search techniques: threat-space search and proof-number search. One of the results is that Victoria is bound to win against any (optimal) counterplay if it moves first. Furthermore, it achieves good results as a defender against nonoptimally playing opponents. In this contribution we focus on threat-space search and its advantages compared to conventional search algorithms. 相似文献
Moreover, the Go-Moku program Victoria is described. It uses two new search techniques: threat-space search and proof-number search. One of the results is that Victoria is bound to win against any (optimal) counterplay if it moves first. Furthermore, it achieves good results as a defender against nonoptimally playing opponents. In this contribution we focus on threat-space search and its advantages compared to conventional search algorithms. 相似文献
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Search is a fundamental problem-solving method in artificial intelligence. Traditional off-line search algorithms attempt to find an optimal solution whereas real-time search algorithms try to find a suboptimal solution more quickly than traditional algorithms to meet real-time constraints. In this work, a new multi-agent real-time search algorithm is developed and its effectiveness is illustrated on a sample domain, namely maze problems. Searching agents can see their environment with a specified visual depth and hence can partially observe their environment. An agent makes use of its partial observation to select a next move, instead of using only one-move-ahead information. Furthermore agents cooperate through a marking mechanism to be able to search different parts of the search space. When an agent selects its next move, it marks its direction of move before executing the move. When another agent comes to this position, it sees this mark and, if possible, moves in a different direction than the previously selected direction. In this way, marking helps agents coordinate their moves with other agents. Although coordination brings an overhead, from experiments we observe that this mechanism is effective in both search time and solution length in maze problems. 相似文献
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陈新泉 《计算机工程与科学》2013,35(2):127-132
面对复杂信息环境下的数据预处理需求,提出了一种可以处理混合属性数据集的双重聚类方法。这种双重聚类方法由双重近邻无向图的构造算法或其改进算法,基于分离集合并的双重近邻图聚类算法、基于宽度优先搜索的双重近邻图聚类算法、或基于深度优先搜索的双重近邻图聚类算法来实现。通过人工数据集和UCI标准数据集的仿真实验,可以验证,尽管这三个聚类算法所采用的搜索策略不同,但最终的结果是一致的。仿真实验结果还表明,对于一些具有明显聚类分布结构且无近邻噪声干扰的数据集,该方法经常能取得比K-means算法和AP算法更好的聚类精度,从而说明这种双重聚类方法具有一定的有效性。为进一步推广并在实际中发掘出该方法的应用价值,最后给出了一点较有价值的研究展望。 相似文献
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Nafiz Arica Aysegul Mut Alper Yorukcu Kadir Alpaslan Demir 《Computational Intelligence》2017,33(3):368-400
This study empirically compares existing search approaches used for path planning of moving agents, namely, incremental and real‐time search approaches. The comparisons are performed in both stationary and moving target search problems separately. In each problem domain, well‐known representatives of both approaches are evaluated in partially observable environments where the agent senses a limited area based on its sensor range. In addition to the available algorithms, we propose two algorithms to be used in each problem. The simulations conducted on random grid and maze structures show that the algorithms behave differently and have advantages over each other especially as the sensor range varies. Therefore, the proposed study enables the agent to determine the most appropriate algorithm depending on its priorities and sensor range. 相似文献
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