Informacja

Drogi użytkowniku, aplikacja do prawidłowego działania wymaga obsługi JavaScript. Proszę włącz obsługę JavaScript w Twojej przeglądarce.

Wyszukujesz frazę "planowanie robót" wg kryterium: Temat


Wyświetlanie 1-3 z 3
Tytuł:
Non-cooperative game approach to multi-robot planning
Autorzy:
Gałuszka, A.
Świerniak, A.
Powiązania:
https://bibliotekanauki.pl/articles/908521.pdf
Data publikacji:
2005
Wydawca:
Uniwersytet Zielonogórski. Oficyna Wydawnicza
Tematy:
zagadnienie projektowe
robot wielofunkcyjny
gra niekooperatywna
planowanie kompleksowe
planning problems
multi-robot environment
STRIPS language
non-cooperative games
planning complexity
Opis:
A multi-robot environment with a STRIPS representation is considered. Under some assumptions such problems can be modelled as a STRIPS language (for instance, a Block World environment) with one initial state and a disjunction of goal states. If the STRIPS planning problem is invertible, then it is possible to apply the machinery for planning in the presence of incomplete information to solve the inverted problem and then to find a solution to the original problem. In the paper a planning algorithm that solves the problem described above is proposed and its computational complexity is analyzed. To make the plan precise, non-cooperative strategies are used.
Źródło:
International Journal of Applied Mathematics and Computer Science; 2005, 15, 3; 359-367
1641-876X
2083-8492
Pojawia się w:
International Journal of Applied Mathematics and Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Control of a Team of Mobile Robots Based on Non-cooperative Equilibria with Partial Coordination
Autorzy:
Skrzypczyk, K.
Powiązania:
https://bibliotekanauki.pl/articles/908483.pdf
Data publikacji:
2005
Wydawca:
Uniwersytet Zielonogórski. Oficyna Wydawnicza
Tematy:
system wielorobotowy
planowanie ruchu
teoria gier
multi-robot systems
motion planning
game theory
Opis:
In this work we present an application of the concept of non-cooperative game equilibria to the design of a collision free movement of a team of mobile robots in a dynamic environment. We propose the solution to the problem of feasible control synthesis, based on a partially centralized sensory system. The control strategy based on the concept of non-cooperative game equilibria is well known in the literature. It is highly efficient through phases where the solution is unique. However, even in simple navigation problems, it happens that multiple equilibria occur, which incurs a problem for control synthesis and may lead to erroneous results. In this paper we present a solution to this problem based on the partial centralization idea. The coordinator module is incorporated into the system and becomes active when multiple equilibria are detected. The coordination method includes a ``fair arbiter'' for the selection of an appropriate equilibrium solution. Simulation studies of the proposed methodology were carried out for 2, 3 and 5 robots, and their results are presented.
Źródło:
International Journal of Applied Mathematics and Computer Science; 2005, 15, 1; 89-97
1641-876X
2083-8492
Pojawia się w:
International Journal of Applied Mathematics and Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
D* Extra Lite: A dynamic A* with search-tree cutting and frontier-gap repairing
Autorzy:
Przybylski, M.
Putz, B.
Powiązania:
https://bibliotekanauki.pl/articles/329769.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Zielonogórski. Oficyna Wydawnicza
Tematy:
shortest path planning
incremental heuristic search
mobile robot navigation
video game
planowanie najkrótszej ścieżki
wyszukiwanie heurystyczne
nawigacja robota mobilnego
gra wideo
Opis:
Searching for the shortest-path in an unknown or changeable environment is a common problem in robotics and video games, in which agents need to update maps and to perform re-planning in order to complete their missions. D* Lite is a popular incremental heuristic search algorithm (i.e., it utilizes knowledge from previous searches). Its efficiency lies in the fact that it re-expands only those parts of the search-space that are relevant to registered changes and the current state of the agent. In this paper, we propose a new D* Extra Lite algorithm that is close to a regular A*, with reinitialization of the affected search-space achieved by search-tree branch cutting. The provided worst-case complexity analysis strongly suggests that D* Extra Lite’s method of reinitialization is faster than the focused approach to reinitialization used in D* Lite. In comprehensive tests on a large number of typical two-dimensional path-planning problems, D* Extra Lite was 1.08 to 1.94 times faster than the optimized version of D* Lite. Moreover, while demonstrating that it can be particularly suitable for difficult, dynamic problems, as the problem-complexity increased, D* Extra Lite’s performance further surpassed that of D*Lite. The source code of the algorithm is available on the open-source basis.
Źródło:
International Journal of Applied Mathematics and Computer Science; 2017, 27, 2; 273-290
1641-876X
2083-8492
Pojawia się w:
International Journal of Applied Mathematics and Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

    Ta witryna wykorzystuje pliki cookies do przechowywania informacji na Twoim komputerze. Pliki cookies stosujemy w celu świadczenia usług na najwyższym poziomie, w tym w sposób dostosowany do indywidualnych potrzeb. Korzystanie z witryny bez zmiany ustawień dotyczących cookies oznacza, że będą one zamieszczane w Twoim komputerze. W każdym momencie możesz dokonać zmiany ustawień dotyczących cookies