94 resultados para A* search algorithm


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Image segmentation of natural scenes constitutes a major problem in machine vision. This paper presents a new proposal for the image segmentation problem which has been based on the integration of edge and region information. This approach begins by detecting the main contours of the scene which are later used to guide a concurrent set of growing processes. A previous analysis of the seed pixels permits adjustment of the homogeneity criterion to the region's characteristics during the growing process. Since the high variability of regions representing outdoor scenes makes the classical homogeneity criteria useless, a new homogeneity criterion based on clustering analysis and convex hull construction is proposed. Experimental results have proven the reliability of the proposed approach

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We adapt the Shout and Act algorithm to Digital Objects Preservation where agents explore file systems looking for digital objects to be preserved (victims). When they find something they shout so that agent mates can hear it. The louder the shout, the urgent or most important the finding is. Louder shouts can also refer to closeness. We perform several experiments to show that this system works very scalably, showing that heterogeneous teams of agents outperform homogeneous ones over a wide range of tasks complexity. The target at-risk documents are MS Office documents (including an RTF file) with Excel content or in Excel format. Thus, an interesting conclusion from the experiments is that fewer heterogeneous (varying skills) agents can equal the performance of many homogeneous (combined super-skilled) agents, implying significant performance increases with lower overall cost growth. Our results impact the design of Digital Objects Preservation teams: a properly designed combination of heterogeneous teams is cheaper and more scalable when confronted with uncertain maps of digital objects that need to be preserved. A cost pyramid is proposed for engineers to use for modeling the most effective agent combinations

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As wireless communications evolve towards heterogeneousnetworks, mobile terminals have been enabled tohandover seamlessly from one network to another. At the sametime, the continuous increase in the terminal power consumptionhas resulted in an ever-decreasing battery lifetime. To that end,the network selection is expected to play a key role on howto minimize the energy consumption, and thus to extend theterminal lifetime. Hitherto, terminals select the network thatprovides the highest received power. However, it has been provedthat this solution does not provide the highest energy efficiency.Thus, this paper proposes an energy efficient vertical handoveralgorithm that selects the most energy efficient network thatminimizes the uplink power consumption. The performance of theproposed algorithm is evaluated through extensive simulationsand it is shown to achieve high energy efficiency gains comparedto the conventional approach.

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Des dels inicis dels ordinadors com a mquines programables, lhome ha intentat dotar-los de certa intelligncia per tal de pensar o raonar el ms semblant possible als humans. Un daquests intents ha sigut fer que la mquina sigui capa de pensar de tal manera que estudi jugades i guanyi partides descacs. En lactualitat amb els actuals sistemes multi tasca, orientat a objectes i accs a memria i grcies al potent hardware del que disposem, comptem amb una gran varietat de programes que es dediquen a jugar a escacs. Per no hi ha noms programes petits, hi ha fins i tot mquines senceres dedicades a calcular i estudiar jugades per tal de guanyar als millors jugadors del mn. Lobjectiu del meu treball s dur a terme un estudi i implementaci dun daquests programes, per aix es divideix en dues parts. La part terica o de lestudi, consta dun estudi dels sistemes dintelligncia artificial que es dediquen a jugar a escacs, estudi i cerca duna funci davaluaci vlida i estudi dels algorismes de cerca. La part prctica del treball es basa en la implementaci dun sistema intelligent capa de jugar a escacs amb certa lgica. Aquesta implementaci es porta a terme amb lajuda de les llibreries SDL, utilitzant lalgorisme minimax amb poda alfa-beta i codi c++. Com a conclusi del projecte magradaria remarcar que lestudi realitzat mha deixat veure que crear un joc descacs no era tan fcil com jo pensava per mha aportat la satisfacci daplicar tot el que he aprs durant la carrera i de descobrir moltes altres coses noves.