961 resultados para Global circular shortest path


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We study the problem of preprocessing a large graph so that point-to-point shortest-path queries can be answered very fast. Computing shortest paths is a well studied problem, but exact algorithms do not scale to huge graphs encountered on the web, social networks, and other applications. In this paper we focus on approximate methods for distance estimation, in particular using landmark-based distance indexing. This approach involves selecting a subset of nodes as landmarks and computing (offline) the distances from each node in the graph to those landmarks. At runtime, when the distance between a pair of nodes is needed, we can estimate it quickly by combining the precomputed distances of the two nodes to the landmarks. We prove that selecting the optimal set of landmarks is an NP-hard problem, and thus heuristic solutions need to be employed. Given a budget of memory for the index, which translates directly into a budget of landmarks, different landmark selection strategies can yield dramatically different results in terms of accuracy. A number of simple methods that scale well to large graphs are therefore developed and experimentally compared. The simplest methods choose central nodes of the graph, while the more elaborate ones select central nodes that are also far away from one another. The efficiency of the suggested techniques is tested experimentally using five different real world graphs with millions of edges; for a given accuracy, they require as much as 250 times less space than the current approach in the literature which considers selecting landmarks at random. Finally, we study applications of our method in two problems arising naturally in large-scale networks, namely, social search and community detection.

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Fully connected cubic networks (FCCNs) are a class of newly proposed hierarchical interconnection networks for multicomputer systems, which enjoy the strengths of constant node degree and good expandability. The shortest path routing in FCCNs is an open problem. In this paper, we present an oblivious routing algorithm for n-level FCCN with N = 8(n) nodes, and prove that this algorithm creates a shortest path from the source to the destination. At the costs of both an O(N)-parallel-step off-line preprocessing phase and a list of size N stored at each node, the proposed algorithm is carried out at each related node in O(n) time. In some cases the proposed algorithm is superior to the one proposed by Chang and Wang in terms of the length of the routing path. This justifies the utility of our routing strategy. (C) 2006 Elsevier Inc. All rights reserved.

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We propose a probabilistic movement model for controlling ant-like agents foraging between two points. Such agents are all identical, simple, autonomous and can only communicate indirectly through the environment. These agents secrete two types of pheromone, one to mark trails towards the goal and another to mark trails back to the starting point. Three pheromone perception strategies are proposed (Strategy A, B and C). Agents that use strategy A perceive the desirability of a neighbouring location as the difference between levels of attractive and repulsive pheromone in that location. With strategy B, agents perceive the desirability of a location as the quotient of levels of attractive and repulsive pheromone. Agents using strategy C determine the product of the levels of attractive pheromone with the complement of levels of repulsive pheromone. We conduct experiments to confirm directionality as emergent property of trails formed by agents that use each strategy. In addition, we compare path formation speed and the quality of the formed path under changes in the environment. We also investigate each strategy's robustness in environments that contain obstacles. Finally, we investigate how adaptive each strategy is when obstacles are eventually removed from the scene and find that the best strategy of these three is strategy A. Such a strategy provides useful guidelines to researchers in further applications of swarm intelligence metaphors for complex problem solving.

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In this paper, we propose an algorithm for an upgrading arc median shortest path problem for a transportation network. The problem is to identify a set of nondominated paths that minimizes both upgrading cost and overall travel time of the entire network. These two objectives are realistic for transportation network problems, but of a conflicting and noncompensatory nature. In addition, unlike upgrading cost which is the sum of the arc costs on the path, overall travel time of the entire network cannot be expressed as a sum of arc travel times on the path. The proposed solution approach to the problem is based on heuristic labeling and exhaustive search techniques, in criteria space and solution space, respectively. The first approach labels each node in terms of upgrading cost, and deletes cyclic and infeasible paths in criteria space. The latter calculates the overall travel time of the entire network for each feasible path, deletes dominated paths on the basis of the objective vector and identifies a set of Pareto optimal paths in the solution space. The computational study, using two small-scale transportation networks, has demonstrated that the algorithm proposed herein is able to efficiently identify a set of nondominated median shortest paths, based on two conflicting and noncompensatory objectives.

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This paper proposes an alternative algorithm to solve the median shortest path problem (MSPP) in the planning and design of urban transportation networks. The proposed vector labeling algorithm is based on the labeling of each node in terms of a multiple and conflicting vector of objectives which deletes cyclic, infeasible and extreme-dominated paths in the criteria space imposing cyclic break (CB), path cost constraint (PCC) and access cost parameter (ACP) respectively. The output of the algorithm is a set of Pareto optimal paths (POP) with an objective vector from predetermined origin to destination nodes. Thus, this paper formulates an algorithm to identify a non-inferior solution set of POP based on a non-dominated set of objective vectors that leaves the ultimate decision to decision-makers. A numerical experiment is conducted using an artificial transportation network in order to validate and compare results. Sensitivity analysis has shown that the proposed algorithm is more efficient and advantageous over existing solutions in terms of computing execution time and memory space used.

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Taking the uncertainty existing in edge weights of networks into consideration, finding shortest path in such fuzzy weighted networks has been widely studied in various practical applications. In this paper, an amoeboid algorithm is proposed, combing fuzzy sets theory with a path finding model inspired by an amoeboid organism, Physarum polycephalum. With the help of fuzzy numbers, uncertainty is well represented and handled in our algorithm. What's more, biological intelligence of Physarum polycephalum has been incorporate into the algorithm. A numerical example on a transportation network is demonstrated to show the efficiency and flexibility of our proposed amoeboid algorithm.

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This paper proposes an efficient solution algorithm for realistic multi-objective median shortest path problems in the design of urban transportation networks. The proposed problem formulation and solution algorithm to median shortest path problem is based on three realistic objectives via route cost or investment cost, overall travel time of the entire network and total toll revenue. The proposed solution approach to the problem is based on the heuristic labeling and exhaustive search technique in criteria space and solution space of the algorithm respectively. The first labels each node in terms of route cost and deletes cyclic and infeasible paths in criteria space imposing cyclic break and route cost constraint respectively. The latter deletes dominated paths in terms of objectives vector in solution space in order to identify a set of Pareto optimal paths. The approach, thus, proposes a non-inferior solution set of Pareto optimal paths based on non-dominated objective vector and leaves the ultimate decision to decision-makers for purpose specific final decision during applications. A numerical experiment is conducted to test the proposed algorithm using artificial transportation network. Sensitivity analyses have shown that the proposed algorithm is advantageous and efficient over existing algorithms to find a set of Pareto optimal paths to median shortest paths problems.

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As shortest path (SP) problem has been one of the most fundamental network optimization problems for a long time, technologies for this problem are still being studied. In this paper, a new method by integrating a path finding mathematical model, inspired by Physarum polycephalum, with extracted one heuristic rule to solve SP problem has been proposed, which is called Rapid Physarum Algorithm (RPA). Simulation experiments have been carried out on three different network topologies with varying number of nodes. It is noted that the proposed RPA can find the optimal path as the path finding model does for most networks. What is more, experimental results show that the performance of RPA surpasses the path finding model on both iterations and solution time. © 2014 Elsevier B.V.

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In this paper the network problem of determining all-pairs shortest-path is examined. A distributed algorithm which runs in O(n) time on a network of n nodes is presented. The number of messages of the algorithm is O(e+n log n) where e is the number of communication links of the network. We prove that this algorithm is time optimal.

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In this paper shortest path games are considered. The transportation of a good in a network has costs and benet too. The problem is to divide the prot of the transportation among the players. Fragnelli et al (2000) introduce the class of shortest path games, which coincides with the class of monotone games. They also give a characterization of the Shapley value on this class of games. In this paper we consider further four characterizations of the Shapley value (Shapley (1953)'s, Young (1985)'s, Chun (1989)'s, and van den Brink (2001)'s axiomatizations), and conclude that all the mentioned axiomatizations are valid for shortest path games. Fragnelli et al (2000)'s axioms are based on the graph behind the problem, in this paper we do not consider graph specic axioms, we take TU axioms only, that is, we consider all shortest path problems and we take the view of abstract decision maker who focuses rather on the abstract problem than on the concrete situations.

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In this paper shortest path games are considered. The transportation of a good in a network has costs and benet too. The problem is to divide the prot of the transportation among the players. Fragnelli et al (2000) introduce the class of shortest path games, which coincides with the class of monotone games. They also give a characterization of the Shapley value on this class of games. In this paper we consider further four characterizations of the Shapley value (Shapley (1953)'s, Young (1985)'s, Chun (1989)'s, and van den Brink (2001)'s axiomatizations), and conclude that all the mentioned axiomatizations are valid for shortest path games. Fragnelli et al (2000)'s axioms are based on the graph behind the problem, in this paper we do not consider graph specic axioms, we take TU axioms only, that is, we consider all shortest path problems and we take the view of abstract decision maker who focuses rather on the abstract problem than on the concrete situations.

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This article addresses the problem of determining the shortest path that connects a given initial configuration (position, heading angle, and flight path angle) to a given rectilinear or a circular path in three-dimensional space for a constant speed and turn-rate constrained aerial vehicle. The final path is assumed to be located relatively far from the starting point. Due to its simplicity and low computational requirements the algorithm can be implemented on a fixed-wing type unmanned air vehicle in real time in missions where the final path may change dynamically. As wind has a very significant effect on the flight of small aerial vehicles, the method of optimal path planning is extended to meet the same objective in the presence of wind comparable to the speed of the aerial vehicles. But, if the path to be followed is closer to the initial point, an off-line method based on multiple shooting, in combination with a direct transcription technique, is used to obtain the optimal solution. Optimal paths are generated for a variety of cases to show the efficiency of the algorithm. Simulations are presented to demonstrate tracking results using a 6-degrees-of-freedom model of an unmanned air vehicle.

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In this paper, we introduce a path algebra well suited for navigation in environments that can be abstracted as topological graphs. From this path algebra, we derive algorithms to reduce routes in such environments. The routes are reduced in the sense that they are shorter (contain fewer edges), but still connect the endpoints of the initial routes. Contrary to planning methods descended from Disjktra’s Shortest Path Algorithm like D , the navigation methods derived from our path algebra do not require any graph representation. We prove that the reduced routes are optimal when the graphs are without cycles. In the case of graphs with cycles, we prove that whatever the length of the initial route, the length of the reduced route is bounded by a constant that only depends on the structure of the environment.