نتایج جستجو برای: depth first search
تعداد نتایج: 1814173 فیلتر نتایج به سال:
Our Breadth-First Heuristic Search Planner (BFHSP) is a domain-independent STRIPS planner that finds sequential plans that are optimal with respect to the number of actions it takes to reach a goal. We developed BFHSP as part of our research on space-efficient graph search. It uses breadth-first search since we found that breadth-first search is more efficient than best-first search when divide...
The set of tree-recursive algorithms is large, including constraint satisfaction using backtracking, iterative-deepening search such as IDA*, depth-first branch-and-bound, twoplayer game minimax search, and many divide-and-conquer algorithms. We describe a structured method for implementing such algorithms on SIMD machines, and identify measures for determining if a tree-recursive application i...
In order to create a good 3D reconstruction from an image, shape information of the object of interest is needed. One way to acquire it is based on the shading information. This can be solved using the Shape from Shading method. Unfortunately this method has some drawbacks, namely the depth ambiguity problems. Two points which have the same intensity will have the same depth, although in realit...
In recent years consumer-level depth sensors have been adopted in various applications. However, they often produce depth maps at a not very fast frame rate (around 30 frames per second), preventing them from being used for applications like digitizing human performance involving fast motion. On the other hand there are available low-cost faster-rate video cameras. This motivates us to develop ...
UCT, the premier method for solving games such as Go, is also becoming the dominant algorithm for probabilistic planning. Out of the five solvers at the International Probabilistic Planning Competition (IPPC) 2011, four were based on the UCT algorithm. However, while a UCT-based planner, PROST, won the contest, an LRTDP-based system, GLUTTON, came in a close second, outperforming other systems ...
A Shannon C-type strategy program, VICTOR, is written for Connect-Four, based on nine strategic rules. Each of these rules is proven to be correct, implying that conclusions made by VICTOR are correct. Using VICTOR, strategic rules where found which can be used by Black to at least draw the game, on each 7 × (2n) board, provided that White does not start at the middle column, as well as on any ...
Migration velocity analysis includes both depth-focusing analysis and residual curvature analysis of coherency panels. In either method, it is widely used for 2-D velocity analysis in regions of complex geological structures. Unfortunately, since complex structures tend to be 3-D structures, 3-D prestack depth migration is desirable. The most commonly proposed candidate is kinematic Kirchhoff m...
Two-and three-dimensional depth migration can be performed using one-and two-dimensional extrapolation digital lters, respectively. The depth extrapolation is done, one frequency at a time, by convolving the seismic waveeeld with a complex-valued, frequency-and velocity-dependent, digital lter. This process requires the design of a complete set of extrapolation lters, one lter for each possible...
The initial stages of nucleation during liquid–liquid phase separation in polymer mixtures were studied by time-resolved small angle neutron scattering. The time required for nucleation vanishes exponentially as the stability limit ~spinodal! is approached. The critical nucleus size decreases monotonically with increasing quench depth and remains finite at the spinodal. Our data differ qualitat...
Previously counting embeddings of planar graphs [5] used P-Q trees and was restricted to biconnected graphs. Although the P-Q tree approach is conceptually simple, its implementation is complicated. In this paper we solve this problem using DFS trees, which are easy to implement. We also give formulas that count the number of embeddings of general planar graphs (not necessarily connected or bic...
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