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AquaTree:Deep Reinforcement Learning-Driven Monte Carlo Tree Search for Underwater Image Enhancement
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作者 Chao Li Jianing Wang +1 位作者 Caichang Ding Zhiwei Ye 《Computers, Materials & Continua》 2026年第3期1444-1464,共21页
Underwater images frequently suffer from chromatic distortion,blurred details,and low contrast,posing significant challenges for enhancement.This paper introduces AquaTree,a novel underwater image enhancement(UIE)meth... Underwater images frequently suffer from chromatic distortion,blurred details,and low contrast,posing significant challenges for enhancement.This paper introduces AquaTree,a novel underwater image enhancement(UIE)method that reformulates the task as a Markov Decision Process(MDP)through the integration of Monte Carlo Tree Search(MCTS)and deep reinforcement learning(DRL).The framework employs an action space of 25 enhancement operators,strategically grouped for basic attribute adjustment,color component balance,correction,and deblurring.Exploration within MCTS is guided by a dual-branch convolutional network,enabling intelligent sequential operator selection.Our core contributions include:(1)a multimodal state representation combining CIELab color histograms with deep perceptual features,(2)a dual-objective reward mechanism optimizing chromatic fidelity and perceptual consistency,and(3)an alternating training strategy co-optimizing enhancement sequences and network parameters.We further propose two inference schemes:an MCTS-based approach prioritizing accuracy at higher computational cost,and an efficient network policy enabling real-time processing with minimal quality loss.Comprehensive evaluations on the UIEB Dataset and Color correction and haze removal comparisons on the U45 Dataset demonstrate AquaTree’s superiority,significantly outperforming nine state-of-the-art methods across five established underwater image quality metrics. 展开更多
关键词 Underwater image enhancement(UIE) Monte Carlo tree search(MCTS) deep reinforcement learning(DRL) Markov decision process(MDP)
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Blocking optimized SIMD tree search on modern processors 被引量:2
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作者 张倬 陆宇凡 +2 位作者 沈文枫 徐炜民 郑衍衡 《Journal of Shanghai University(English Edition)》 CAS 2011年第5期437-444,共8页
Tree search is a widely used fundamental algorithm. Modern processors provide tremendous computing power by integrating multiple cores, each with a vector processing unit. This paper reviews some studies on exploiting... Tree search is a widely used fundamental algorithm. Modern processors provide tremendous computing power by integrating multiple cores, each with a vector processing unit. This paper reviews some studies on exploiting single instruction multiple date (SIMD) capacity of processors to improve the performance of tree search, and proposes several improvement methods on reported SIMD tree search algorithms. Based on blocking tree structure, blocking for memory alignment and dynamic blocking prefetch are proposed to optimize the overhead of memory access. Furthermore, as a way of non-linear loop unrolling, the search branch unwinding shows that the number of branches can exceed the data width of SIMD instructions in the SIMD search algorithm. The experiments suggest that blocking optimized SIMD tree search algorithm can achieve 1.6 times response speed faster than the un-optimized algorithm. 展开更多
关键词 single instruction multiple date (SIMD) tree search binary search streaming SIMD extensions (SSE) Cell broadband engine (BE)
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Performance Characterization of Parallel Game-tree Search Application Crafty
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作者 谭膺 罗克露 +1 位作者 陈玉荣 张益民 《Journal of Electronic Science and Technology of China》 2006年第2期155-160,共6页
Game-tree search plays an important role in the field of Artificial Intelligence (AI). In this paper, we characterize one parallel game-tree search workload in chess: the latest version of Crafty, a state of art pr... Game-tree search plays an important role in the field of Artificial Intelligence (AI). In this paper, we characterize one parallel game-tree search workload in chess: the latest version of Crafty, a state of art program, on two Intel Xeon shared-memory multiprocessor systems. Our analysis shows that Crafty is latency-sensitive and the hash-table and dynamic tree splitting used in Crafty cause large scalability penalties. They consume 35%-50% of the running time on the 4-way system. Furthermore, Crafty is not bandwidth-limited. 展开更多
关键词 performance characterization workload analysis parallel game-tree search computer chess crafty
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Prediction Distortion in Monte Carlo Tree Search and an Improved Algorithm
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作者 William Li 《Journal of Intelligent Learning Systems and Applications》 2018年第2期46-79,共34页
Teaching computer programs to play games through machine learning has been an important way to achieve better artificial intelligence (AI) in a variety of real-world applications. Monte Carlo Tree Search (MCTS) is one... Teaching computer programs to play games through machine learning has been an important way to achieve better artificial intelligence (AI) in a variety of real-world applications. Monte Carlo Tree Search (MCTS) is one of the key AI techniques developed recently that enabled AlphaGo to defeat a legendary professional Go player. What makes MCTS particularly attractive is that it only understands the basic rules of the game and does not rely on expert-level knowledge. Researchers thus expect that MCTS can be applied to other complex AI problems where domain-specific expert-level knowledge is not yet available. So far there are very few analytic studies in the literature. In this paper, our goal is to develop analytic studies of MCTS to build a more fundamental understanding of the algorithms and their applicability in complex AI problems. We start with a simple version of MCTS, called random playout search (RPS), to play Tic-Tac-Toe, and find that RPS may fail to discover the correct moves even in a very simple game position of Tic-Tac-Toe. Both the probability analysis and simulation have confirmed our discovery. We continue our studies with the full version of MCTS to play Gomoku and find that while MCTS has shown great success in playing more sophisticated games like Go, it is not effective to address the problem of sudden death/win. The main reason that MCTS often fails to detect sudden death/win lies in the random playout search nature of MCTS, which leads to prediction distortion. Therefore, although MCTS in theory converges to the optimal minimax search, with real world computational resource constraints, MCTS has to rely on RPS as an important step in its search process, therefore suffering from the same fundamental prediction distortion problem as RPS does. By examining the detailed statistics of the scores in MCTS, we investigate a variety of scenarios where MCTS fails to detect sudden death/win. Finally, we propose an improved MCTS algorithm by incorporating minimax search to overcome prediction distortion. Our simulation has confirmed the effectiveness of the proposed algorithm. We provide an estimate of the additional computational costs of this new algorithm to detect sudden death/win and discuss heuristic strategies to further reduce the search complexity. 展开更多
关键词 MONTE Carlo tree search MINIMAX search BOARD GAMES Artificial
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Automating the static and seismic design of 2‑D multistorey reinforced concrete structures by using Monte Carlo Tree Search and Genetic Algorithm
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作者 Leonardo Rossi Mark H.M.Winands 《AI in Civil Engineering》 2025年第1期488-522,共35页
This research is based on the idea that certain cognitive-intensive tasks typically carried out by structural engineers—such as choosing how to effectively arrange a building’s structure—can be successfully automat... This research is based on the idea that certain cognitive-intensive tasks typically carried out by structural engineers—such as choosing how to effectively arrange a building’s structure—can be successfully automated.In this article we investigate two techniques widely used in the field of Artificial Intelligence,namely Monte Carlo Tree Search(MCTS)and Genetic Algorithm(GA).Following a tabula rasa approach,according to which no hints nor external data are used as a reference for navigating the search space,we demonstrate how structural designs of two-dimensional multi-storey reinforced concrete structures can be generated,with no human intervention,by implementing and combining the two techniques from a reinforcement-learning perspective.The design tasks assigned to the developed software agents concern civil structures under static and seismic loads,and the basis for comparison is represented by a combination of construction cost and greenhouse gas emissions associated with the making of the structures.In the article,based on the main concepts of Computational Mechanics,a theoretical framework is introduced,which allows to represent both structures and design tasks in a simple,analytical way.The process of gamification,to which MCTS is often associated,is then described,so that structural design is reduced to the concepts of state,actions and payoff..Finally,case studies are presented in which different agents—based respectively on GA,MCTS,and a combination of both—are tested.The results suggest that hybrid approaches,where GA operates first followed by MCTS,are the most effective. 展开更多
关键词 Monte Carlo tree search Genetic Algorithm Structural design Reinforcement learning Reinforced concrete structures Artificial Intelligence
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基于粒子索引排序算法的kd-tree缓存优化问题研究
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作者 张挺 林震寰 +2 位作者 杨丁颖 王宗锴 陈轶凡 《工程科学与技术》 北大核心 2026年第1期313-323,共11页
在使用kd-tree进行大规模随机粒子近邻搜索时,可能出现计算域内索引值相近的粒子在空间上距离较远而导致kd-tree搜索路径在短时间内产生较大差异等问题,使得节点数据的访问效率降低,最终影响kd-tree近邻搜索的效率。为解决该问题,本文... 在使用kd-tree进行大规模随机粒子近邻搜索时,可能出现计算域内索引值相近的粒子在空间上距离较远而导致kd-tree搜索路径在短时间内产生较大差异等问题,使得节点数据的访问效率降低,最终影响kd-tree近邻搜索的效率。为解决该问题,本文引入了主成分分析中最大离散度降维的思想,采用平均绝对差作为离散度衡量指标,提出了基于平均绝对差粒子索引值排序的缓存优化策略MAD-index-sort,通过计算粒子集群平均绝对差最大的维度来实现数据降维,进而完成粒子的索引值重排序,并应用具有自动终止准则的ATC-kd-tree进行近邻搜索。为验证MADindex-sort缓存优化策略的可行性,设计了不同维度和离散度对照组进行近邻搜索效率对比实验。结果表明,MADindex-sort能根据粒子集群的离散度自动改变排序方向,具有更强的适应性,相较于未排序的情况性能最高可提升30.3%。 展开更多
关键词 KD-tree 粒子近邻搜索 缓存优化 粒子索引值排序
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Intelligent sequential multi-impulse collision avoidance method for non-cooperative spacecraft based on an improved search tree algorithm 被引量:1
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作者 Xuyang CAO Xin NING +4 位作者 Zheng WANG Suyi LIU Fei CHENG Wenlong LI Xiaobin LIAN 《Chinese Journal of Aeronautics》 2025年第4期378-393,共16页
The problem of collision avoidance for non-cooperative targets has received significant attention from researchers in recent years.Non-cooperative targets exhibit uncertain states and unpredictable behaviors,making co... The problem of collision avoidance for non-cooperative targets has received significant attention from researchers in recent years.Non-cooperative targets exhibit uncertain states and unpredictable behaviors,making collision avoidance significantly more challenging than that for space debris.Much existing research focuses on the continuous thrust model,whereas the impulsive maneuver model is more appropriate for long-duration and long-distance avoidance missions.Additionally,it is important to minimize the impact on the original mission while avoiding noncooperative targets.On the other hand,the existing avoidance algorithms are computationally complex and time-consuming especially with the limited computing capability of the on-board computer,posing challenges for practical engineering applications.To conquer these difficulties,this paper makes the following key contributions:(A)a turn-based(sequential decision-making)limited-area impulsive collision avoidance model considering the time delay of precision orbit determination is established for the first time;(B)a novel Selection Probability Learning Adaptive Search-depth Search Tree(SPL-ASST)algorithm is proposed for non-cooperative target avoidance,which improves the decision-making efficiency by introducing an adaptive-search-depth mechanism and a neural network into the traditional Monte Carlo Tree Search(MCTS).Numerical simulations confirm the effectiveness and efficiency of the proposed method. 展开更多
关键词 Non-cooperative target Collision avoidance Limited motion area Impulsive maneuver model search tree algorithm Neural networks
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ADAPTIVE CGF COMMANDER BEHAVIOR MODELING THROUGH HTN GUIDED MONTE CARLO TREE SEARCH 被引量:7
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作者 Xiao Xu Mei Yang Ge Li 《Journal of Systems Science and Systems Engineering》 SCIE EI CSCD 2018年第2期231-249,共19页
Improving the intelligence of virtual entities is an important issue in Computer Generated Forces (CGFs) construction. Some traditional approaches try to achieve this by specifying how entities should react to prede... Improving the intelligence of virtual entities is an important issue in Computer Generated Forces (CGFs) construction. Some traditional approaches try to achieve this by specifying how entities should react to predefined conditions, which is not suitable for complex and dynamic environments. This paper aims to apply Monte Carlo Tree Search (MCTS) for the behavior modeling of CGF commander. By look-ahead reasoning, the model generates adaptive decisions to direct the whole troops to fight. Our main work is to formulate the tree model through the state and action abstraction, and extend its expansion process to handle simultaneous and durative moves. We also employ Hierarchical Task Network (HTN) planning to guide the search, thus enhancing the search efficiency. The final implementation is tested in an infantry combat simulation where a company commander needs to control three platoons to assault and clear enemies within defined areas. Comparative results from a series of experiments demonstrate that the HTN guided MCTS commander can outperform other commanders following fixed strategies. 展开更多
关键词 Monte Carlo tree search Hierarchical Task Network Computer generated force Behaviormodeling
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Game Tree Search-based Impulsive Orbital Pursuit–Evasion Game with Limited Actions 被引量:2
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作者 Wenyuan Xie Liran Zhao Zhaohui Dang 《Space(Science & Technology)》 2024年第1期631-643,共13页
This paper focuses on the impulsive orbital pursuit–evasion game(OPEG)with limited action sets for the pursuer and evader.Initially,a mathematical model is developed by combining game theory and orbital dynamics,form... This paper focuses on the impulsive orbital pursuit–evasion game(OPEG)with limited action sets for the pursuer and evader.Initially,a mathematical model is developed by combining game theory and orbital dynamics,forming a finite-round impulsive OPEG problem.The problem is then formulated as a bilateral optimization problem,employing a minimum-maximum optimization index based on terminal distance.To tackle this problem,an algorithm based on game tree search is designed,enabling the determination of the optimal pursuit–evasion strategy with limited action sets.Additionally,we explore the influence of the initial pursuing orientation on OPEG.The optimal initial pursuit orientation is analytically derived using relative motion dynamics under uncontrolled conditions.Furthermore,considering factors such as the initial status of the pursuit spacecraft,initial relative distance,transfer time,and maneuverability,the impulsive OPEG problem with limited action sets is numerically solved using game tree search.The findings of this study showcase the efficacy of game tree search in addressing impulsive OPEG problems with limited action sets.The study also demonstrates that the initial pursuing orientation selection at the start of the game plays a crucial role in increasing the success rate of pursuit.The research findings of this study have important implications for future practical engineering applications. 展开更多
关键词 limited action sets bilateral optimization problememploying combining game theory orbital dynamicsforming impulsive orbital pursuit evasion game opeg impulsive orbital pursuit evasion game mathematical model game tree search optimal pursuit evasion strategy
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VLSI implementation of MIMO detection for 802.11n using a novel adaptive tree search algorithm
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作者 尧横 鉴海防 +1 位作者 周立国 石寅 《Journal of Semiconductors》 EI CAS CSCD 2013年第10期107-113,共7页
A 4×4 64-QAM multiple-input multiple-output (MIMO) detector is presented for the application of an IEEE 802.1 In wireless local area network. The detector is the implementation of a novel adaptive tree search ... A 4×4 64-QAM multiple-input multiple-output (MIMO) detector is presented for the application of an IEEE 802.1 In wireless local area network. The detector is the implementation of a novel adaptive tree search (ATS) algorithm, and multiple ATS cores need to be instantiated to achieve the wideband requirement in the 802.11 n standard. Both the ATS algorithm and the architectural considerations are explained. The latency of the detector is 0.75 μs, and the detector has a gate count of 848 k with a total of 19 parallel ATS cores. Each ATS core runs at 67 MHz. Measurement results show that compared with the floating-point ATS algorithm, the fixed-point imple- mentation achieves a loss of 0.9 dB at a BER of 10^-3. 展开更多
关键词 multiple-input multiple-output adaptive tree search sphere decoder fixed complexity sphere decoder 802.11n
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Research on the adaptive hybrid search tree anti-collision algorithm in RFID system 被引量:3
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作者 靳晓芳 Liu Mengxuan +2 位作者 Shao Min Jin Libiao Huang Xianglin 《High Technology Letters》 EI CAS 2016年第1期107-112,共6页
Due to more tag-collisions result in failed transmissions,tag anti-collision is a very vital issue in the radio frequency identification(RFID) system.However,so far decreases in communication time and increases in thr... Due to more tag-collisions result in failed transmissions,tag anti-collision is a very vital issue in the radio frequency identification(RFID) system.However,so far decreases in communication time and increases in throughput are very limited.In order to solve these problems,this paper presents a novel tag anti-collision scheme,namely adaptive hybrid search tree(AHST),by combining two algorithms of the adaptive binary-tree disassembly(ABD) and the combination query tree(CQT),in which ABD has superior tag identification velocity and CQT has optimum performance in system throughput and search timeslots.From the theoretical analysis and numerical simulations,the proposed algorithm can colligate the advantages of above algorithms,improve the system throughput and reduce the searching timeslots dramatically. 展开更多
关键词 ANTI-COLLISION adaptive binary-tree disassembly( ABD) hybrid search tree DISCRIMINATION
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Solving the Euclidean Steiner Minimum Tree Using Cellular Stochastic Diffusion Search Algorithm 被引量:2
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作者 张瑾 赵雅靓 马良 《Journal of Shanghai Jiaotong university(Science)》 EI 2011年第6期734-741,共8页
The Euclidean Steiner minimum tree problem is a classical NP-hard combinatorial optimization problem.Because of the intrinsic characteristic of the hard computability,this problem cannot be solved accurately by effici... The Euclidean Steiner minimum tree problem is a classical NP-hard combinatorial optimization problem.Because of the intrinsic characteristic of the hard computability,this problem cannot be solved accurately by efficient algorithms up to now.Due to the extensive applications in real world,it is quite important to find some heuristics for it.The stochastic diffusion search algorithm is a newly population-based algorithm whose operating mechanism is quite different from ordinary intelligent algorithms,so this algorithm has its own advantage in solving some optimization problems.This paper has carefully studied the stochastic diffusion search algorithm and designed a cellular automata stochastic diffusion search algorithm for the Euclidean Steiner minimum tree problem which has low time complexity.Practical results show that the proposed algorithm can find approving results in short time even for the large scale size,while exact algorithms need to cost several hours. 展开更多
关键词 Euclidean Steiner minimum tree stochastic diffusion search cellular automata
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Fast Tree Search for A Triangular Lattice Model of Protein Folding
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作者 XiaomeiLi NengchaoWang 《Genomics, Proteomics & Bioinformatics》 SCIE CAS CSCD 2004年第4期245-252,共8页
Using a triangular lattice model to study the designability of proteinfolding, we overcame the parity problem of previous cubic lattice model and enumerated all thesequences and compact structures on a simple two-dime... Using a triangular lattice model to study the designability of proteinfolding, we overcame the parity problem of previous cubic lattice model and enumerated all thesequences and compact structures on a simple two-dimensional triangular lattice model of size4+5+6+5+4. We used two types of amino acids, hydrophobic and polar, to make up the sequences, andachieved 2^(23)+2^(12) different sequences excluding the reverse symmetry sequences. The totalstring number of distinct compact structures was 219,093, excluding reflection symmetry in theself-avoiding path of length 24 triangular lattice model. Based on this model, we applied a fastsearch algorithm by constructing a cluster tree. The algorithm decreased the computation bycomputing the objective energy of non-leaf nodes. The parallel experiments proved that the fast treesearch algorithm yielded an exponential speed-up in the model of size 4+5+6+5+4. Designabilityanalysis was performed to understand the search result. 展开更多
关键词 triangular lattice model protein folding fast search tree DESIGNABILITY
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Parametrically Optimal, Robust and Tree-Search Detection of Sparse Signals
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作者 A. T. Burrell P. Papantoni-Kazakos 《Journal of Signal and Information Processing》 2013年第3期336-342,共7页
We consider sparse signals embedded in additive white noise. We study parametrically optimal as well as tree-search sub-optimal signal detection policies. As a special case, we consider a constant signal and Gaussian ... We consider sparse signals embedded in additive white noise. We study parametrically optimal as well as tree-search sub-optimal signal detection policies. As a special case, we consider a constant signal and Gaussian noise, with and without data outliers present. In the presence of outliers, we study outlier resistant robust detection techniques. We compare the studied policies in terms of error performance, complexity and resistance to outliers. 展开更多
关键词 SPARSE Signals DETECTION ROBUSTNESS OUTLIER Resistance tree search
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Nearest neighbor search algorithm for GBD tree spatial data structure
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作者 Yutaka Ohsawa Takanobu Kurihara Ayaka Ohki 《重庆邮电大学学报(自然科学版)》 2007年第3期253-259,共7页
This paper describes the nearest neighbor (NN) search algorithm on the GBD(generalized BD) tree. The GBD tree is a spatial data structure suitable for two-or three-dimensional data and has good performance characteris... This paper describes the nearest neighbor (NN) search algorithm on the GBD(generalized BD) tree. The GBD tree is a spatial data structure suitable for two-or three-dimensional data and has good performance characteristics with respect to the dynamic data environment. On GIS and CAD systems, the R-tree and its successors have been used. In addition, the NN search algorithm is also proposed in an attempt to obtain good performance from the R-tree. On the other hand, the GBD tree is superior to the R-tree with respect to exact match retrieval, because the GBD tree has auxiliary data that uniquely determines the position of the object in the structure. The proposed NN search algorithm depends on the property of the GBD tree described above. The NN search algorithm on the GBD tree was studied and the performance thereof was evaluated through experiments. 展开更多
关键词 邻居搜索算法 GBD树 空间数据结构 动态数据环境 地理信息系统 计算机辅助设计
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Heru Search Method—Unique in the World that Uses Unprecedented Mathematical Formulas and Replaces the Binary Tree Breaking Various Paradigms Like 0(log<i>n</i>)
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作者 Carlos Roberto Franç a 《American Journal of Computational Mathematics》 2017年第1期29-39,共11页
This paper deals with the efficiency of the search, with a method of organization and storage of the information that allows better results than the research trees or binary trees. No one ever dared to present better ... This paper deals with the efficiency of the search, with a method of organization and storage of the information that allows better results than the research trees or binary trees. No one ever dared to present better results than 0(log n) complexity, and when they wish to improve, they use balanced trees, but they continue to use principles that do not impact the pre-semantic information treatment. The Heru search method has as main characteristic the total or partial substitution of the use of the binary trees, enabling the elimination of the approximate results and informing the user the desired information instead of occurrences by sampling outside the desired information. The breakdown of the 0(log n) paradigm and the refinement of the searches are achieved with the use of a set of unpublished mathematical formulas and concepts called Infinite Series with Multiple Ratios. 展开更多
关键词 search Method B-tree Innovations in Database Infinite Series
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基于结构感知与蒙特卡洛树搜索的SQL生成
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作者 富宇 李浩冉 《计算机技术与发展》 2026年第3期118-123,117,共7页
自然语言到SQL(Text-to-SQL)任务旨在将用户查询映射为可执行的SQL语句,是自然语言与数据库交互的核心技术。当前主流大型语言模型在处理复杂结构、多表关联及嵌套逻辑时,常出现结构错误、语义偏离和执行失败,限制了其可靠性与泛化能力... 自然语言到SQL(Text-to-SQL)任务旨在将用户查询映射为可执行的SQL语句,是自然语言与数据库交互的核心技术。当前主流大型语言模型在处理复杂结构、多表关联及嵌套逻辑时,常出现结构错误、语义偏离和执行失败,限制了其可靠性与泛化能力。为此,该文提出Struct-MCTS,一种基于结构感知与蒙特卡洛树搜索(MCTS)的Text-to-SQL生成框架。该框架通过细粒度结构化动作建模SQL生成过程,并结合多模型并行生成与协同辩论对候选路径进行动态打分,从而提升生成结果的鲁棒性与一致性。在零样本条件下,Struct-MCTS在Spider和BIRD等复杂数据集上表现出领先的执行准确率,显示出强泛化能力与实际应用潜力。 展开更多
关键词 Text-to-SQL 大语言模型 结构感知 蒙特卡洛树搜索 多模型辩论 零样本学习
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基于蒙特卡洛树搜索的可靠社交推理方法
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作者 王凯瑞 王斌 +2 位作者 曾颖明 郭艺凯 王哲 《计算机工程与设计》 北大核心 2026年第1期203-209,共7页
当前大模型在社交推理中易出现认知偏差和响应失误,归因于其推理路径单一、缺乏过程反思与纠错机制。为解决上述问题,提出一种融合蒙特卡洛树搜索与自我反思机制的可靠社交推理方法,以大提升模型在复杂社交场景中的推理稳定性与决策可... 当前大模型在社交推理中易出现认知偏差和响应失误,归因于其推理路径单一、缺乏过程反思与纠错机制。为解决上述问题,提出一种融合蒙特卡洛树搜索与自我反思机制的可靠社交推理方法,以大提升模型在复杂社交场景中的推理稳定性与决策可信度。该方法结合社交推理任务与蒙特卡洛树搜索算法,通过多路径扩展扩大搜索空间,并且提出细粒度反馈机制优化推理路径选择与推理质量。实验结果表明,所提方法能有效提高社交推理的可靠性。 展开更多
关键词 大模型 社交推理 推理路径 蒙特卡洛树搜索 多路径扩展 搜索空间 自我反思
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在游戏中利用邻域特性扩展的kd-tree及其查找算法 被引量:1
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作者 徐建民 李欢 刘博宁 《计算机科学》 CSCD 北大核心 2011年第3期257-262,共6页
处理场景中数量庞大的各种对象间的交互是游戏的一类主要计算工作。将kd-tree用于组织场景,提高了这类计算的效率。传统算法采用树的层次遍历方式进行查找,处理跨节点情况时性能下降明显。提出了邻域特性概念以扩展传统kd-tree结构,增... 处理场景中数量庞大的各种对象间的交互是游戏的一类主要计算工作。将kd-tree用于组织场景,提高了这类计算的效率。传统算法采用树的层次遍历方式进行查找,处理跨节点情况时性能下降明显。提出了邻域特性概念以扩展传统kd-tree结构,增添了树节点间的平面邻接关系,且考虑了游戏对kd-tree的一些限定,设计了从起始节点向四周扩展的查找算法。经分析与实验证明,新算法比传统算法有约40%的性能提升且更稳定。 展开更多
关键词 邻域特性 KD-tree 查找 场景分割 游戏
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结合K均值聚类和KD-Tree搜索的快速分形编码方法 被引量:6
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作者 陈作平 叶正麟 +1 位作者 赵红星 郑红婵 《计算机辅助设计与图形学学报》 EI CSCD 北大核心 2006年第7期965-970,共6页
利用部分失真搜索求解传统K均值聚类算法中的最近邻搜索问题,显著地减少了传统算法的乘法次数,从而提高了聚类速度;然后用改进后的聚类算法来加速分形编码:首先将定义域块聚类并为每个类建立一棵KD-Tree,编码时对每个值域块先后用部分... 利用部分失真搜索求解传统K均值聚类算法中的最近邻搜索问题,显著地减少了传统算法的乘法次数,从而提高了聚类速度;然后用改进后的聚类算法来加速分形编码:首先将定义域块聚类并为每个类建立一棵KD-Tree,编码时对每个值域块先后用部分失真搜索与近似最近邻搜索得到与其距离最近的若干KD-Tree及其上的若干最近邻,而其最优匹配块即由后者产生.实验结果表明,相对于全局搜索,该方法能大幅度地提高编码速度和较大地提高压缩比,而解码质量只有很小的下降;相对于同类方法,在相同压缩比下有更好的加速效果和解码质量. 展开更多
关键词 分形图像压缩 K均值聚类 部分失真搜索 KD-tree 近似最近邻搜索
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