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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
基金supported by theHubei Provincial Technology Innovation Special Project and the Natural Science Foundation of Hubei Province under Grants 2023BEB024,2024AFC066,respectively.
文摘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.
基金Project supported by the Shanghai Leading Academic Discipline Project(Grant No.J50103)the Graduate Student Innovation Foundation of Shanghai University(Grant No.SHUCX112167)
文摘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.
文摘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.
文摘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.
文摘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.
基金co-supported by the Foundation of Shanghai Astronautics Science and Technology Innovation,China(No.SAST2022-114)the National Natural Science Foundation of China(No.62303378),the National Natural Science Foundation of China(Nos.124B2031,12202281)the Foundation of China National Key Laboratory of Science and Technology on Test Physics&Numerical Mathematics,China(No.08-YY-2023-R11)。
文摘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.
文摘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.
基金supported by the National Natural Science Foundation of China(No.12172288)the National Key Basic Research Program of China:Gravitational Wave Detection Project(Nos.2021YFC2202601 and 2021YFC2202603).
文摘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.
文摘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.
基金Supported by the National Natural Science Foundation of China(No.61401407)
文摘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.
基金the National Natural Science Foundation of China (No.70871081)the Science and Technology Department Research Project of Henan Province(No.112102310448)the Natural Science Foundation of Henan University (No.2010YBZR047)
文摘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.
文摘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.
文摘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.
文摘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.
文摘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.