Free Essay

Line Maze Algorithm

In:

Submitted By farjad100
Words 3764
Pages 16
Design a Line Maze Solving Robot
Teaching a Robot to Solve a Line Maze By Richard T. Vannoy II April 2009 RoboticsProfessor@gmail.com

Please email me at the address above if you have questions or comments.

What is a Line Maze?
A line maze is usually a black line on a white background. It could also be a white line on a black background, but for this presentation black lines on a white background will be used.

2

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

What is a Line Maze?
Each line maze has a Start point and a Finish point. The robot is expected to follow the lines and find it‟s way from Start to Finish in the fastest time possible.

Finish

Start

3

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

What is a Line Maze?
The actual course can be fairly simple, as the maze on the left, or it can get very complicated.

Finish
Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Start

4

What is a Line Maze?
The course on the right was designed with several long straight paths to give an advantage to a robot that knows when it can increase speed.

Start

Finish
5

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

What is a Line Maze?
Notice that there are a number of dead-end paths in the maze. The robot typically cannot traverse the maze without first taking a number of wrong turns.

6

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Solving a Line Maze
This slide show will walk a robot hobbyist through the logic and procedure a robot needs to solve a line maze such as the one shown here.

7

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Left Hand Rule
For this presentation, the robot will always use the left hand rule, which means: 1. Always prefer a left turn over going straight ahead or taking a right turn. 2. Always prefer going straight over going right. If the maze has no loops, this will always get you to the end of the maze.

8

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Right Hand Rule
The right hand rule is just the opposite: 1. Always prefer a right turn over going straight ahead or taking a left turn. 2. Always prefer going straight over going left. If the maze has no loops, this will always get you to the end of the maze.

9

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Which Rule Do I Use???
It really doesn‟t matter. Both the left hand and the right hand rules will get you to the end of a simple maze. Which you select is purely a matter of personal preference. Just pick one and be consistant.
10

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Simple Maze
In the two mazes below, notice that: 1. The left hand maze has no loops. Using the left hand (or right hand) rule will always get you to the end of the maze. 2. The right hand maze has several loops.

11

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Simple Maze
Notice the loops in the right hand maze.

12

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Simple Maze
Notice the loops in the right hand maze.

13

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Simple Maze
Notice the loops in the right hand maze.

14

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Simple Mazes Only
At the present time, this presentation does not address how to solve the maze below. This algorithm may be added at a future date.

15

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

The 8 Possiblities
Given a maze with no loops, there are only 8 possible situations that the robot can encounter.

We‟ll come back to this in future slides.
16

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Line Sensors
• Line sensors can have a number of configurations. • This link Parallax.com has a great article using four sensors to solve a line maze. • This presentation will assume a robot with five infrared sensors like those shown here.

17

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Line Sensors Use
Line sensors shine visible or infrared light down at the floor and the measure the reflection Using a 1 to mean “Sensor sees black.” and 0 to mean “Sensor sees white.”, a robot travelling along the black line to the right might produce several patterns: 1 0 0 0 0 = Line off to left 0 1 0 0 0 = Line a little to left 0 0 1 0 0 = Dead center! 0 0 0 1 0 = Line a little to right 0 0 0 0 1 = Line off to right
18

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Line Sensors Spacing
Notice that if the robot is travelling downward on the black line to the right, when it reaches the “T” intersection at the bottom, the pattern will change from 00100 to 11111. The program reads these patterns to determine where it is in the maze.

19

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Line Sensors Spacing
If the sensors are spaced closer together so that two sensors can detect the line at the same time, there are many more combinations and you can have more precise control over your robot‟s path. Possible patterns: 10000 11000 01000 01100 00100 00110 00010 00011 00001
20

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Five Sensors Closely Spaced
• This project will use five closely spaced sensors. • These sensors will look directly down on the track and then be read by the program to determine the correct next action. • Next, let‟s see how these sensors can detect the line and intersections.

21

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

How Many Combinations?
• With five sensors that can each be a one or a zero, there are 25 or 32 possible combinations. We will be walking through many of these, but also be aware some of these are impossible or highly unlikely in the mazes described here. For example, you would not expect to see these particular combinations in a line maze: 1 0 1 0 1 or 1 1 0 1 1 or 1 0 0 1 1 …and a few others.
22

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

How Many Behaviors?
The robot, most of the time, will be involved in one of the following behaviors: 1. Following the line, looking for the next intersection. 2. At an intersection, deciding what type of intersection it is. 3. At an intersection, making a turn. These steps continue looping over and over until the robot senses the end of the maze. We will cover these in the next section.
23

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Follow the Line
Following the line is relatively easy. Here is some pseudocode: Select Case Pattern Case Pattern = %00100 „ Full speed ahead leftMotor=fast; rightMotor=fast Case Pattern = %01100 „Go left a little leftMotor=medium; rightMotor=fast Case Pattern= %10000 „ Way off! leftMotor=slow; rightMotor=medium …and so on
24

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Follow the Line
In the code on the previous slide: leftMotor=fast; rightMotor=fast leftMotor=medium; rightMotor=fast leftMotor=slow; rightMotor=medium Slow, medium and fast are arbitrary speeds that should get the robot turning or moving in the correct direction when straying from the line. Experiment with specific speeds until you get smooth line tracking.
25

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Intersection and Turn Handling
The next few slides will walk through how the robot handles coming to turns or intersections. The robot needs to be taught the correct behavior depending on the type of turn or intersection it encounters.
26

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Intersection Handling
First, I need to give a more rigid definition of an intersection. I will define an intersection as “a place where the robot has more than one choice of direction.”
From the illustration to the right, you can see that in some of the eight situations, there is only one possible action. This distinction needs to be made because later some of these will need to be stored by the robot and some won‟t.
27

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Not Intersections!
In these two cases, the robot has no choice but to make a 90 degree turn. Since the robot will always make the same 90 degree turn and it has no other option, this turn need not be stored when solving the maze.

28

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Not Intersections!
In this case, the robot has no choice but to make a 180 degree turn to exit the dead end. Since reaching a dead-end means that the robot has recently made a bad turn, we need to store this fact so that a previous turn can be corrected. The robot should not visit this dead-end on the next run.
Copyright 2009, Richard T. Vannoy II, All Rights Reserved

29

The Dead-End
• The Dead-End is the easiest intersection. • Sensors will go from “00100” to “00000”. • This is the only normal situation where the robot should see all zeros.

The correct behavior at a deadend is to make a U-Turn. The pseudocode for this would look something like this:
If Pattern = %00000 then gosub U-Turn
30

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

• Here is a situation where the same pattern will initially appear for two different situations.

“Right Only” or “Straight or Right”

Both show the pattern “00111” when initially detected.
How do we know which is which?
31

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

• Create a subroutine called inch() that moves the robot forward one inch. • Now read the sensors again!
00000 00100

Move Forward One Inch

If the sensor pattern is now “00000”, then the robot is at a “Right Turn Only”. With any other reading, the robot is at the “Straight or Right” intersection.
32

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

• Here is a similar situation where the same pattern will initially appear for two different situations.

“Left Only” or “Straight or Left”

Both show the pattern “11100” when initially detected.
How do we know which is which?
33

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

• Call the subroutine inch() that moves the robot forward one inch. • Now read the sensors again!
00000 00100

Move Forward One Inch

If the sensor pattern is now “00000”, then the robot is at a “Left Turn Only”. With any other reading, the robot is at the “Straight or Left” intersection.
34

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

What About These??
• And ALL of the last three intersection types will present an initial pattern of “11111” to the robot. • Once again, “inch()” will help us determine the correct intersection.

35

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

What About These??
Gosub inch() ReadSensors() If Pattern = “00000” then „Found the T intersection Elseif Pattern = “11111” then „Found the end of the maze – STOP! Else „At a four-way intersection Endif

36

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

The Main Algorithm
• In order to solve the maze, the robot needs to traverse the maze twice. • In the first run, it goes down some number of dead-ends, but records these as “bad” paths so that they can be avoided on the second run. • Next, we will learn how this algorithm works.

37

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: None End Of Maze

Start
First, we start with a very simple maze. We will walk through this maze step-by-step to explain the maze solving algorithm.
38

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: None End Of Maze

Start
So, we will use the left hand rule for the first pass through the maze. There will be several dead-ends encountered and we need to store what we did so the correct path can be computed.
Copyright 2009, Richard T. Vannoy II, All Rights Reserved

39

Path Stored in Memory: None End Of Maze

Start
The robot takes off! At the first intersection, the robot senses a “Straight or Right” intersection. The left hand rule requires that the robot go straight.
40

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: S End Of S Maze

Start
The robot continues straight an stores the turn taken “S” in memory.
41

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: S End Of Maze

Start
The robot runs off the path (Pattern = “00000”) and the correct behavior is to take a U-Turn.
42

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: SU U End Of Maze

Start
After the U-Turn, record the turn taken “U” in memory.

43

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: SU End Of Maze

Start

Let‟s stop here for a moment and discuss an important point…
44

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Dead Ends
• In this maze, every dead-end encountered means that the robot has taken a wrong turn! • In any maze, the best/shortest path through it never includes going down a dead-end path. • So a dead-end can always be said to tell us: The previous action/turn was not correct and needs to be changed.
45

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Dead Ends
• We can‟t be sure how we got here or the correct way to modify the previous turn until we return to the previous intersection. • Let‟s continue with the example to develop the algorithm…

46

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: SU End Of Maze

Start

When the robot gets back to the first intersection, it will go left, so…
47

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: SUL End Of L Maze

Start

The left hand rule calls for a left turn, so take a left and record the turn.
48

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: SUL End Of Maze

Start

We recorded “SUL”, but we know (because of the “U”) that we should have not gone down that path.
49

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: SUL End Of Maze

Start

What could the robot have done to avoid going down the dead-end path? Instead of “SUL”, the robot should have done “R”.
50

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: SUL End Of Maze

Start

So, our first general rule is: Anywhere the stored path ends with “Straight-U-Left” (SUL), we replace it with “Right” (R).
51

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: SUL End Of Maze

Start

So, delete the “SUL” in memory..
52

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: R End Of Maze

Start

And replace “SUL” with “R”. This tells the robot, next time through the maze, to take a right turn at the first intersection.
53

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: R End Of Maze

Start

The next intersection is a “Four-Way” Intersection. The left hand rule requires a left hand turn, so turn left and record an “L”.
54

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RL End Of
L

Maze

Start

The intersection coming up, the “Right-Only” has a special characteristic that needs explaining, so we will detour for a bit…
55

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

I showed this graphic earlier and I call it the “Eight Maze Possibilities”. I specifically avoided using the term “Eight Maze Intersections”, because two of them are not intersections.

56

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Not Intersections!!
NEW DEFINITION! Intersection: A point in the maze where the robot has more than one choice of directions to proceed.
Notice the new, restricted, definition of intersection above. What this narrower definition does is REMOVE the “Left Turn Only”, “Right Turn Only” and the “Dead-End” from the intersection list. WHY? Because the whole point of the maze algorithm is to eliminate bad turns. These three “turns” have no choice, so a “bad” turn cannot be made. Since the robot can never go any direction but one, there is not even a need to record this turn in the maze path. So, in the maze, these two will be treated as non-existent. The robot will take the correct turn as indicated by the left hand rule, but will never record either of these two turns.
Copyright 2009, Richard T. Vannoy II, All Rights Reserved

57

Path Stored in Memory: RL End Of Maze

Start

So, the robot will turn right and record nothing in memory.
58

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RL End Of Maze

Start

Next, the robot will encounter a dead-end, do a U-turn and record a “U”.
59

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RLU
U

End Of Maze

Start

And we know from before, that the “U” tells us we just made a bad turn and need to return to the intersection we just came from.
60

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RLUL End Of
L

Maze

Start

Returning to the intersection, we see left turn coming, so record the “L” and since we just came down a bad path, examine the path.
61

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RLUL End Of Maze

A

B

Start

So, the robot, getting from point A to point B did “LUL” which we know to be bad. What would the robot do next time to avoid this?
62

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RLUL End Of Maze

A

B

Start

Next time, we want to go straight, so we can replace the “LUL” with “S” for Straight.
63

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RS End Of Maze

Start We now have two “Replacement Rules”: 1. Replace “SUL” with “R”. 2. Replace “LUL” with “S”.
Copyright 2009, Richard T. Vannoy II, All Rights Reserved
64

Replacement Rules
We will continue to develop these “Replacement Rules” until we have covered all of the maze possibilities we expect to encounter.

65

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RS End Of Maze

Start Once again, we are coming up on a dead-end, so we know that a Replacement Rule is coming soon. Do a 180 degree turn and record the “U”.
66

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RSU End Of
U

Maze

Start As we return to the intersection, we will take a left turn and record it.
67

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RSUL End Of
L

Maze

Start As we return to the intersection, we will take a left turn and record it.
68

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RSUL End Of Maze

Start By now, you may be catching on to the answer to the question? How do we know when it is time to invoke the Replacement Rule?
69

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RSUL End Of Maze

Start How do we know when it is time to invoke the Replacement Rule? - - - - Whenever the next to last character in the stored path is a “U”!
70

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RSUL End Of Maze

Start We got here with “SUL”, so the correct path next time will be to take a right turn, so replace “SUL” with “R”.
71

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RR End Of Maze

Start As discussed previously, the left turn coming up is not an intersection, since there is no choice, so take the left and record nothing.
72

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RR End Of Maze

Start Only one more turn! The intersection coming up is a “Straight-Left” and the left hand rule will have the robot turn left and record an “L”.
73

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RRL End Of Maze

L

Start So, turn left and record an “L”.

74

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RRL End Of Maze

Start So, we reach the end of the maze with RRL in memory, ready to take the next run.
75

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RRL End Of Maze

Start On the next run, the “RRL” will properly guide the robot to the finish using the shortest possible path.
76

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Path Stored in Memory: RRL End Of Maze

Start

TaDaaaaaa!
77

Copyright 2009, Richard T. Vannoy II, All Rights Reserved

Now You Know
• I have not covered every possibility.

• This is a “Teach you how to fish” presentation • NOT a “Give you the fish” presentation. • Have fun developing the source code for this algorithm. • Please contact me if you have any questions. RoboticsProfessor@gmail.com

Line Maze Algorithm
Thank you for taking the time to review this presentation! Richard T. Vannoy II April 2009 RoboticsProfessor@gmail.com

Please email me at the address above if you have questions or comments.

Similar Documents

Premium Essay

Maze

...Micromouse : Maze solving algorithm This is my maze solving robot project which worked out pretty well. I have put up my whole project report that i submitted to my college but i have chucked out the exact code. if i get a good response and demans then i will surely give you all the exact working code of my project. If you are interested only to learn about the algorithm and not worried about the design pl skip to the section 5 of this text. 1 INTRODUCTION Atonomous robots have wide reaching applications.From Bomb sniffing to finding humans in wreckage to home automation.Major problems facing designers are power and reliable sensing mechanism and unfamiliar terrain obotic competitions have inspired engineers for many years.Competitions are held all around the world based on autonomous robots. One of the competions with the richest history is micromouse . The micromouse competitions have existed for almost 30 years in the United States and it has changed little since its inception. The goal of the contest is simple. The robot must navigate from a corner to the center as quickly as possible.The actual final score of the robot is primarily a function of the total time in the maze and the time of the fastest run.The specificatons for the micromouse event is specified in appendix A. The Design incorporates various techniques to simplify the approach and make an effecient automated robot. 2 MICROMOUSE DESIGN AND HARDWARE The Major criteria of micromouse design remained the...

Words: 2118 - Pages: 9

Free Essay

Gs-1140 Pst Micromouse Report 3

...States and hasn’t changed much since the beginning. The goal is simple: the robot must navigate from one corner to the center as fast as possible. The actual final score is comprised of the total time in the maze and the time of the fastest run. The various components include techniques to streamline the methodology and make a proficient automated robot. Maze Solving Strategy The maze solving strategy is comprised of an algorithm. An algorithm is a step-by-step problem-solving procedure, especially an established, recursive computational procedure for solving a problem in a finite number of steps. The implementation The Group chose was a revised version of the bellman flooding algorithm. The algorithm requires around 256 X 3 bytes of memory. The selected microcontroller for implementation had only 256 KB of memory. We need to use software that has exceptional amounts of RAM and ROM memories. To solve the whole maze you will need to set the starting cell to the first cell in the maze. If you want to reverse the path traveled by the robot then you would set the target to the first cell, and the starting cell would then be the center or your current location. The problem statement has been simplified to three rules which we will follow to direct our robot to the center of the maze. As the cells are mapped with numbers, at each cell the robot is expected to make three resolutions: 1) Move to cell which it has gone to least. 2) Move to the cell that has minimum cell value. 3) If...

Words: 1568 - Pages: 7

Free Essay

Gs1145 Micromouse

...delivery on automation magazines. * Personalized gateway to IEE Membership | We chose this organization because IEEE RAS strives for education in research of robotic and automation that emphasizes efficiency, productivity, quality, and reliability. Part 2 * Overview of the competition: In the contest, teams must design and build a robotic mouse that navigates through an assembled maze from a specific location to its center in shortest time. * Rules of Competition: 1. Must be an undergraduate IEEE Student 2. Conduct a brief presentation of your micromouse prior to competition 3. Only up to five members 4. Two or more design of mice that are near identical from the same school are not eligible B. Contest Eligibility 1. All contestants must be an undergraduate IEEE student member at a Region 6 school from within the Area of Region 6 in which contest they will compete at the time of entry in the MicroMouse contest. 2 .All contestaMicromouse Competition This small robot must navigate a large maze as quickly as possible, using a navigation algorithm. We meet every Friday from 5-7pm in the...

Words: 1694 - Pages: 7

Free Essay

Design Pattern

...Design Patterns Elements of Reusable Object-Oriented Software Produced by KevinZhang Design Patterns: Elements of Reusable Object-Oriented Software Contents Preface to CD ........................................................ 5 Preface to Book ...................................................... 7 Foreword ............................................................. 9 Guide to Readers .................................................... 10 1 Introduction ...................................................... 11 1.1 What Is a Design Pattern? ...................................... 12 1.2 Design Patterns in Smalltalk MVC ............................... 14 1.3 Describing Design Patterns ..................................... 16 1.4 The Catalog of Design Patterns ................................. 18 1.5 Organizing the Catalog ......................................... 21 1.6 How Design Patterns Solve Design Problems ...................... 23 1.7 How to Select a Design Pattern ................................. 42 1.8 How to Use a Design Pattern .................................... 44 2 A Case Study: Designing a Document Editor ......................... 46 2.1 Design Problems ................................................ 46 2.2 Document Structure ............................................. 47 2.3 Formatting ..................................................... 53 2.4 Embellishing the User Interface ................................ 56 2.5 Supporting Multiple...

Words: 84976 - Pages: 340

Free Essay

Paper

...circuit is transformed into its physical layout. Detailed routing is one of the important tasks in this process. A detailed router connects pins of signal nets in a rectangular region under a set of routing constraints, such as the number of layers, the minimal space between the wires and the minimum wire width. The quality of this detailed routing has a strong influence on the performance and production costs of the circuit. The detailed routing in a rectangular region with pins exclusively located on the upper or lower boundary of the routing region is called “channel routing”. It is one of the most commonly occurring routing problems in VLSI circuits. The channel routing problem is NP-complete and, therefore, there is no deterministic algorithm to solve it in a fixed time frame and the problem of finding a globally optimized solution is still open. There have been plenty of results in this topic from the last few decades. ➢ The question that arises naturally is: What is a channel? A channel is a horizontal routing area with fixed pins on the top and bottom. There are no pins to the right or left, but certain nets may be designated as route-to-the-edge. Thus we say that there may be “floating pins” to the right or left. Each pin is designated by a number. All pins...

Words: 4166 - Pages: 17

Free Essay

Mr Hufdfdsgx

...Disaster Prevention and Management: An International Journal Emergency response preparedness: small group training. Part 2 – training methods compared with learning styles Henry C. Wilson Article information: To cite this document: Henry C. Wilson, (2000),"Emergency response preparedness: small group training. Part 2 – training methods compared with learning styles", Disaster Prevention and Management: An International Journal, Vol. 9 Iss 3 pp. 180 - 199 Permanent link to this document: http://dx.doi.org/10.1108/09653560010335112 Downloaded on: 09 December 2015, At: 11:19 (PT) References: this document contains references to 15 other documents. To copy this document: permissions@emeraldinsight.com The fulltext of this document has been downloaded 1307 times since 2006* Downloaded by Arab Open University Kuwait At 11:19 09 December 2015 (PT) Users who downloaded this article also downloaded: Henry C. Wilson, (2000),"Emergency response preparedness: small group training. Part I – training and learning styles", Disaster Prevention and Management: An International Journal, Vol. 9 Iss 2 pp. 105-116 Piyali Ghosh, Rachita Satyawadi, Jagdamba Prasad Joshi, Rashmi Ranjan, Priya Singh, (2012),"Towards more effective training programmes: a study of trainer attributes", Industrial and Commercial Training, Vol. 44 Iss 4 pp. 194-202 http:// dx.doi.org/10.1108/00197851211231469 Charles W. Read, Brian H. Kleiner, (1996),"Which training methods are effective?", Management...

Words: 13539 - Pages: 55

Premium Essay

Online Gaming Addiction

...The Art of Computer Game Design by Chris Crawford Preface to the Electronic Version: This text was originally composed by computer game designer Chris Crawford in 1982. When searching for literature on the nature of gaming and its relationship to narrative in 1997, Prof. Sue Peabody learned of The Art of Computer Game Design, which was then long out of print. Prof. Peabody requested Mr. Crawford's permission to publish an electronic version of the text on the World Wide Web so that it would be available to her students and to others interested in game design. Washington State University Vancouver generously made resources available to hire graphic artist Donna Loper to produce this electronic version. WSUV currently houses and maintains the site. Correspondence regarding this site should be addressed to Prof. Sue Peabody, Department of History, Washington State University Vancouver, peabody@vancouver.wsu.edu. If you are interested in more recent writings by Chris Crawford, see the Reflections interview at the end of The Art of Computer Game Design; the Virtools Swap-meet interview with Chris Crawford; and Chris Crawford's webpage, Erasmatazz. A PDF version of this text is available HERE. To download Adobe Reader, follow THIS link. Table of Contents • • • • • • • • • • • • Acknowledgement Preface Chapter 1 - What is a Game? Chapter 2 - Why Do People Play Games? Chapter 3 - A Taxonomy of Computer Games Chapter 4 - The Computer as a Game Technology Chapter 5 - The Game Design...

Words: 46205 - Pages: 185

Free Essay

Standford Search Techniques in Path Planning

...James Diebel Computer Science Department Computer Science Department Computer Science Department Stanford University Stanford University Stanford University Stanford, CA 94305 Stanford, CA 94305 Stanford, CA 94305 diebel@stanford.edu mmde@ai.stanford.edu thrun@ai.stanford.edu Abstract We describe a practical path-planning algorithm that generates smooth paths for an autonomous vehicle operating in an unknown environment, where obstacles are detected online by the robot’s sensors. This work was motivated by and experimentally validated in the 2007 DARPA Urban Challenge, where robotic vehicles had to autonomously navigate parking lots. Our approach has two main steps. The first step uses a variant of the well-known A* search algorithm, applied to the 3D kinematic state space of the vehicle, but with a modified state-update rule that captures the continuous state of the vehicle in the discrete nodes of A* (thus guaranteeing kinematic feasibility of the path). The second step then improves the quality of the solution via numeric non-linear optimization, leading to a local (and frequently global) optimum. The path-planning algorithm described in this paper was used by the Stanford Racing Teams robot, Junior, in the Urban Challenge. Junior demonstrated flawless performance in complex general path-planning tasks such as navigating parking lots and executing U-turns on blocked roads, with typical fullcycle replaning times of 50–300ms. Figure 1: Junior, our entry...

Words: 4106 - Pages: 17

Free Essay

Cognitive Science

...Digital analog: Neuron: digital: spike or none; analog: number of spikes per second Sparsity: % of neurons fire in response to a stimulus How many objects a neuron respond: sparsity times total objects ANN: weight, more input more output : algorithm and representational Input times weight Not threshold to fire Turing test: computational Visual fields: left visual field: nasal left eye, temporal right eye, right hemisphere Right visual field: nasal right eye, temporal left eye Color blindness: missing cones; common: no L or M cone Cones not function at night One class of rods, see in the night Opponent processing: Red/green: (L-M): differences between those 2 cones/ if miss L, then can’t tell red from green Blue/yellow: (s-s+m/2) Explicit: conscious Episodic/semantic Implicit: skill memory LTP: stronger synaptic connection Long term: grow more receptors on post synapse anatomical Short term: amount of neurons Turing machine Single vs double dissociation Single: one manipulation Double: two manipulations Visual angle Grandmother cell a lot of cells respond for Halle Berry Do not respond only to Halle Berry Math: impossibly large number of neurons Only 100 images do not necessarily show that those cells only respond to one concept Size constancy: If no depth cue/ with out size constancy; then same visual angle same proximal size and same perceived size. s Alternative: different difficulties of those 2 tasks ...

Words: 4004 - Pages: 17

Premium Essay

The Digital Age

...The Digital World The digital world of today can be understood as a product of late-Victorian construction of the machinery of information organization combined with Modernist visual forms. In his doctoral dissertation, The Engineering of Vision from Constructivism to Computers, Lev Manovich, professor of New Media at the University of San Diego, states it is the influence of Modernist visual forms, mainly Soviet era Constructivism, that shapes the look of the current digital world (e.g. the Internet). Professor Simon Cook of Duke University, in his recent paper, Late Victorian Visual Reasoning and a Modern History of Vision, argues that Manovich overlooks the importance of the Victorian period in influencing the aesthetics of our present digital design. Cook bases his argument on the concept of an orderly and well-catalogued Internet, as if the system had been developed in nineteenth century Britain. However, due to the chaotic, disorganized and ever-changing look of the digital world, the argument of a Victorian based system is flawed. The late nineteenth century does not have the impact Cook believes it does, whereas Manovich remains on track in his original argument. Still, Manovich’s ideas can only be regarded on a temporary basis, because the face of the digital world has changed drastically since its development, and will continue to in the near future. Before exploring the look of the current digital world, it is first important to look at its physical development...

Words: 2335 - Pages: 10

Free Essay

Computer Vision

...Learning OpenCV Gary Bradski and Adrian Kaehler Beijing · Cambridge · Farnham · Köln · Sebastopol · Taipei · Tokyo Learning OpenCV by Gary Bradski and Adrian Kaehler Copyright © 2008 Gary Bradski and Adrian Kaehler. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (safari.oreilly.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or corporate@oreilly.com. Editor: Mike Loukides Production Editor: Rachel Monaghan Production Services: Newgen Publishing and Data Services Cover Designer: Karen Montgomery Interior Designer: David Futato Illustrator: Robert Romano Printing History: September 2008: First Edition. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Learning OpenCV, the image of a giant peacock moth, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this...

Words: 150684 - Pages: 603

Premium Essay

Hai, How Are U

...UNIVERSITY OF KERALA B. TECH. DEGREE COURSE 2008 ADMISSION REGULATIONS and I  VIII SEMESTERS SCHEME AND SYLLABUS of COMPUTER SCIENCE AND ENGINEERING B.Tech Comp. Sc. & Engg., University of Kerala 2 UNIVERSITY OF KERALA B.Tech Degree Course – 2008 Scheme REGULATIONS 1. Conditions for Admission Candidates for admission to the B.Tech degree course shall be required to have passed the Higher Secondary Examination, Kerala or 12th Standard V.H.S.E., C.B.S.E., I.S.C. or any examination accepted by the university as equivalent thereto obtaining not less than 50% in Mathematics and 50% in Mathematics, Physics and Chemistry/ Bio- technology/ Computer Science/ Biology put together, or a diploma in Engineering awarded by the Board of Technical Education, Kerala or an examination recognized as equivalent thereto after undergoing an institutional course of at least three years securing a minimum of 50 % marks in the final diploma examination subject to the usual concessions allowed for backward classes and other communities as specified from time to time. 2. Duration of the course i) The course for the B.Tech Degree shall extend over a period of four academic years comprising of eight semesters. The first and second semester shall be combined and each semester from third semester onwards shall cover the groups of subjects as given in the curriculum and scheme of examination ii) Each semester shall ordinarily comprise of not less than 400 working periods each of 60 minutes duration...

Words: 34195 - Pages: 137

Premium Essay

Linking 275 Final Study Guide

...Linking Assessment and Instruction for Students with Disabilities Final Exam Study Guide Information of each of these topics can be found in the notes, textbook, class handouts, and presentation handouts Introduction to Assessment and the Law – Chapter 1 Define and identify examples of formative and summative assessment * Formative assessment * On going evaluation * Less formal * Used to adjust and monitor progress * Summative assessment * Evaluation at the end of a unit/ year * More formal * Assess student competency with a unit Identify and apply the 6 principles of IDEA * Procedural Due Process * Zero Reject * To include all students * Nondiscriminatory * To determine whether a student has a disability * The nature of special education and related services * Appropriate Education * To provide benefit and progress toward outcomes by following the IDEA process * Least restrictive environment * To ensure IEP outcomes by ensuring access to general education curriculum, extracurricular, and other activities * Parent and Student Participation Identify the impact of ESEA/NCLB on schools * Accountablility fro results * School safety * Parental choice * Teacher quality * Scientific based methods of teaching evidence based practices * Local flexibility * Standards-based education * Current * performance ...

Words: 3010 - Pages: 13

Premium Essay

Analysis

...SEVENTH EDITION PROBLEM SOLVING AND PROGRAM DESIGN in C This page intentionally left blank SEVENTH EDITION PROBLEM SOLVING AND PROGRAM DESIGN in C Jeri R. Hanly, University of Wyoming Elliot B. Koffman, Temple University Boston Columbus Indianapolis New York San Francisco Upper Saddle River Amsterdam Cape Town Dubai London Madrid Milan Munich Paris Montreal Toronto Delhi Mexico City Sao Paulo Sydney Hong Kong Seoul Singapore Taipei Tokyo Editorial Director, ECS: Marcia Horton Editor-in-Chief: Michael Hirsch Senior Project Manager: Carole Snyder Director of Marketing: Patrice Jones Marketing Manager: Yezan Alayan Senior Marketing Coordinator: Kathryn Ferranti Director of Production: Vince O’Brien Managing Editor: Jeff Holcomb Associate Managing Editor: Robert Engelhardt Production Manager: Pat Brown Creative Director: Jayne Conte Designer: Suzanne Behnke Media Editor: Daniel Sandin Media Project Manager: John Cassar Cover Image: (c) michael Holcomb/Shutterstock.com Full-Service Project Management: Mohinder Singh/ Aptara®, Inc. Composition: Aptara®, Inc. Printer/Binder: Edwards Brothers Cover Printer: Lehigh-Phoenix Credits and acknowledgments borrowed from other sources and reproduced, with permission, in this textbook appear on appropriate page within text. Photo Credits: Page 4: Fig. 0.1: akg-images/Paul Almasy/Newscom. Page 11: Fig. 0.4: © 2008 IEEE/Journal of Microelectromechanical Systems (2006). Page 15:...

Words: 158087 - Pages: 633

Free Essay

Exploration Oil & Gas

...[pic] 3D SEISMIC SURVEY DESIGN COURSE OUTLINE This course gives practical background for 3D survey design. It also provides the understanding of acquisition geometries, which is necessary for optimal seismic processing. ABREVIATIONS This is a list of commonly used abbreviations in this course notes. b bin dimension Fdom dominant frequency Fmax maximum frequency MA migration aperture NC number of channels NRL number of receiver lines NSL number of source lines NS number of source points per unit area RI receiver line interval RLI receiver line interval SI source interval SLI source line interval t two-way travel time Vint interval velocity immediately above the reflecting horizon Vave average velocity from surface to the reflecting horizon Xmin largest minimum offset Xmax maximum recorded offset Z depth to reflecting horizon UNITS CONVERSION TABLE To convert imperial To metric units Multiply by from imperial units Inches (in) Centimetres (cm) 2.54 Feet (ft) Meters (m) 0.3048 Miles (mi) Kilometres (km) 1.609 Square Miles (m ) Square Kilometres (km ) ...

Words: 4796 - Pages: 20