AIIDE-15 Presentation on Inventory-Driven Jump-Point-Search, a way to solve pathfinding queries when map regions can be unlocked by specific items on the map.
This document provides a summary of Lecture 3 on problem-solving by searching. It describes how problem-solving agents can formulate goals and problems, represent the problem as a state space, and find solutions using search algorithms like breadth-first search, uniform-cost search, depth-first search, and iterative deepening search. Examples of search problems discussed include the Romania pathfinding problem, vacuum world, and the 8-puzzle.
The document discusses various search algorithms used in artificial intelligence problem solving. It defines key search terminology like problem space, states, actions, and goals. It then explains different types of search problems and provides examples like the 8-puzzle and vacuuming world problems. Finally, it summarizes uninformed search strategies like breadth-first search, depth-first search, and iterative deepening search as well as informed strategies like greedy best-first search and A* search which use heuristics to guide the search.
This document summarizes various search algorithms and toy problems that are used to illustrate problem solving by searching. It begins by introducing problem solving as finding a sequence of actions to achieve a goal from an initial state. It then discusses uninformed search strategies like breadth-first, depth-first, and uniform cost search. Several toy problems are presented, including the 8-puzzle, vacuum world, missionaries and cannibals problem. Real-world problems involving route finding, VLSI layout, and robot navigation are also briefly described. Evaluation criteria for search algorithms like space/time complexity and optimality/completeness are covered. Finally, iterative deepening search is introduced as a way to overcome depth limitations.
The document discusses optimization problems and graph search algorithms. It begins by defining an optimization problem and providing examples like the longest common subsequence problem and course scheduling problem. It then defines graph search algorithms and discusses types of graphs. It explains the generic search algorithm and ingredients like the loop invariant. It provides details on specific graph search algorithms like breadth-first search, Dijkstra's shortest path algorithm, and depth-first search. It includes pseudocode for the algorithms.
The document provides an overview of various search strategies and algorithms used in artificial intelligence problem solving, including:
- Uninformed searches like depth-first search (DFS) and breadth-first search (BFS) that do not use additional information about the problem space.
- Informed searches like greedy search, best-first search, A* search that use heuristics to guide the search towards an optimal solution.
- Specific algorithms are described for solving problems like fractional knapsack, job scheduling with deadlines, minimum spanning tree (Prim's and Kruskal's algorithms).
The key search strategies allow rational agents to systematically solve problems by traversing state spaces or graphs in an organized manner.
Bidirectional graph search techniques for finding shortest path in image base...Navin Kumar
The intriguing problem of solving a maze comes
under the territory of algorithms and artificial intelligence.
The maze solving using computers is quite of interest for many
researchers, hence, there had been many previous attempts to
come up with a solution which is optimum in terms of time and
space. Some of the best performing algorithms suitable for the
problem are breadth-first search, A* algorithm, best-first
search and many others which ultimately are the
enhancement of these basic algorithms. The images are
converted into graph data structures after which an algorithm
is applied eventually pointing the trace of the solution on the
maze image. This paper is an attempt to do the same by
implementing the bidirectional version of these well-known
algorithms and study their performance with the former. The
bidirectional approach is indeed capable of providing
improved results at an expense of space. The vital part of the
approach is to find the meeting point of the two bidirectional
searches which will be guaranteed to meet if there exists any
solution.
PPT ON INTRODUCTION TO AI- UNIT-1-PART-2.pptxRaviKiranVarma4
The document discusses different types of agents and problem solving by searching. It describes four types of agent programs: simple reflex agents, model-based reflex agents, goal-based agents, and utility-based agents. It also covers formulating problems, searching strategies, problem solving by searching, measuring performance of searches, types of search strategies including uninformed and informed searches, and specific search algorithms like breadth-first search, uniform cost search, depth-first search, and depth-limited search.
This document summarizes four parallel searching algorithms: Alpha-Beta search, which prunes unpromising branches; Jamboree search, a parallelized version of Scout search; Depth-First search, which explores branches until reaching a dead end and then backtracks; and Principal Variation Splitting (PVS) search, which searches moves level-by-level in parallel. It describes their implementations and analyses PVS search performance, finding speedups of up to 4.6x with 16 processors but load balancing issues when some processors have little work.
This document provides a summary of Lecture 3 on problem-solving by searching. It describes how problem-solving agents can formulate goals and problems, represent the problem as a state space, and find solutions using search algorithms like breadth-first search, uniform-cost search, depth-first search, and iterative deepening search. Examples of search problems discussed include the Romania pathfinding problem, vacuum world, and the 8-puzzle.
The document discusses various search algorithms used in artificial intelligence problem solving. It defines key search terminology like problem space, states, actions, and goals. It then explains different types of search problems and provides examples like the 8-puzzle and vacuuming world problems. Finally, it summarizes uninformed search strategies like breadth-first search, depth-first search, and iterative deepening search as well as informed strategies like greedy best-first search and A* search which use heuristics to guide the search.
This document summarizes various search algorithms and toy problems that are used to illustrate problem solving by searching. It begins by introducing problem solving as finding a sequence of actions to achieve a goal from an initial state. It then discusses uninformed search strategies like breadth-first, depth-first, and uniform cost search. Several toy problems are presented, including the 8-puzzle, vacuum world, missionaries and cannibals problem. Real-world problems involving route finding, VLSI layout, and robot navigation are also briefly described. Evaluation criteria for search algorithms like space/time complexity and optimality/completeness are covered. Finally, iterative deepening search is introduced as a way to overcome depth limitations.
The document discusses optimization problems and graph search algorithms. It begins by defining an optimization problem and providing examples like the longest common subsequence problem and course scheduling problem. It then defines graph search algorithms and discusses types of graphs. It explains the generic search algorithm and ingredients like the loop invariant. It provides details on specific graph search algorithms like breadth-first search, Dijkstra's shortest path algorithm, and depth-first search. It includes pseudocode for the algorithms.
The document provides an overview of various search strategies and algorithms used in artificial intelligence problem solving, including:
- Uninformed searches like depth-first search (DFS) and breadth-first search (BFS) that do not use additional information about the problem space.
- Informed searches like greedy search, best-first search, A* search that use heuristics to guide the search towards an optimal solution.
- Specific algorithms are described for solving problems like fractional knapsack, job scheduling with deadlines, minimum spanning tree (Prim's and Kruskal's algorithms).
The key search strategies allow rational agents to systematically solve problems by traversing state spaces or graphs in an organized manner.
Bidirectional graph search techniques for finding shortest path in image base...Navin Kumar
The intriguing problem of solving a maze comes
under the territory of algorithms and artificial intelligence.
The maze solving using computers is quite of interest for many
researchers, hence, there had been many previous attempts to
come up with a solution which is optimum in terms of time and
space. Some of the best performing algorithms suitable for the
problem are breadth-first search, A* algorithm, best-first
search and many others which ultimately are the
enhancement of these basic algorithms. The images are
converted into graph data structures after which an algorithm
is applied eventually pointing the trace of the solution on the
maze image. This paper is an attempt to do the same by
implementing the bidirectional version of these well-known
algorithms and study their performance with the former. The
bidirectional approach is indeed capable of providing
improved results at an expense of space. The vital part of the
approach is to find the meeting point of the two bidirectional
searches which will be guaranteed to meet if there exists any
solution.
PPT ON INTRODUCTION TO AI- UNIT-1-PART-2.pptxRaviKiranVarma4
The document discusses different types of agents and problem solving by searching. It describes four types of agent programs: simple reflex agents, model-based reflex agents, goal-based agents, and utility-based agents. It also covers formulating problems, searching strategies, problem solving by searching, measuring performance of searches, types of search strategies including uninformed and informed searches, and specific search algorithms like breadth-first search, uniform cost search, depth-first search, and depth-limited search.
This document summarizes four parallel searching algorithms: Alpha-Beta search, which prunes unpromising branches; Jamboree search, a parallelized version of Scout search; Depth-First search, which explores branches until reaching a dead end and then backtracks; and Principal Variation Splitting (PVS) search, which searches moves level-by-level in parallel. It describes their implementations and analyses PVS search performance, finding speedups of up to 4.6x with 16 processors but load balancing issues when some processors have little work.
This document discusses four parallel searching algorithms: Alpha-Beta search, Jamboree search, Depth-First search, and PVS search. Alpha-Beta search prunes unpromising branches without missing better moves. Jamboree search parallelizes the testing of child nodes. Depth-First search recursively explores branches until reaching a dead end, then backtracks. PVS search splits the search tree across processors, backing up values in parallel at each level. However, load imbalance can occur if some branches are much larger than others.
A Heuristic is a technique to solve a problem faster than classic methods, or to find an approximate solution when classic methods cannot. This is a kind of a shortcut as we often trade one of optimality, completeness, accuracy, or precision for speed. A Heuristic (or a heuristic function) takes a look at search algorithms. At each branching step, it evaluates the available information and makes a decision on which branch to follow.
The document discusses the Breadth-First Search (BFS) algorithm. It begins with an introduction to graph traversal and explains that BFS is a graph traversal technique that explores all nodes layer-by-layer from a starting node. It then provides an example of applying BFS to a binary tree, showing the steps of selecting a starting node, inserting its children into a queue, extracting nodes from the queue and inserting their children, and repeating until the queue is empty. The document concludes by listing some applications of BFS such as for web crawlers, GPS navigation, and finding the minimum spanning tree of an unweighted graph.
The document provides an overview of problem spaces and problem solving through searching techniques used in artificial intelligence. It defines a problem space as a set of states and connections between states to represent a problem. Search strategies for finding solutions include breadth-first search, depth-first search, and heuristic search. Real-world problems discussed that can be solved through searching include route finding, layout problems, task scheduling, and the water jug problem is presented as a toy problem example.
Searching is a technique used in AI to solve problems by exploring possible states or solutions. The document discusses various search algorithms used in single-agent pathfinding problems like sliding tile puzzles. It describes brute force search strategies like breadth-first search and depth-first search, and informed search strategies like A* search, greedy best-first search, hill-climbing search and simulated annealing that use heuristic functions. Local search algorithms are also summarized.
This document discusses search algorithms and problem solving through searching. It begins by defining search problems and representing them using graphs with states as nodes and actions as edges. It then covers uninformed search strategies like breadth-first and depth-first search. Informed search strategies use heuristics to guide the search toward more promising areas of the problem space. Examples of single agent pathfinding problems are given like the traveling salesman problem and Rubik's cube.
This document compares three popular path planning algorithms: A*, greedy best first search, and jump point search. It implements the algorithms in MATLAB using grid-based maps with random start/goal points and static obstacles. The algorithms are evaluated based on computational complexity, time complexity, and space complexity. Jump point search generally has the best performance out of the three algorithms as it can make long jumps along straight lines in the grid, exploring fewer nodes than A*.
Pruning and Preprocessing Methods for Inventory-Aware PathfindingDavide Aversa
CIG-16, two optimizations on Inventory-Aware Jump-Point-Search: in the first one we prune the search space through filtering, in the second one we present a preprocessing algorithm that can remove potentially not-necessary items on the map.
The document discusses problem formulation for solving problems using search algorithms. It provides examples of formulating problems like route finding between cities and solving the 8-puzzle as state space problems. Key components of problem formulation are defined as the initial state, successor function, goal test, and path cost. Real-life applications that can be formulated as search problems are also presented, such as robot navigation, vehicle routing, and assembly sequencing.
What is artificial intelligence,Hill Climbing Procedure,Hill Climbing Procedure,State Space Representation and Search,classify problems in AI,AO* ALGORITHM
Here are the key steps to solve this cryptarithmetic puzzle as a constraint satisfaction problem:
1. Define the variables - In this case, the variables are the letters A,E,N,R,S,T. Each variable can take on the values 0-9.
2. Define the constraints - The constraints are that the letters must add up correctly based on the sum, no two letters can have the same value, and M=1 is given.
3. Specify the domain of possible values for each variable. In this case, the domain is 0-9 for each variable.
4. Systematically assign values to the variables while making sure each assignment is consistent with the constraints. Backtrack and
The document discusses various heuristic search techniques used in artificial intelligence to solve complex problems. It describes generate-and-test, hill climbing, best-first search, simulated annealing and A* search algorithms. Generate-and-test systematically generates possible solutions and tests them until a solution is found. Hill climbing uses feedback to guide the search in promising directions. Best-first search expands the most promising nodes first based on an evaluation function. Simulated annealing is inspired by annealing in physics and allows occasional moves to higher energy states. A* search combines the cost to reach a node with an estimated cost to reach the goal to guide the search efficiently.
1. The document discusses defining problems as state space searches which involves representing the problem as a graph with nodes as states and edges as operators to transition between states.
2. It provides examples of representing chess and the water jug problem as state space searches, defining the initial states, goal states, and production rules for the possible state transitions.
3. Search algorithms like breadth-first search and depth-first search are described for systematically exploring the state space to find a solution path from start to goal.
This presentation discuses the following topics:
What is A-Star (A*) Algorithm in Artificial Intelligence?
A* Algorithm Steps
Why is A* Search Algorithm Preferred?
A* and Its Basic Concepts
What is a Heuristic Function?
Admissibility of the Heuristic Function
Consistency of the Heuristic Function
The document discusses general problem solving in artificial intelligence. It defines key concepts like problem space, state space, operators, initial and goal states. Problem solving involves searching the state space to find a path from the initial to the goal state. Different search algorithms can be used, like depth-first search and breadth-first search. Heuristic functions can guide searches to improve efficiency. Constraint satisfaction problems are another class of problems that can be solved using techniques like backtracking.
The document discusses various problem solving techniques in artificial intelligence, including different types of problems, components of well-defined problems, measuring problem solving performance, and different search strategies. It describes single-state and multiple-state problems, and defines the key components of a problem including the data type, operators, goal test, and path cost. It also explains different search strategies such as breadth-first search, uniform cost search, depth-first search, depth-limited search, iterative deepening search, and bidirectional search.
The document discusses various problem solving techniques in artificial intelligence, including different types of problems, components of well-defined problems, measuring problem solving performance, and different search strategies. It describes single-state and multiple-state problems, and defines the key components of a problem including the data type, operators, goal test, and path cost. It also explains different search strategies such as breadth-first search, uniform cost search, depth-first search, depth-limited search, iterative deepening search, and bidirectional search.
The document discusses various backtracking algorithms and problems. It begins with an overview of backtracking as a general algorithm design technique for problems that involve traversing decision trees and exploring partial solutions. It then provides examples of specific problems that can be solved using backtracking, including the N-Queens problem, map coloring problem, and Hamiltonian circuits problem. It also discusses common terminology and concepts in backtracking algorithms like state space trees, pruning nonpromising nodes, and backtracking when partial solutions are determined to not lead to complete solutions.
This document describes the generate and test search algorithm. It begins by explaining that generate and test search systematically generates and tests all possible solutions to find the best one. It then provides pseudocode for the basic generate and test search algorithm. The document goes on to discuss improvements like combining generate and test with constraint satisfaction techniques. It also contrasts depth-first versus breadth-first search and describes uniform-cost search for finding optimal solutions.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
More Related Content
Similar to Path Planning with Inventory-Driven Jump-Point-Search
This document discusses four parallel searching algorithms: Alpha-Beta search, Jamboree search, Depth-First search, and PVS search. Alpha-Beta search prunes unpromising branches without missing better moves. Jamboree search parallelizes the testing of child nodes. Depth-First search recursively explores branches until reaching a dead end, then backtracks. PVS search splits the search tree across processors, backing up values in parallel at each level. However, load imbalance can occur if some branches are much larger than others.
A Heuristic is a technique to solve a problem faster than classic methods, or to find an approximate solution when classic methods cannot. This is a kind of a shortcut as we often trade one of optimality, completeness, accuracy, or precision for speed. A Heuristic (or a heuristic function) takes a look at search algorithms. At each branching step, it evaluates the available information and makes a decision on which branch to follow.
The document discusses the Breadth-First Search (BFS) algorithm. It begins with an introduction to graph traversal and explains that BFS is a graph traversal technique that explores all nodes layer-by-layer from a starting node. It then provides an example of applying BFS to a binary tree, showing the steps of selecting a starting node, inserting its children into a queue, extracting nodes from the queue and inserting their children, and repeating until the queue is empty. The document concludes by listing some applications of BFS such as for web crawlers, GPS navigation, and finding the minimum spanning tree of an unweighted graph.
The document provides an overview of problem spaces and problem solving through searching techniques used in artificial intelligence. It defines a problem space as a set of states and connections between states to represent a problem. Search strategies for finding solutions include breadth-first search, depth-first search, and heuristic search. Real-world problems discussed that can be solved through searching include route finding, layout problems, task scheduling, and the water jug problem is presented as a toy problem example.
Searching is a technique used in AI to solve problems by exploring possible states or solutions. The document discusses various search algorithms used in single-agent pathfinding problems like sliding tile puzzles. It describes brute force search strategies like breadth-first search and depth-first search, and informed search strategies like A* search, greedy best-first search, hill-climbing search and simulated annealing that use heuristic functions. Local search algorithms are also summarized.
This document discusses search algorithms and problem solving through searching. It begins by defining search problems and representing them using graphs with states as nodes and actions as edges. It then covers uninformed search strategies like breadth-first and depth-first search. Informed search strategies use heuristics to guide the search toward more promising areas of the problem space. Examples of single agent pathfinding problems are given like the traveling salesman problem and Rubik's cube.
This document compares three popular path planning algorithms: A*, greedy best first search, and jump point search. It implements the algorithms in MATLAB using grid-based maps with random start/goal points and static obstacles. The algorithms are evaluated based on computational complexity, time complexity, and space complexity. Jump point search generally has the best performance out of the three algorithms as it can make long jumps along straight lines in the grid, exploring fewer nodes than A*.
Pruning and Preprocessing Methods for Inventory-Aware PathfindingDavide Aversa
CIG-16, two optimizations on Inventory-Aware Jump-Point-Search: in the first one we prune the search space through filtering, in the second one we present a preprocessing algorithm that can remove potentially not-necessary items on the map.
The document discusses problem formulation for solving problems using search algorithms. It provides examples of formulating problems like route finding between cities and solving the 8-puzzle as state space problems. Key components of problem formulation are defined as the initial state, successor function, goal test, and path cost. Real-life applications that can be formulated as search problems are also presented, such as robot navigation, vehicle routing, and assembly sequencing.
What is artificial intelligence,Hill Climbing Procedure,Hill Climbing Procedure,State Space Representation and Search,classify problems in AI,AO* ALGORITHM
Here are the key steps to solve this cryptarithmetic puzzle as a constraint satisfaction problem:
1. Define the variables - In this case, the variables are the letters A,E,N,R,S,T. Each variable can take on the values 0-9.
2. Define the constraints - The constraints are that the letters must add up correctly based on the sum, no two letters can have the same value, and M=1 is given.
3. Specify the domain of possible values for each variable. In this case, the domain is 0-9 for each variable.
4. Systematically assign values to the variables while making sure each assignment is consistent with the constraints. Backtrack and
The document discusses various heuristic search techniques used in artificial intelligence to solve complex problems. It describes generate-and-test, hill climbing, best-first search, simulated annealing and A* search algorithms. Generate-and-test systematically generates possible solutions and tests them until a solution is found. Hill climbing uses feedback to guide the search in promising directions. Best-first search expands the most promising nodes first based on an evaluation function. Simulated annealing is inspired by annealing in physics and allows occasional moves to higher energy states. A* search combines the cost to reach a node with an estimated cost to reach the goal to guide the search efficiently.
1. The document discusses defining problems as state space searches which involves representing the problem as a graph with nodes as states and edges as operators to transition between states.
2. It provides examples of representing chess and the water jug problem as state space searches, defining the initial states, goal states, and production rules for the possible state transitions.
3. Search algorithms like breadth-first search and depth-first search are described for systematically exploring the state space to find a solution path from start to goal.
This presentation discuses the following topics:
What is A-Star (A*) Algorithm in Artificial Intelligence?
A* Algorithm Steps
Why is A* Search Algorithm Preferred?
A* and Its Basic Concepts
What is a Heuristic Function?
Admissibility of the Heuristic Function
Consistency of the Heuristic Function
The document discusses general problem solving in artificial intelligence. It defines key concepts like problem space, state space, operators, initial and goal states. Problem solving involves searching the state space to find a path from the initial to the goal state. Different search algorithms can be used, like depth-first search and breadth-first search. Heuristic functions can guide searches to improve efficiency. Constraint satisfaction problems are another class of problems that can be solved using techniques like backtracking.
The document discusses various problem solving techniques in artificial intelligence, including different types of problems, components of well-defined problems, measuring problem solving performance, and different search strategies. It describes single-state and multiple-state problems, and defines the key components of a problem including the data type, operators, goal test, and path cost. It also explains different search strategies such as breadth-first search, uniform cost search, depth-first search, depth-limited search, iterative deepening search, and bidirectional search.
The document discusses various problem solving techniques in artificial intelligence, including different types of problems, components of well-defined problems, measuring problem solving performance, and different search strategies. It describes single-state and multiple-state problems, and defines the key components of a problem including the data type, operators, goal test, and path cost. It also explains different search strategies such as breadth-first search, uniform cost search, depth-first search, depth-limited search, iterative deepening search, and bidirectional search.
The document discusses various backtracking algorithms and problems. It begins with an overview of backtracking as a general algorithm design technique for problems that involve traversing decision trees and exploring partial solutions. It then provides examples of specific problems that can be solved using backtracking, including the N-Queens problem, map coloring problem, and Hamiltonian circuits problem. It also discusses common terminology and concepts in backtracking algorithms like state space trees, pruning nonpromising nodes, and backtracking when partial solutions are determined to not lead to complete solutions.
This document describes the generate and test search algorithm. It begins by explaining that generate and test search systematically generates and tests all possible solutions to find the best one. It then provides pseudocode for the basic generate and test search algorithm. The document goes on to discuss improvements like combining generate and test with constraint satisfaction techniques. It also contrasts depth-first versus breadth-first search and describes uniform-cost search for finding optimal solutions.
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Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
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3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
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Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
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We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
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GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
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Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
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2. Motivation
In videogames navigation based on
items, events or agent capabilities
(e.g., power-up, equipment, etc.) is
very common.
Usually these challenges are designed
for the players. However, often we
want other agents in the game to solve
the same challenges.
2
4. Motivation
The classical and academic answer to this problem is:
◦Yes! Planning! :)
However, in game related community the reactions is
◦Yes… well… planning. :
4
5. Motivation
So we tried to answer the question:
What if we can add this high-level reasoning directly in the
pathfinding search?
Thus, we defined a limited subset of planning problems and
investigated how it is possible to solve these problems and
the pathfinding task at the same time.
5
7. Problem Definition: Input
We want a pathfinding algorithm which takes as input:
◦ A grid-based map 𝑀.
◦ A subset 𝑂 ⊆ 𝑀 of blocked nodes (e.g., walls).
◦ A function adj : 𝑀 → 2 𝑀
denoting the adjacency relation among
nodes.
◦ A set of items 𝑰 that may be scattered in the map.
◦ A function req : 𝑴 → 𝟐 𝑴
stating which items are required to
traverse a node
◦ A starting node S and a destination node G.
7
8. Problem Definition: Goal
We want to use this
information to find the
optimal path from S to G
under the constraint that
some locations along the
path may require the agent
to have previously visited
other special nodes.
8
9. Problem Definition: The Challenge
G
For instance: it is better to follow the purple route (taking the key and
traversing the door) or the green one looking for a complete alternative route?
9
10. Problem Definition: The Challenge
With more than one key, the problem becomes
way more difficult!
10
11. Problem Definition: Proposed Solution
In this work we present Inventory-JPS, an
“inventory-driven” variant of Jump Point Search that
preserves the symmetry breaking advantages of JPS
in the extended setting of navigation with
item/capabilities constraints.
11
13. Jump Point Search
JPS is a recent technique that provides an exceptional
fast and optimal pathfinding on uniform-cost
grid-based maps.
It is based on a massive pruning mechanism that
remove from the open list every node but the one
that may require a change of direction (jump points).
13
14. How Jump Point Search works
Starting from the starting point S, JPS starts
performing a local search over the main 8
directions. We can call this beams.
For every beam, the algorithm searches for:
◦ The Goal
◦ A point in which the optimal path may
change direction. This is a point who
contains a forced neighbor.
14
15. How JPS Works
◦ If a beam ends on a obstacle, the beam is completely discarded.
◦ If a beam contains the goal or a forced neighbor, the node is
added to the open list as a jump point.
15
16. How JPS Works
◦Searching for forced neighbors involves only local search.
At each step on the beam, only the 8 tiles around the
current tile are taken into account during the search.
◦When the goal is found, jump points are connected
backwards with straight horizontal, vertical or diagonal
lines in order to find the final optimal path.
16
19. First Modification
The first modification involves extending the state
representation to account not just for the location of the
agent, but also the current inventory.
<x, y> <i1,i2,…,in>
Binary Representation
Item StatePosition State
19
20. First Modification
1 “Map” for every
combination of
items.
2 𝑘 layers
with 𝑘
keys/items
𝒌 𝟏
𝒌 𝟐
Position
Inventory
20
21. Second Modification
The second modification to JPS involves treating any
node containing some capability or object as an
“intermediate” goal.
We call such jump point nodes, inventory jump
points.
21
22. Third Modification
So, the third modification included in Inventory-JPS
is to treat inventory jump point nodes as the
starting node, thus applying the jumping process
towards all possible directions.
22
24. Inventory-JPS Experiments
We have implemented and tested our algorithm in Python
on a single core Intel i7 3.2GHz machine.
The goal is to verify how the item overhead behaves on
different items and doors distributions with respect to JPS
without item capabilities.
24
25. Experiment 1
Random placement of unnecessary keys over real game maps;
analysis per number of keys.
1. We took all the dataset of MovingAI of 512x512 Baldur’s
Gate map.
2. We evenly distributed different number of keys on the map
and no door (so that no key is really necessary).
With this experiment we can measure the direct overhead of
Inventory-JPS over JPS.
25
26. Experiment 1
The overhead increment is linear
and meaningful (However 100
keys are really a lot).
26
27. Experiment 2
Placement of unnecessary keys on the path over real game
maps; analysis per number of keys.
We are in the same setting of Experiment 1 but, this time,
keys are added along the optimal path.
In particular we want to verify the behavior when keys are
at the beginning (BEG), at the end (END) or evenly
distributed on the path (MID).
27
29. Experiment 3
Placement of unnecessary keys on the path over real
game maps; analysis per path length.
Same as Experiment 2 but this time we want to look
at the behavior over the different path lengths.
29
30. Experiment 3
Same as Experiment 2
but this time we want
to look at the behavior
over the different path
lengths.
30
31. Experiment 4
Incremental scenario of necessary keys over
synthetic maps; analysis per number of keys.
This time we start building artificial maps in which
keys are necessary in order to reach the goal.
31
32. Necessary keys usually perform
better. Sequential keys
(when a key is necessary to reach the next key)
is usually faster then Detour
(when multiple keys are available on the map
and the agent has to go back and forth to get
them).
Experiment 4
32
33. Experiment 5
Key performance overhead for unreachable destinations.
We want to see how the performance decays when there
are many keys but the destination is unreachable.
33
34. Unreachability is the
biggest problem in
Inventory-JPS because
it forces the algorithm
to fully search every
item state.
Experiment 5
34
36. Wrap up
1. Inventory-JPS has zero overhead if there are no
keys on the map (so it is “free” if keys are not
required).
2. If there are keys on the map, only the keys who
enter in the search horizon actually add
computational complexity to the search.
36
37. Wrap up
3. When a key enters the search boundaries, its
impact on the final performance depends on its
relative distance from the goal (keys far away from
the goal are more “heavy” than keys at the end of a
path).
4. On common sizes (3-4 keys for map), the algorithm
performs very well even without optimizations.
37
38. Wrap up
5. The worst scenario is when there are many keys
and it is not possible to find a path (because we
need to search every key-state combination).
38
39. Future Work
1. Solve the problem in practical time even for non-
JPS pathfinding algorithms.
2. The basic idea involves looking to a new optimal
solution that uses incremental-search inspired
ideas in order to avoid duplicate search in areas
that are not affected by the inventory state or that
are in common among several “item layers”.
39
40. Future Work
We already have some optimization which can cut by
50% the computational cost shown in this
presentation.
40