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Result 1 : For the vast majority of tests (more than 80% of test cases), the X-nodes
used in algorithm PBA*-VD are more likely to aid in establishing a path connecting S
and G than the X-nodes used by algorithm PBA*-R. This is illustrated by Table 1.
Table 1. IDA-3 probes for possible search space intersection
PBA*-R
PBA*-VD
Winner
16,642
25,937
PBA*-VD
15,573
38,015
PBA*-VD
27,980
27,462
PBA*-R
35,753
43,784
PBA*-VD
1,106
3,380
PBA*-VD
28,756
29,584
PBA*-VD
56,574
72,625
PBA*-VD
15,605
19,599
PBA*-VD
239,480
231,296
PBA*-R
61,741
73,515
PBA*-VD
28,598
31,534
PBA*-VD
227,819
235,092
PBA*-VD
150,297
153,509
PBA*-VD
48,063
58,671
PBA*-VD
165,146
205,781
PBA*-VD
69,090
85,686
PBA*-VD
143,781
132,448
PBA*-R
Total
1,332,004
1,467,918
Average
78,353
86,348
wins of PBA*-VD over PBA *-R
82.35%
Note, for all but three cases in Table 1, algorithm PBA*-VD probes more times for
search space intersection.
Result 2 : The overhead for incorporating the Voronoi-Dijkstra method in finding
useful X-nodes is negligible . This is illustrated by Table 2.
Table 2. Total overhead (over all test puzzles)
method
Total (sec)
PBA*-R
6,435
PBA*-VD
6,103
GRN overhead
16.437
D/D overhead
8.819
Total Overhead (GRN + D/D)
25
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