TL;DR: This paper analyzes a particle's trajectory as it moves in discrete time, then progresses to the view of it in continuous time, leading to a generalized model of the algorithm, containing a set of coefficients to control the system's convergence tendencies.
Abstract: The particle swarm is an algorithm for finding optimal regions of complex search spaces through the interaction of individuals in a population of particles. This paper analyzes a particle's trajectory as it moves in discrete time (the algebraic view), then progresses to the view of it in continuous time (the analytical view). A five-dimensional depiction is developed, which describes the system completely. These analyses lead to a generalized model of the algorithm, containing a set of coefficients to control the system's convergence tendencies. Some results of the particle swarm optimizer, implementing modifications derived from the analysis, suggest methods for altering the original algorithm in ways that eliminate problems and increase the ability of the particle swarm to find optima of some well-studied test functions.
TL;DR: A new measure, the method noise, is proposed, to evaluate and compare the performance of digital image denoising methods, and a new algorithm, the nonlocal means (NL-means), based on a nonlocal averaging of all pixels in the image is proposed.
Abstract: We propose a new measure, the method noise, to evaluate and compare the performance of digital image denoising methods. We first compute and analyze this method noise for a wide class of denoising algorithms, namely the local smoothing filters. Second, we propose a new algorithm, the nonlocal means (NL-means), based on a nonlocal averaging of all pixels in the image. Finally, we present some experiments comparing the NL-means algorithm and the local smoothing filters.
TL;DR: An efficient and intuitive algorithm is presented for the design of vector quantizers based either on a known probabilistic model or on a long training sequence of data.
Abstract: An efficient and intuitive algorithm is presented for the design of vector quantizers based either on a known probabilistic model or on a long training sequence of data. The basic properties of the algorithm are discussed and demonstrated by examples. Quite general distortion measures and long blocklengths are allowed, as exemplified by the design of parameter vector quantizers of ten-dimensional vectors arising in Linear Predictive Coded (LPC) speech compression with a complicated distortion measure arising in LPC analysis that does not depend only on the error vector.
TL;DR: This paper gives a tutorial exposition of the Viterbi algorithm and of how it is implemented and analyzed, and increasing use of the algorithm in a widening variety of areas is foreseen.
Abstract: The Viterbi algorithm (VA) is a recursive optimal solution to the problem of estimating the state sequence of a discrete-time finite-state Markov process observed in memoryless noise. Many problems in areas such as digital communications can be cast in this form. This paper gives a tutorial exposition of the algorithm and of how it is implemented and analyzed. Applications to date are reviewed. Increasing use of the algorithm in a widening variety of areas is foreseen.
TL;DR: A simple and efficient randomized algorithm is presented for solving single-query path planning problems in high-dimensional configuration spaces by incrementally building two rapidly-exploring random trees rooted at the start and the goal configurations.
Abstract: A simple and efficient randomized algorithm is presented for solving single-query path planning problems in high-dimensional configuration spaces. The method works by incrementally building two rapidly-exploring random trees (RRTs) rooted at the start and the goal configurations. The trees each explore space around them and also advance towards each other through, the use of a simple greedy heuristic. Although originally designed to plan motions for a human arm (modeled as a 7-DOF kinematic chain) for the automatic graphic animation of collision-free grasping and manipulation tasks, the algorithm has been successfully applied to a variety of path planning problems. Computed examples include generating collision-free motions for rigid objects in 2D and 3D, and collision-free manipulation motions for a 6-DOF PUMA arm in a 3D workspace. Some basic theoretical analysis is also presented.