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1)  branch bound technique
分支限界技术
2)  technical limits
技术界限
3)  branch and bound
分支限界
1.
In this paper we discuss two guaranteed schedule algorithms:backtracking and branch and bound,introduce the process to find the optimal solution by both methods,propose the concept of logical node and physical node.
本文讨论了两种有保证的调度算法 ,它们是分支限界法和回溯法 ,给出了用这两种算法寻找最优解的过程 ,提出逻辑结点和物理结点的概念 。
2.
In this paper according to the principle of pre run time schedule,we propose a method of how to abstract a real system to the schedule module;how to find a valid solution or optimal solution by using branch and bound method and how to realize it in computer finally.
本文根据预调度原理提出了如何将现实系统抽象成调度模型 ;如何利用分支限界算法找到可行解或优化解以及如何在计算机上实现它 ,最后用测试实例验证了它的可行
4)  Branch-and-Bound
分支限界
1.
This paper analyzes the algorithm of breadth-first,depth-first and heuristic-search in path-finding for the map of game,puts forward the Branch-and-Bound algorithm marking path directly based on breadth-first,the algorithm can find the shortest path by using O(N+L) at most,and can meet the path-finding requirements for game map with complicated landform.
分析了游戏地图寻径中的宽度优先,深度优先和启发式搜索算法,提出了一种基于宽度优先直接标记路径的分支限界搜索算法,最多使用O(N+L)的时间完成最短路径搜索,能很好地适用游戏地图中复杂地形的寻径要求。
2.
In order to test the approach effectiveness,we only compare the sequential application of DP(Dynamic Programming) algorithm of Rothkopf and IDP(Improved Dynamic Programming) algorithm of Rahwan both with and without the branch-and-bound technique.
对于联盟值以特征函数表示的情况下,提出了一种分支限界技术
5)  branch and bound
分支限界法
1.
Strategy of improving the efficiency of branch and bound algorithm to solve traveling salesman problem;
改善分支限界法求解旅行商问题效率的策略
6)  branch and hound reseach method
分支-界限法
补充资料:分支限界搜索

在古埃及,人们使用单位分数的和(形如1/a的, a是自然数)表示一切有理数。如:2/3=1/2+1/6,但不允许2/3=1/3+1/3,因为加数中有相同的。对于一个分数a/b,表示方法有很多种,但是哪种最好呢?首先,加数少的比加数多的好,其次,加数个数相同的,最小的分数越大越好。

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