• Title/Summary/Keyword: 결정트리 학습 알고리즘

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Development of situational awareness and control system using multiple sources (다매체를 사용한 상황인지 및 제어 시스템 개발)

  • Yoo, Taegeun;Hong, Yoona;Kim, Myeoungjun;HwangBo, Minwoo;Kang, Yunhee;Kang, Myungju
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1085-1087
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    • 2021
  • 이 논문에서는 다매체를 사용하여 데이터를 수집한 후 기계학습을 통해 분석하고 주어진 상황에 대응하기 위한 시스템의 개발을 기술한다. 개발 시스템은 센서데이터 수집부, 상황인지 및 상황대응부로 이루어지며, 아두이노와 라즈베리파이를 사용하여 구성한다. 구성된 시스템은 영상 카메라 및 온습도을 포함한 다수의 센서를 사용하여 환경정보를 수집한 후 수집자료를 전처리하고 주어진 상황을 인지하여 상황에 가장 적절하다고 판단되는 대응을 안내하도록 기능을 구성하였다. 상황인지를 위해서는 기계학습 알고리즘으로 의사결정트리를 사용하였으며 100%의 상황인지 정확률을 갖는다.

A GA-based Inductive Learning System for Extracting the PROSPECTOR`s Classification Rules (프러스펙터의 분류 규칙 습득을 위한 유전자 알고리즘 기반 귀납적 학습 시스템)

  • Kim, Yeong-Jun
    • Journal of KIISE:Software and Applications
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    • v.28 no.11
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    • pp.822-832
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    • 2001
  • We have implemented an inductive learning system that learns PROSPECTOR-rule-style classification rules from sets of examples. In our a approach, a genetic algorithm is used in which a population consists of rule-sets and rule-sets generate offspring through the exchange of rules relying on genetic operators such as crossover, mutation, and inversion operators. In this paper, we describe our learning environment centering on the syntactic structure and meaning of classification rules, the structure of a population, and the implementation of genetic operators. We also present a method to evaluate the performance of rules and a heuristic approach to generate rules, which are developed to implement mutation operators more efficiently. Moreover, a method to construct a classification system using multiple learned rule-sets to enhance the performance of a classification system is also explained. The performance of our learning system is compared with other learning algorithms, such as neural networks and decision tree algorithms, using various data sets.

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Game Agent Learning with Genetic Programming in Pursuit-Evasion Problem (유전 프로그래밍을 이용한 추격-회피 문제에서의 게임 에이전트 학습)

  • Kwon, O-Kyang;Park, Jong-Koo
    • The KIPS Transactions:PartB
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    • v.15B no.3
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    • pp.253-258
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    • 2008
  • Recently, game players want new game requiring more various tactics and strategies in the complex environment beyond simple and repetitive play. Various artificial intelligence techniques have been suggested to make the game characters learn within this environment, and the recent researches include the neural network and the genetic algorithm. The Genetic programming(GP) has been used in this study for learning strategy of the agent in the pursuit-evasion problem which is used widely in the game theories. The suggested GP algorithm is faster than the existing algorithm such as neural network, it can be understood instinctively, and it has high adaptability since the evolving chromosomes can be transformed to the reasoning rules.

Development of Type 2 Prediction Prediction Based on Big Data (빅데이터 기반 2형 당뇨 예측 알고리즘 개발)

  • Hyun Sim;HyunWook Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.999-1008
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    • 2023
  • Early prediction of chronic diseases such as diabetes is an important issue, and improving the accuracy of diabetes prediction is especially important. Various machine learning and deep learning-based methodologies are being introduced for diabetes prediction, but these technologies require large amounts of data for better performance than other methodologies, and the learning cost is high due to complex data models. In this study, we aim to verify the claim that DNN using the pima dataset and k-fold cross-validation reduces the efficiency of diabetes diagnosis models. Machine learning classification methods such as decision trees, SVM, random forests, logistic regression, KNN, and various ensemble techniques were used to determine which algorithm produces the best prediction results. After training and testing all classification models, the proposed system provided the best results on XGBoost classifier with ADASYN method, with accuracy of 81%, F1 coefficient of 0.81, and AUC of 0.84. Additionally, a domain adaptation method was implemented to demonstrate the versatility of the proposed system. An explainable AI approach using the LIME and SHAP frameworks was implemented to understand how the model predicts the final outcome.

Variation for Mental Health of Children of Marginalized Classes through Exercise Therapy using Deep Learning (딥러닝을 이용한 소외계층 아동의 스포츠 재활치료를 통한 정신 건강에 대한 변화)

  • Kim, Myung-Mi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.4
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    • pp.725-732
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    • 2020
  • This paper uses variables following as : to follow me well(0-9), it takes a lot of time to make a decision (0-9), lethargy(0-9) during physical activity in the exercise learning program of the children in the marginalized class. This paper classifies 'gender', 'physical education classroom', and 'upper, middle and lower' of age, and observe changes in ego-resiliency and self-control through sports rehabilitation therapy to find out changes in mental health. To achieve this, the data acquired was merged and the characteristics of large and small numbers were removed using the Label encoder and One-hot encoding. Then, to evaluate the performance by applying each algorithm of MLP, SVM, Dicesion tree, RNN, and LSTM, the train and test data were divided by 75% and 25%, and then the algorithm was learned with train data and the accuracy of the algorithm was measured with the Test data. As a result of the measurement, LSTM was the most effective in sex, MLP and LSTM in physical education classroom, and SVM was the most effective in age.

Traffic Sign Recognition using SVM and Decision Tree for Poor Driving Environment (SVM과 의사결정트리를 이용한 열악한 환경에서의 교통표지판 인식 알고리즘)

  • Jo, Young-Bae;Na, Won-Seob;Eom, Sung-Je;Jeong, Yong-Jin
    • Journal of IKEEE
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    • v.18 no.4
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    • pp.485-494
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    • 2014
  • Traffic Sign Recognition(TSR) is an important element in an Advanced Driver Assistance System(ADAS). However, many studies related to TSR approaches only in normal daytime environment because a sign's unique color doesn't appear in poor environment such as night time, snow, rain or fog. In this paper, we propose a new TSR algorithm based on machine learning for daytime as well as poor environment. In poor environment, traditional methods which use RGB color region doesn't show good performance. So we extracted sign characteristics using HoG extraction, and detected signs using a Support Vector Machine(SVM). The detected sign is recognized by a decision tree based on 25 reference points in a Normalized RGB system. The detection rate of the proposed system is 96.4% and the recognition rate is 94% when applied in poor environment. The testing was performed on an Intel i5 processor at 3.4 GHz using Full HD resolution images. As a result, the proposed algorithm shows that machine learning based detection and recognition methods can efficiently be used for TSR algorithm even in poor driving environment.

ECG-based Biometric Authentication Using Random Forest (랜덤 포레스트를 이용한 심전도 기반 생체 인증)

  • Kim, JeongKyun;Lee, Kang Bok;Hong, Sang Gi
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.6
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    • pp.100-105
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    • 2017
  • This work presents an ECG biometric recognition system for the purpose of biometric authentication. ECG biometric approaches are divided into two major categories, fiducial-based and non-fiducial-based methods. This paper proposes a new non-fiducial framework using discrete cosine transform and a Random Forest classifier. When using DCT, most of the signal information tends to be concentrated in a few low-frequency components. In order to apply feature vector of Random Forest, DCT feature vectors of ECG heartbeats are constructed by using the first 40 DCT coefficients. RF is based on the computation of a large number of decision trees. It is relatively fast, robust and inherently suitable for multi-class problems. Furthermore, it trade-off threshold between admission and rejection of ID inside RF classifier. As a result, proposed method offers 99.9% recognition rates when tested on MIT-BIH NSRDB.

Human Action Recognition in Still Image Using Weighted Bag-of-Features and Ensemble Decision Trees (가중치 기반 Bag-of-Feature와 앙상블 결정 트리를 이용한 정지 영상에서의 인간 행동 인식)

  • Hong, June-Hyeok;Ko, Byoung-Chul;Nam, Jae-Yeal
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.1
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    • pp.1-9
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    • 2013
  • This paper propose a human action recognition method that uses bag-of-features (BoF) based on CS-LBP (center-symmetric local binary pattern) and a spatial pyramid in addition to the random forest classifier. To construct the BoF, an image divided into dense regular grids and extract from each patch. A code word which is a visual vocabulary, is formed by k-means clustering of a random subset of patches. For enhanced action discrimination, local BoF histogram from three subdivided levels of a spatial pyramid is estimated, and a weighted BoF histogram is generated by concatenating the local histograms. For action classification, a random forest, which is an ensemble of decision trees, is built to model the distribution of each action class. The random forest combined with the weighted BoF histogram is successfully applied to Standford Action 40 including various human action images, and its classification performance is better than that of other methods. Furthermore, the proposed method allows action recognition to be performed in near real-time.

Development of a Game Content Based on Metaverse Providing Decision Tree Algorithm Education for Middle School Students (중학생을 위한 의사결정나무 알고리즘 교육을 제공하는 메타버스 기반 게임 콘텐츠 개발)

  • Hyun, Subin;Kim, Yujin;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.106-117
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    • 2022
  • In 2021, AI basics were introduced in the high school curriculum. There are many worries that the problem of utilization-oriented education will be repeated with the introduction of artificial intelligence education rather than the principles that occurred when ICT was applied to education in the past. Most of the existing AI education platforms focus only on the use of AI. For artificial intelligence education of middle school students, there are difficulties in learning about the process by which artificial intelligence derives results and learning the principles of artificial intelligence algorithms. Recently, as the educational application of metaverse has become a hot topic, research has been started to improve learning achievement by arousing students' immersion and interest. This research developed educational game contents about decision tree algorithm using metaverse as educational contents that can be used in middle school AI education. By applying games to education, it was intended to increase students' interest and immersion in artificial intelligence, and to increase educational effectiveness. In this paper, the educational effectiveness, difficulty, and level of interest were analyzed for pre-service teachers regarding the developed game content. Based on this, a future principle-oriented artificial intelligence education method was suggested.

Prediction for Periodontal Disease using Gene Expression Profile Data based on Machine Learning (기계학습 기반 유전자 발현 데이터를 이용한 치주질환 예측)

  • Rhee, Je-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.8
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    • pp.903-909
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    • 2019
  • Periodontal disease is observed in many adult persons. However we has not clear know the molecular mechanism and how to treat the disease at the molecular levels. Here, we investigated the molecular differences between periodontal disease and normal controls using gene expression data. In particular, we checked whether the periodontal disease and normal tissues would be classified by machine learning algorithms using gene expression data. Moreover, we revealed the differentially expression genes and their function. As a result, we revealed that the periodontal disease and normal control samples were clearly clustered. In addition, by applying several classification algorithms, such as decision trees, random forests, support vector machines, the two samples were classified well with high accuracy, sensitivity and specificity, even though the dataset was imbalanced. Finally, we found that the genes which were related to inflammation and immune response, were usually have distinct patterns between the two classes.