• Title/Summary/Keyword: 계획 에이전트

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Reusing Technique of Primitive Motions for Effective Implementation of Complex Action (복합적 행동들을 효율적으로 구현하기 위한 기본 동작의 재활용 기법)

  • Choi, Jun-Seong;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.1-13
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    • 2014
  • Apart from the physical realism, the implementation of various physical actions of an agent to respond to dynamically changing situations is essential for the design of an agent in a cyber world. To achieve a maximum diversity in actions, we develop a mechanism that allows composite actions to be constructed by reusing a set of primitive motions and enables an agent to instantly react to changes in the ambient states. Specifically we model an agent's body in terms of joints, and a primitive or composite motion is performed in a real time. To implement this mechanism, we produce an animation for basic joint movements and develop a method to construct overall motions out of the primitive motions. These motions can be assembled into a plan by which an agent can achieve a goal. In this manner, diverse actions can be implemented without excessive efforts. This approach has conspicuous advantages when constructing a parallel action, e.g., eating while walking, that is, two or more parallel actions can be naturally merged into a parallel action according to their priority. We implement several composite and parallel actions to demonstrate the viability of our approach.

Earthwork Planning via Reinforcement Learning with Heterogeneous Construction Equipment (강화학습을 이용한 이종 장비 토목 공정 계획)

  • Ji, Min-Gi;Park, Jun-Keon;Kim, Do-Hyeong;Jung, Yo-Han;Park, Jin-Kyoo;Moon, Il-Chul
    • Journal of the Korea Society for Simulation
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    • v.27 no.1
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    • pp.1-13
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    • 2018
  • Earthwork planning is one of the critical issues in a construction process management. For the construction process management, there are some different approaches such as optimizing construction with either mathematical methodologies or heuristics with simulations. This paper propose a simulated earthwork scenario and an optimal path for the simulation using a reinforcement learning. For reinforcement learning, we use two different Markov decision process, or MDP, formulations with interacting excavator agent and truck agent, sequenced learning, and independent learning. The simulation result shows that two different formulations can reach the optimal planning for a simulated earthwork scenario. This planning could be a basis for an automatic construction management.

A Study on Negotiation-based Scheduling using Intelligent Agents (지능형 이에전트를 이용한 협상 기반의 일정계획에 관한 연구)

  • 김성희;강무진
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.11a
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    • pp.348-352
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    • 2000
  • Intelligent agents represent parts and manufacturing resources, which cooperate, negotiate, and compete with each other. The negotiation between agents is in general based on the Contract-Net-Protocol. This paper describes a new approach to negotiation-based job shop scheduling. The proposed method includes multi-negotiation strategy as well as single-negotiation. A case study showing the comparison of various negotiation strategies is also given.

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Development of Multi-agent Based Deadlock-Free AGV Simulator for Material Handling System (자재 취급 시스템을 위한 다중 에이전트 기반의 교착상태에 자유로운 AGV 시뮬레이터 개발)

  • Lee, Jae-Yong;Seo, Yoon-Ho
    • Journal of the Korea Society for Simulation
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    • v.17 no.2
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    • pp.91-103
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    • 2008
  • In order to simulate the behavior of automated manufacturing systems, the performance of material handling systems should be measured dynamically. Multi-Agent technology could be well adapted for the development of simulator for distributed and intelligent manufacture systems. A multi-agent system is composed of one coordination agent and multiple application agents. Issues in AGVS simulator can be classified by the set-up and operating problems. Decisions on the number of vehicles, bi- or uni-directional guide-path, etc. are fallen into the set-up problem category, while deadlock tree algorithm and conflict resolution are in operating problem. In this paper, a multi-agent based deadlock-free simulator for automated guided vehicle system(AGVS) are proposed through the use of multi-agent technologies and the development of deadlock-free algorithm. In this AGVS simulator proposed, well-known Floyd algorithm is used to create AGVS Guide path, through which AGVS move. Also, AGVs avoid vehicle conflict and deadlock using check path algorithm. And Moving vehicle agents are operated in real-time control by coordination agent. AGV position is dynamically calculated based on the concept of rolling time horizon. Simulator receives and presents operating information of vehicle in AGVS Gaunt chart. The performance of the proposed algorithm and developed simulator based on multi-agent are validated through set of experiments.

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비즈니스 인사이드 - RYOBI MHI 출범${\cdots}$선일상사 '서비스 이상무'

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.14 no.6
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    • pp.86-87
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    • 2014
  • 선일인쇄지공기계판매(주)(대표이사 김형준, www.oksunil.co.kr 이하 선일상사)는 지난 5월 7일 기자간담회를 갖고 2014년 1월 1일 공식 출범한 료비와 미쓰비시중공업의 조인트 벤처 법인인 RYOBI MHI Graphic Technology Ltd.,(이하 RYOBI MHI)의 국내 대표 에이전트로서 한 단계 진화한 빈틈없는 서비스를 제공할 것이라는 계획을 밝혔다.

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Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.

Cognitive Approach for Building Intelligent Agent (지능 에이전트 구현의 인지적 접근)

  • Tae Kang-Soo
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.97-105
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    • 2004
  • The reason that an intelligent agent cannot understand the representation of its own perception or activity is caused by the traditional syntactic approach that translates a semantic feature into a simulated string, To implement an autonomously learning intelligent agent, Cohen introduces a experimentally semantic approach that the system learns a contentful representation of physical schema from physically interacting with environment using its own sensors and effectors. We propose that negation is a meta-level schema that enables an agent to recognize its own physical schema, To improve the planner's efficiency, Graphplan introduces the control rule that manipulates the inconsistency between planning operators, but it cannot cognitively understand negation and suffers from redundancy problem. By introducing a negative function not, IPP solves the problem, but its approach is still syntactic and is inefficient in terms of time and space. In this paper, we propose that, to represent a negative fact, a positive atom, which is called opposite concept, is a very efficient technique for implementing an cognitive agent, and demonstrate some empirical results supporting the hypothesis.

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Agent-target Detection Problem Considering Change in Probability of Event Occurrence (사건 발생 확률 변화를 고려한 에이전트-타깃 감지 문제)

  • Gwang Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.4
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    • pp.67-76
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    • 2024
  • In this study, we address the problem of target detection using multiple agents. Specifically, the detection problem involving mobile agents necessitates additional strategies for path planning. The objective is to maximize the total utility derived from the detection process over a specific period. This detection problem incorporates realistic utility values by considering a stochastic process based on the Poisson process, which accounts for the changing probability of target event occurrence over time. The objective function is nonlinear and is classified as an NP-hard problem. To identify an effective solution within an efficient computation time, this study demonstrates that the objective function possesses the characteristic of submodularity. Using this property, we propose a heuristic algorithm designed to obtain a reasonable strategy with relatively low computational time. The proposed algorithm shows solution performance and the ability to generate solutions within an appropriate computation time through theoretical and experimental results.

The development of intelligent agent system on color planning using fuzzy theory (퍼지이론을 이용한 색채계획 지능형 에이전트 시스템 개발)

  • Lee, Joon-Whoan;Eum, Kyoung-Bae;Hyoung, A-Young
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.1-10
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    • 2008
  • We developed the decision support system by using the fuzzy theory. This system designs harmonious color space according to the linguistic input. This input represents the atmosphere which the user want. If the linguistic input of adjective image scale is given in the developed system, the relation between the adjective and color is supposed as fuzzy relation. The color which match with the whole atmosphere of color space is selected. The search region of harmonious color decision is controlled by the knowledge on color harmony of Moon-Spencer. Harmonious color is selected by it.

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Architecture Design and Implementation for Mobile Research Expenses Integrated Management System based on J2ME (J2ME기반 모바일 연구비 통합관리 시스템을 위한 아키텍처 설계 및 구현)

  • Choi Seong-Man;Lee Chang-Mog;Yoo Cheol-Jung;Chang Ok-Bae
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.376-378
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    • 2005
  • 사용자의 요구사항을 실시간으로 반영하고 연구비 예산정책과 관련된 의사결정 과정을 최대한 지원할수 있는 시스템이 절대적으로 필요하게 되었다. 이러한 현실적인 상황을 반영하여 연구비의 예산편성 및 예산집행의 효율성을 높이고자 J2ME 기반 모바일 연구비 통합관리 시스템을 개발하였다. J2ME 기반 모바일 연구비 통합관리 시스템은 설계단계에서 정보검색 에이전트와 정보통합 에이전트를 이용하였다. 이러한 결과 연구비 계획단계에서부터 예산편성 및 예산집행, 예산정산까지 독립적으로 관리하고 있는 운영 시스템의 데이터베이스들을 최적화하였다. 또한 각 시스템간의 이질성을 최소화하여 연구비 집행업무의 투명성을 향상시키고 상호간의 유기적인 정보교환과 조직의 계획수립 및 분석적 업무를 효과적으로 지원할 수 있었다. 이로 인해 최종 사용자가 원하는 분석정보에 신속하게 접근하여 단편적인 관점보다는 종합적인 관점에서 다양한 자료를 제공받을 수 있었다.

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