• Title/Summary/Keyword: 동적 갱신

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L-CAA : An Architecture for Behavior-Based Reinforcement Learning (L-CAA : 행위 기반 강화학습 에이전트 구조)

  • Hwang, Jong-Geun;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.14 no.3
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    • pp.59-76
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    • 2008
  • In this paper, we propose an agent architecture called L-CAA that is quite effective in real-time dynamic environments. L-CAA is an extension of CAA, the behavior-based agent architecture which was also developed by our research group. In order to improve adaptability to the changing environment, it is extended by adding reinforcement learning capability. To obtain stable performance, however, behavior selection and execution in the L-CAA architecture do not entirely rely on learning. In L-CAA, learning is utilized merely as a complimentary means for behavior selection and execution. Behavior selection mechanism in this architecture consists of two phases. In the first phase, the behaviors are extracted from the behavior library by checking the user-defined applicable conditions and utility of each behavior. If multiple behaviors are extracted in the first phase, the single behavior is selected to execute in the help of reinforcement learning in the second phase. That is, the behavior with the highest expected reward is selected by comparing Q values of individual behaviors updated through reinforcement learning. L-CAA can monitor the maintainable conditions of the executing behavior and stop immediately the behavior when some of the conditions fail due to dynamic change of the environment. Additionally, L-CAA can suspend and then resume the current behavior whenever it encounters a higher utility behavior. In order to analyze effectiveness of the L-CAA architecture, we implement an L-CAA-enabled agent autonomously playing in an Unreal Tournament game that is a well-known dynamic virtual environment, and then conduct several experiments using it.

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Improving Naïve Bayes Text Classifiers with Incremental Feature Weighting (점진적 특징 가중치 기법을 이용한 나이브 베이즈 문서분류기의 성능 개선)

  • Kim, Han-Joon;Chang, Jae-Young
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.457-464
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    • 2008
  • In the real-world operational environment, most of text classification systems have the problems of insufficient training documents and no prior knowledge of feature space. In this regard, $Na{\ddot{i}ve$ Bayes is known to be an appropriate algorithm of operational text classification since the classification model can be evolved easily by incrementally updating its pre-learned classification model and feature space. This paper proposes the improving technique of $Na{\ddot{i}ve$ Bayes classifier through feature weighting strategy. The basic idea is that parameter estimation of $Na{\ddot{i}ve$ Bayes considers the degree of feature importance as well as feature distribution. We can develop a more accurate classification model by incorporating feature weights into Naive Bayes learning algorithm, not performing a learning process with a reduced feature set. In addition, we have extended a conventional feature update algorithm for incremental feature weighting in a dynamic operational environment. To evaluate the proposed method, we perform the experiments using the various document collections, and show that the traditional $Na{\ddot{i}ve$ Bayes classifier can be significantly improved by the proposed technique.

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

Reengineering Template-Based Web Applications to Single Page AJAX Applications (단일 페이지 AJAX 애플리케이션을 위한 템플릿 기반 웹 애플리케이션 재공학 기법)

  • Oh, Jaewon;Choi, Hyeon Cheol;Lim, Seung Ho;Ahn, Woo Hyun
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.1
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    • pp.1-6
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    • 2012
  • Web pages in a template-based web application (TWA) are automatically populated using a template shared by the pages with contents specific to the pages. So users can easily obtain information guided by a consistent structure of the template. Reduced duplicated code helps to increase the level of maintainability as well. However, TWA still has the interaction problem of classic web applications that each time a user clicks a hyperlink a new page is loaded, although a partial update of the page is desirable. This paper proposes a reengineering technique to transform the multi-page structure of legacy Java-based TWA to a single page one with partial page refresh. In this approach, hyperlinks in HTML code are refactored to AJAX-enabled event handlers to achieve the single page structure. In addition, JSP and Servlet code is transformed in order not to send data unnecessary for the partial update. The new single page consists of individual components that are updateable independently when interacting with a user. Therefore, our approach can improve interactivity and responsiveness towards a user while reducing CPU and network usage. The measurement of our technique applied to a typical TWA shows that our technique improves the response time of user requests over the TWA in the range from 1 to 87%.

Fast Content-Aware Video Retargeting Algorithm (고속 컨텐츠 인식 동영상 리타겟팅 기법)

  • Park, Dae-Hyun;Kim, Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.77-86
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    • 2013
  • In this paper, we propose a fast video retargeting method which preserves the contents of a video and converts the image size. Since the conventional Seam Carving which is the well-known content-aware image retargeting technique uses the dynamic programming method, the repetitive update procedure of the accumulation energy is absolutely needed to obtain seam. The energy update procedure cannot avoid the processing time delay because of many operations by the image full-searching. By applying the proposed method, frames which have similar features in video are classified into a scene, and the first frame of a scene is resized by the modified Seam Carving where multiple seams are extracted from candidate seams to reduce the repetitive update procedure. After resizing the first frame of a scene, all continuous frames of the same scene are resized with reference to the seam information stored in the previous frame without the calculation of the accumulation energy. Therefore, although the fast processing is possible with reducing complexity and without analyzing all frames of scene, the quality of an image can be analogously maintained with an existing method. The experimental results show that the proposed method can preserve the contents of an image and can be practically applied to retarget the image on real time.

Computational Efficiency on Frequency Domain Analysis of Large-scale Finite Element Model by Combination of Iterative and Direct Sparse Solver (반복-직접 희소 솔버 조합에 의한 대규모 유한요소 모델의 주파수 영역 해석의 계산 효율)

  • Cho, Jeong-Rae;Cho, Keunhee
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.32 no.2
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    • pp.117-124
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    • 2019
  • Parallel sparse solvers are essential for solving large-scale finite element models. This paper introduces the combination of iterative and direct solver that can be applied efficiently to problems that require continuous solution for a subtly changing sequence of systems of equations. The iterative-direct sparse solver combination technique, proposed and implemented in the parallel sparse solver package, PARDISO, means that iterative sparse solver is applied for the newly updated linear system, but it uses the direct sparse solver's factorization of previous system matrix as a preconditioner. If the solution does not converge until the preset iterations, the solution will be sought by the direct sparse solver, and the last factorization results will be used as a preconditioner for subsequent updated system of equations. In this study, an improved method that sets the maximum number of iterations dynamically at the first Krylov iteration step is proposed and verified thereby enhancing calculation efficiency by the frequency domain analysis.

Extraction of Road Networks from High Spatial Resolution Satellite Images by Wavelet Transform and Multiresolution Analysis (웨이블릿 변환과 다중해상도분석을 이용한 고해상도 위성영상에서의 도로망 추출)

  • Jung, In-Chul;Sohn, Ji-Yeon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.4 no.3
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    • pp.61-70
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    • 2001
  • This paper presents a new method to extract semi-automatically roads from high spatial resolution satellite imagery. This method is based both on wavelet transform and on multiresolution analysis combined in the "$\grave{a}$ trous" algorithm. As an urban road network consists on different classes of streets, multiresolution processing allows to extract the streets class by class. The method was applied to a KVR-1000 image on a part of Busan Metropolitan City. The method was carried out for the road extraction of three different widths and it succeeded in extracting good fitted strips. The accuracy analysis for three types of streets was also performed. The overall accuracy in 4 pixels of width is 80.5%. The result suggests that this method can be used to update road networks in the studied urban network. In summary, the multiresolution approach based on the wavelet transform, used in this study, is regarded as one of effective methods to extract urban road network from high spatial resolution satellite images.

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Development of Pressure Observer to Measure Cylinder Length of Harbor-Construction Robot (항만공사용 로봇의 실린더 길이 측정을 위한 압력 옵서버 개발)

  • Kim, Chi-Hyo;Park, Kun-Woo;Kim, Tae-Sung;Lee, Min-Ki
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.3
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    • pp.299-308
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    • 2011
  • In this study, we develop a pressure observer to measure the cylinder length of a harbor-construction robot. For the robot control, sensors are required to measure the length of a hydraulic cylinder. The cylinder-position sensor is relatively expensive when the operating environment prohibits external approaches for the measurement of the cylinder position. LVDT or linear scales are usually mounted on the outside of the cylinder, which causes poor durability on a construction site. We use a pressure sensor to indirectly estimate the length of the cylinder. The pressure sensor is mounted inside a hydraulic valve box so that it is protected by the box and easy to waterproof for an underwater robot. By treating oil as a compressible fluid, we derive the nonlinear pressure dynamics as a function of the cylinder position, velocity, and pressure. The recursive least squares (RLS) algorithm is applied to identify the dynamic parameters, and the pressure observer estimates the cylinder position through the pressure acting on the head and the rod of the hydraulic cylinder. The position accuracy is relatively low, but it is acceptable for a construction robot that handles large armor stones.

A Preliminary Study on the Optimal Shape Design of the Axisymmetric Forging Component Using Equivalent Static Loads (등가정하중을 이용한 축대칭 단조품의 형상최적화에 관한 기초연구)

  • Jung, Ui-Jin;Lee, Jae-Jun;Park, Gyung-Jin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.1
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    • pp.1-10
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    • 2011
  • An optimization method is proposed for preform and billet shape designs in the forging process by using the Equivalent Static Loads (ESLs). The preform shape is an important factor in the forging process because the quality of the final forging is significantly influenced by it. The ESLSO is used to determine the shape of the preform. In the ESLSO, nonlinear dynamic loads are transformed to the ESLs and linear response optimization is performed using the ESLs. The design is updated in linear response optimization and nonlinear analysis is performed with the updated design. The examples in this paper show that optimization using the ESLs is useful and the design results are satisfactory. Consequently, the optimal preform and billet shapes which produce the desired final shape have been obtained. Nonlinear analysis and linear response optimization of the forging process are performed using the commercial software LS-DYNA and NASTRAN, respectively.

An Efficient Logging Scheme based on Dynamic Block Allocation for Flash Memory-based DBMS (플래시 메모리 기반의 DBMS를 위한 동적 블록 할당에 기반한 효율적인 로깅 방법)

  • Ha, Ji-Hoon;Lee, Ki-Yong;Kim, Myoung-Ho
    • Journal of KIISE:Databases
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    • v.36 no.5
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    • pp.374-385
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    • 2009
  • Flash memory becomes increasingly popular as data storage for various devices because of its versatile features such as non-volatility, light weight, low power consumption, and shock resistance. Flash memory, however, has some distinct characteristics that make today's disk-based database technology unsuitable, such as no in-place update and the asymmetric speed of read and write operations. As a result, most traditional disk-based database systems may not provide the best attainable performance on flash memory. To maximize the database performance on flash memory, some approaches have been proposed where only the changes made to the database, i.e., logs, are written to another empty place that has born erased in advance. In this paper, we propose an efficient log management scheme for flash-based database systems. Unlike the previous approaches, the proposed approach stores logs in specially allocated blocks, called log blocks. By evenly distributing logs across log blocks, the proposed approach can significantly reduce the number of write and erase operations. Our performance evaluation shows that the proposed approaches can improve the overall system performance by reducing the number of write and erase operation compared to the previous ones.