• Title/Summary/Keyword: 온라인결정

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Game review- 라키아

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.3 s.130
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    • pp.100-102
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    • 2004
  • ‘리니지는 잊어라’라는 자극적인 카피 문구로 공개서비스를 시작했던 온라인RPG ‘라키아’. 이 게임의 핵심은‘무한전쟁’시스템이다. 보통 사냥과 레벨업이 주가 되는 MMORPG와 달리 전쟁에 대한 매우 새로운 시스템으로 차별성 있는 접근 을 통해 커뮤니티의 극대화를 목표로 하고 있다. 또한 윤도현과 김소현, 남경주, 드렁큰타이거, 이재훈 등이 게임OST 제작에 참여하고 PC방에 무료로 서비스하기로 결정해 화제를 모으기도 했다.

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Implementation of the Agent using Universal On-line Q-learning by Balancing Exploration and Exploitation in Reinforcement Learning (강화 학습에서의 탐색과 이용의 균형을 통한 범용적 온라인 Q-학습이 적용된 에이전트의 구현)

  • 박찬건;양성봉
    • Journal of KIISE:Software and Applications
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    • v.30 no.7_8
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    • pp.672-680
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    • 2003
  • A shopbot is a software agent whose goal is to maximize buyer´s satisfaction through automatically gathering the price and quality information of goods as well as the services from on-line sellers. In the response to shopbots´ activities, sellers on the Internet need the agents called pricebots that can help them maximize their own profits. In this paper we adopts Q-learning, one of the model-free reinforcement learning methods as a price-setting algorithm of pricebots. A Q-learned agent increases profitability and eliminates the cyclic price wars when compared with the agents using the myoptimal (myopically optimal) pricing strategy Q-teaming needs to select a sequence of state-action fairs for the convergence of Q-teaming. When the uniform random method in selecting state-action pairs is used, the number of accesses to the Q-tables to obtain the optimal Q-values is quite large. Therefore, it is not appropriate for universal on-line learning in a real world environment. This phenomenon occurs because the uniform random selection reflects the uncertainty of exploitation for the optimal policy. In this paper, we propose a Mixed Nonstationary Policy (MNP), which consists of both the auxiliary Markov process and the original Markov process. MNP tries to keep balance of exploration and exploitation in reinforcement learning. Our experiment results show that the Q-learning agent using MNP converges to the optimal Q-values about 2.6 time faster than the uniform random selection on the average.

Design and Implementation of Ontology Decision Support system Based on XML (XML 기반 온톨로지 의사 결정 시스템 설계 및 구현)

  • Im Young-Tae;Kim Chang-soo;Jung Hoe-Kyung
    • Journal of Internet Computing and Services
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    • v.5 no.5
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    • pp.105-117
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    • 2004
  • As the organization has been coming to specialization and systematization, meetings have been holding for communication among members and deduction of rational outcome. Also process of meeting procedure has been developing. Those on-line meetings are getting grown because the on-line meetings with messenger and chatting are the best examples for overcoming space limitation problem. But, the on-line meetings have unavoidable weak points. The more a meeting is processed, the more point of argument is out of focus and perception of current situation is reduced. Therefore, this thesis proposes and describe that in introduction, think that pre-defined things, analysis and direction of Ontology, in body, draw up a plan how to make ontology to knowledge, and, how to get out of bounds limitation that as make ontology to knowledge. And, design and implementation actual system that organize this ontological Knowledge, and then managing and summarizing visualizing them. Also, in conclusion, after remark and consider this system in which using the ontology based on XML, and proposes conculsion and directional development point.

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Design and Implementation of Decision Suport system based on XML (XML 기반 의사결정 시스템 설계 및 구현)

  • Hong, Xian-Yu;Im, Yong-Tae;Kim, Yun-Ki;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.767-770
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    • 2005
  • The recently many corporations are using Decision Support System, such as on-line meetings. Those on-line meetings are getting grown .Because the on-line meetings with messenger and chatting are the best examples for overcoming space But, the on-line meetings have unavoidable weak points. The more a meeting is processed, the more point of argument is out of focus and perception of current situation is reduced. Therefore, this thesis proposes and describe that in think that pre-defined things , analysis and direction of Ontology ,then draw up a plan how to make ontology to knowledge, and, how to get out of bounds limitation that as make ontology to knowledge. And, design and implementation actual system that organize this ontological Knowledge, and then managing and summarizing visualizing them. Last after remark and consider this system in which using the ontology based on XML, and proposes conclusion and directional development point.

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A Design of Network Based IDS to Report Abnormal Behavior Level using COBWEB (COBWEB 을 사용한 비정상행위도 측정을 지원하는 네트워크기반 침입탐지시스템 설계)

  • Lee, Hyo-Seong;Won, Il-Yong;Lee, Chang-Hun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04b
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    • pp.845-848
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    • 2002
  • 네트워크 기반 침입탐지시스템은 연속적으로 발생하는 패킷의 무손실 축소와 행위패턴을 정확히 모델링 할 수 있는 Event 의 생성이 전체성능을 결정하는 중요한 요인이 된다. 또한 공격이나 비정상 행위의 판별을 위해서는 효과적인 탐지모델의 구축이 필요하다. 본 논문은 네트워크기반에서 패킷을 분석해 비정상행위 수준을 관리자에게 보고하는 시스템의 설계에 관한 논문이다. 속성을 생성하고 선택하는 방법으로는 전문가의 경험을 바탕으로 결정하였고, 탐지모델구축은 COBWEB 클러스터링 기법을 사용하였다. 비정상행위 수준을 결정하기 위해 트레이닝 셋에 정상과 비정상의 비율을 두어 클러스터링 이후 탐지모드에서 새로운 온라인 Event 의 비정상 수준을 결정할 수 있게 하였다

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A Probability based Message Synchronization Mechanisms for Massively Multi-Player Online Game (대용량 온라인 게임을 위한 확률 기반 메시지 동기화 기법)

  • Yun, Chung-Ha;Paik, Du-Won
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.33-38
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    • 2005
  • In the online game that thousands of participants connect to a game world by using Internet simultaneously, participants of the game world may have different hardwares and network environments, and messages of participants should be synchronization. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the message. It is not easy to determine a suitable waiting period because of the trade-off between the fairness and the responsiveness. In this paper we propose a method to decide a waiting period by considering features of the MMOFPS game and the probability of interaction among participants. We implement the proposed method and perform experiments for the performance evaluation.

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Mutually Exclusive Resource Access in Pre-Scheduling (선행스케줄링에서 배타적 자원접근)

  • Piao, Xuefeng;Han, Shang-Chul;Kim, Hee-Heon;Park, Min-Kyu;Cho, Seong-Je;Cho, Yoo-Kun
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.162-166
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    • 2006
  • 선행스케줄링(pre-scheduling)은 정적인 작업(periodic job)과 동적인 작업(sporadic job)을 유연하게 처리하기 위해 제안된 스케줄링 방식이다. 이 방식은 오프라인 컴포넌트와 온라인 컴포넌트로 구성되며 오프라인 컴포넌트에서는 비주기적으로 도착하는 동적인 작업들을 고려하여 정적인 작업들을 여러 부분작업으로 분할하고, 그리고 각 부분작업들의 실행시간, 준비시간, 마감시간을 부여하고 실행순서를 결정한다. 온라인 컴포넌트에서는 이 정보들을 이용하여 정적인 작업들을 정해진 실행순서에 따라 스케줄하고, 동적인 작업이 도착하면 EDF(Earliest Deadline First) 스케줄링 방식으로 처리한다. 그러나 선행스케줄링에서는 자원공유문제를 고려하지 않고 실행시간을 부여하였으므로 여러 정적인 작업들이 하나의 자원을 공유할 경우에 배타적인 자원접근을 보장하지 못한다. 본 논문에서는 단일처리기 환경에서 여러 정적인 작업들의 자원공유를 고려하여 자원의 배타적 사용을 보장하는 선행스케줄 생성기법을 제시한다. 이 기법은 각 작업의 자원 방출시간을 예측하고 예측시간에 근거하여 각 작업의 자원사용구간이 중복되지 않도록 실행시간을 결정한다.

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Sensibility by Weather and e-Commerce Purchase Behavior

  • Hyun-Jin Yeo
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.177-182
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    • 2024
  • A consumer's decisions are made by affection of product. Affection has types: evaluation, mood, emotion and sensibility that means unconscious changes. Previous researches have clarified weather factors affect to sensibility that means weather factors may have causal effects to consumer's decision making. This research utilize weather information from KMA(Korea Meteorological Administration) and SNS geographical information and text to make weather sensibility model, and clarify the model shows significant change to online shop customer's purchase behavior(purchase frequency) by merging customer's address information and geometric information of the model for apply weather model. As a result, a model utilize daily precipitation, sunshine hours, average ground temperature, and average relative humidity makes significant result to e-commerce purchase behavior frequency.

Prediction of box office using data mining (데이터마이닝을 이용한 박스오피스 예측)

  • Jeon, Seonghyeon;Son, Young Sook
    • The Korean Journal of Applied Statistics
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    • v.29 no.7
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    • pp.1257-1270
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    • 2016
  • This study deals with the prediction of the total number of movie audiences as a measure for the box office. Prediction is performed by classification techniques of data mining such as decision tree, multilayer perceptron(MLP) neural network model, multinomial logit model, and support vector machine over time such as before movie release, release day, after release one week, and after release two weeks. Predictors used are: online word-of-mouth(OWOM) variables such as the portal movie rating, the number of the portal movie rater, and blog; in addition, other variables include showing the inherent properties of the film (such as nationality, grade, release month, release season, directors, actors, distributors, the number of audiences, and screens). When using 10-fold cross validation technique, the accuracy of the neural network model showed more than 90 % higher predictability before movie release. In addition, it can be seen that the accuracy of the prediction increases by adding estimates of the final OWOM variables as predictors.