• Title/Summary/Keyword: 인공 에이전트

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Design and Implementation of Intelligent Agent based Margin Push Multi-agent System for Internet Auction (인터넷 경매를 위한 지능형 에이전트 기반 마진 푸쉬 멀티에이전트 시스템 설계 및 구현)

  • Lee, Geun-Wang;Kim, Jeong-Jae;Lee, Jong-Hui;O, Hae-Seok
    • The KIPS Transactions:PartD
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    • v.9D no.1
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    • pp.167-172
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    • 2002
  • Recently, some of people are keep in research and development of the further more efficient and convenient auction systems using intelligent software agents in electronic commerce. The purpose of this thesis is that a simple auction system has web bulletin boards, is aided by intelligent agent, and generates pertinent auction duration time and starting price for auction goods of auctioneer into a auction system, then the auctioneer gets the highest margin. The seller who want to sell goods, is using internet sends mail that has information for goods to agent of internet auction system. The agent undertake filtering process for already learned information about similar goods. And it calculate duration time and start price from stored bidding history database. In this thesis we propose a mailing agent system pushing information in internet auction that enables to aid decision for auctioneer about the starting time and price which delivers the highest margin.

Effects of Agent Interaction on Driver Experience in a Semi-autonomous Driving Experience Context - With a Focus on the Effect of Self-Efficacy and Agent Embodiment - (부분자율주행 체험환경에서 에이전트 인터랙션 방식이 운전자 경험에 미치는 영향 - 자기효능감과 에이전트 체화 효과를 중심으로 -)

  • Lee, Jeongmyeong;Joo, Hyehwa;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.361-369
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    • 2019
  • With the commercialization of the ADAS functions, the need for the experience of the autonomous driving system is increasing, and the role of the artificial intelligence agent is attracting attention. This study is an autonomous driving experience experiment that verifies the effect of self-efficacy and agent embodiment. Through a simulator experiment, we measured the effect of existence of self-efficacy and agent embodiment on social presence, perceived risk, and perceived ease of use. Results show that self-efficacy had a positive effect on social presence and perceived risk, and agent embodiment negatively affected perceived ease of use. Based on the results of the study, we proposed guidelines for agent design that can increase the acceptance of the semi-autonomous driving system.

Modeling and Simulation on One-vs-One Air Combat with Deep Reinforcement Learning (깊은강화학습 기반 1-vs-1 공중전 모델링 및 시뮬레이션)

  • Moon, Il-Chul;Jung, Minjae;Kim, Dongjun
    • Journal of the Korea Society for Simulation
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    • v.29 no.1
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    • pp.39-46
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    • 2020
  • The utilization of artificial intelligence (AI) in the engagement has been a key research topic in the defense field during the last decade. To pursue this utilization, it is imperative to acquire a realistic simulation to train an AI engagement agent with a synthetic, but realistic field. This paper is a case study of training an AI agent to operate with a hardware realism in the air-warfare dog-fighting. Particularly, this paper models the pursuit of an opponent in the dog-fighting setting with a gun-only engagement. In this context, the AI agent requires to make a decision on the pursuit style and intensity. We developed a realistic hardware simulator and trained the agent with a reinforcement learning. Our training shows a success resulting in a lead pursuit with a decreased engagement time and a high reward.

Comparison of Learning Performance by Reinforcement Learning Agent Visibility Information Difference (강화학습 에이전트 시야 정보 차이에 의한 학습 성능 비교)

  • Kim, Chan Sub;Jang, Si-Hwan;Yang, Seong-Il;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.17-28
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    • 2021
  • Reinforcement learning, in which artificial intelligence develops itself to find the best solution to problems, is a technology that is highly valuable in many fields. In particular, the game field has the advantage of providing a virtual environment for problem-solving to reinforcement learning artificial intelligence, and reinforcement learning agents solve problems about their environment by identifying information about their situation and environment using observations. In this experiment, the instant dungeon environment of the RPG game was simplified and produced and various observation variables related to the field of view were set to the agent. As a result of the experiment, it was possible to figure out how much each set variable affects the learning speed, and these results can be referred to in the study of game RPG reinforcement learning.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

Conversational Agent as Web Virtual Representative using Artificial Intelligence Techniques (인공지능 기법을 이용한 웹 가상 도우미로서의 대화형 에이전트)

  • Kima, Kyoung-Min;Limb, Sung-Soo;Chob, Sung-Bae
    • Annual Conference on Human and Language Technology
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    • 2003.10d
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    • pp.201-207
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    • 2003
  • 인터넷의 사용이 보편화됨에 따라 인터넷을 통한 정보 제공 서비스가 확대되고 있다. 이에 따라 빠르게 변화하는 사용자의 요구를 만족시킴과 동시에 편리하고 유용한 서비스를 제공하기 위하여 사용자와 자연스럽게 의사소통할 수 있는 대화형 에이전트의 연구가 활발히 진행되고 있다. 더불어 시스템의 효율적인 설계 또한 중요한 문제가 아닐 수 없다. 본 논문에서는 패턴매칭 기법과 베이지안 네트워크를 이용해 사용자 질의에 대한 적절한 답변을 생성하고, 스크립트 인터페이스를 통한 자동 스크립트 설계로 보다 효율적인 시스템 구축 방안을 제안해 보고자 한다. 실제 의류 사이트를 위한 안내 도우미 에이전트를 구현해 봄으로써 그 기능성을 평가해 본다.

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Development of the Remote Energy Management System Using Intelligent Real-Time Agent (지능형 실시간 에이전트를 이용한 원격 에너지 관리 시스템 개발)

  • Kim, Jung-Sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.451-454
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    • 2009
  • 현재와 미래 정보통신 기술의 눈부신 발달에 따라 흥 네트워킹 산업의 발전과 에너지 시장 환경의 변화가 소비자 중심으로 이루어지고 있는 향후 미래 디지털 사회에서는 부하관리와, 정전이나 과부하같은 응급 상황을 대처할 수 있는 지능형 에너지 관리 시스템 개발이 필요하다. 따라서 많은 인공지능 기법을 이용해 에너지 관리 시스템 개발이 진행중이다. 그러나 대부분의 시스템은 에너지 관리 시스템에서 발생되는 대용량의 정보들을 고려하여 개발한 시스템은 거의 이루어지고 있지 않다. 이에 본 논문에서는 지능형 실시간 에이전트를 이용해 정기적으로 에너지 정보를 요구하는 이벤트와 비정기적으로 데이터를 요구하는 이벤트 및 계절별, 시간대별 및 요일별등으로 나누어, 요구되는 에너지 정보를 보다 효율적으로 처리할 수 있는 가법을 적용한 지능형 원격 에너지 관리 시스템을 설계하고 개발하였다.

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Extended Q-Learning under Multiple Subtasks (복수의 부분작업을 처리할 수 있는 확정된 Q-Learning)

  • 오도훈;이현숙;오경환
    • Korean Journal of Cognitive Science
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    • v.12 no.1_2
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    • pp.25-34
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    • 2001
  • 지식을 관리하는 것에 주력했던 기존의 인공지능 연구 방향은 동적으로 움직이는 외부 환경에서 적응할 수 있는 시스템 구축으로 변화하고 있다. 이러한 시스템의 기본 능력을 이루는 많은 학습방법 중에서 비교적 최근에 제시된 강화학습은 일반적인 사례에 적용하기 쉽고 동적인 환경에서 뛰어난 적응 능력을 보여주었다. 이런 장점을 바탕으로 강화학습은 에이전트 연구에 많이 사용되고 있다. 하지만, 현재까지 연구결과는 강화학습으로 구축된 에이전트로 해결할 수 있는 작업의 난이도에 한계가 있음을 보이고 있다. 특히, 복수의 부분 작업으로 구성되어 있는 작업을 처리할 경우에 기본의 강화학습 방법은 문제 해결에 한계를 보여주고 있다. 본 논문에서는 복수의 부분 작업으로 구성된 작업이 왜 처리하기 힘든가를 분석하고, 이런 문제를 처리할 수 있는 방안을 제안한다. 본 논문에서 제안하고 있는 EQ-Learning의 강화학습 방법의 대표적인 Q-Learning을 확장시켜 문제를 해결한다. 이 방법은 각각의 부분 작업 해결 방안을 학습시키고 그 학습 결과들의 적절한 순서를 찾아내 전체 작업을 해결한다. EQ-Learning의 타당성을 검증하기 위해 격자 공간에서 복수의 부분작업으로 구성된 미로 문제를 통하여 실험하였다.

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Implementation of temporal reasoning services using a domain-independent AI planner (영역-독립적인 인공지능 계획기를 이용한 시간 추론 서비스의 구현)

  • Kim, Hyun-Sik;Park, Chan-Young;Kim, In-Cheol
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.4
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    • pp.37-48
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    • 2009
  • Household service robots should be able to provide their users with a variety of temporal reasoning services. In this paper, we propose an effective way of developing such temporal reasoning services using a domain-independent AI planner. Developing temporal reasoning services with a domain-independent AI planner, we have to address both the knowledge engineering problem of how to represent various real-world temporal constraints in a planning domain definition language, and the system design problem of how to realize the interface between the AI planner and the service consumer. In this paper, we introduce an example scenario and a set of typical temporal constraints for a household service robot, and then present how to represent them in the standard planning domain definition language. We also explain how to implement a service agent based on an AI planner in order to develop and provide new services efficiently.

A Study of Collaborative and Distributed Multi-agent Path-planning using Reinforcement Learning

  • Kim, Min-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.3
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    • pp.9-17
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    • 2021
  • In this paper, an autonomous multi-agent path planning using reinforcement learning for monitoring of infrastructures and resources in a computationally distributed system was proposed. Reinforcement-learning-based multi-agent exploratory system in a distributed node enable to evaluate a cumulative reward every action and to provide the optimized knowledge for next available action repeatedly by learning process according to a learning policy. Here, the proposed methods were presented by (a) approach of dynamics-based motion constraints multi-agent path-planning to reduce smaller agent steps toward the given destination(goal), where these agents are able to geographically explore on the environment with initial random-trials versus optimal-trials, (b) approach using agent sub-goal selection to provide more efficient agent exploration(path-planning) to reach the final destination(goal), and (c) approach of reinforcement learning schemes by using the proposed autonomous and asynchronous triggering of agent exploratory phases.