• Title/Summary/Keyword: 자율 에이전트

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Distributed Control Framework for Demand-Response Service based on Mobile Agent (이동에이전트 기반의 수요반응 서비스를 위한 분산제어 프레임워크)

  • Baek, Seunghyun;Jang, Minseok;Lee, Yonsik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.571-573
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    • 2020
  • 현재의 센서네트워크 환경은 자원사용의 효율화를 위한 제어시스템의 지원이 필수적으로 요구된다. 본 논문은 이동에이전트 기반의 데이터 획득기능, Zigbee 기반 데이터 통신기능, 연산 및 능동규칙 처리기능 등을 지원하는 분산제어 프레임워크를 제안함으로써, 센서네트워크 환경에서 무선방식의 분산된 장치들의 자율제어를 통한 효율적 분산제어시스템 구축에 적용하도록 한다. 제안 프레임워크는 환경 변화, 사용자의 행동 변화 및 이상 패턴 탐지 등에 따른 최적 제어를 기반으로 하는 스마트 전력서비스 개발과 수요자의 요구에 자율적 지능적으로 반응하는 수요반응 서비스 개발에 적용이 가능하다.

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Determinants of Safety and Satisfaction with In-Vehicle Voice Interaction : With a Focus of Agent Persona and UX Components (자동차 음성인식 인터랙션의 안전감과 만족도 인식 영향 요인 : 에이전트 퍼소나와 사용자 경험 속성을 중심으로)

  • Kim, Ji-hyun;Lee, Ka-hyun;Choi, Jun-ho
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.573-585
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    • 2018
  • Services for navigation and entertainment through AI-based voice user interface devices are becoming popular in the connected car system. Given the classification of VUI agent developers as IT companies and automakers, this study explores attributes of agent persona and user experience that impact the driver's perceived safety and satisfaction. Participants of a car simulator experiment performed entertainment and navigation tasks, and evaluated the perceived safety and satisfaction. Results of regression analysis showed that credibility of the agent developer, warmth and attractiveness of agent persona, and efficiency and care of the UX dimension showed significant impact on the perceived safety. The determinants of perceived satisfaction were unity of auto-agent makers and gender as predisposing factors, distance in the agent persona, and convenience, efficiency, ease of use, and care in the UX dimension. The contributions of this study lie in the discovery of the factors required for developing conversational VUI into the autonomous driving environment.

A study on environmental adaptation and expansion of intelligent agent (지능형 에이전트의 환경 적응성 및 확장성)

  • Baek, Hae-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.10B no.7
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    • pp.795-802
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    • 2003
  • To live autonomously, intelligent agents such as robots or virtual characters need ability that recognizes given environment, and learns and chooses adaptive actions. So, we propose an action selection/learning mechanism in intelligent agents. The proposed mechanism employs a hybrid system which integrates a behavior-based method using the reinforcement learning and a cognitive-based method using the symbolic learning. The characteristics of our mechanism are as follows. First, because it learns adaptive actions about environment using reinforcement learning, our agents have flexibility about environmental changes. Second, because it learns environmental factors for the agent's goals using inductive machine learning and association rules, the agent learns and selects appropriate actions faster in given surrounding and more efficiently in extended surroundings. Third, in implementing the intelligent agents, we considers only the recognized states which are found by a state detector rather than by all states. Because this method consider only necessary states, we can reduce the space of memory. And because it represents and processes new states dynamically, we can cope with the change of environment spontaneously.

Implementation of a Mobile Agent Platform for Handheld Devices to Access the SNMP MIB (SNMP MIB 액세스를 위한 휴대단말기용 이동에이전트 플랫폼)

  • 전병국;김영철
    • Journal of Internet Computing and Services
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    • v.3 no.2
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    • pp.87-95
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    • 2002
  • Due to rapid development of high speed wire/wireless internet technologies, at the current age, it cares into being one phenomenon that the internet business is able to work on anyplace and anytime. In this environment, a technology of mobile agent provides very useful mechanism for personal handheld devices because of supporting migration as autonomously executable software object Instead of users. Therefore, this paper focuses on Implementing a mobile agent platform for personal handheld devices, which supports mobile agents in wire/wireless internet environment. To do this, we construct the system with modified JAMAS, based on Java, in our previous research. Based on our proposed system, we implement the browsing application in personal handheld devices to access the MIB(Management Information Base) on SNMP(Simple Network Management Protocol), which supervises network environment on wire/wireless internet. This proposed application system is easily to access the MIB managed by SNMP agent. then provides network map viewer and updates the MIB through the browser to network administrator. As a result, we can support application area of mobile agents such as hare network management. M-Commerce, integration of remote database systems, active message and active network with personal handheld devices.

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A Study on Applications of CSP for Multi-Agent (멀티에이전트를 이용한 CSP의 활용에 관한 연구)

  • Kim, Jin-Su
    • The Journal of Engineering Research
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    • v.7 no.1
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    • pp.17-28
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    • 2005
  • A distributed constraint satisfaction problem (distributed CSP) is a constraint satisfaction problem (CSP) in which variables and constraints are distributed among multiple automated agents. A CSP is a problem to find a consistent assignment of values to variables. Even though the definition of a CSP is very simple, a surprisingly wide variety of AI problems can be formalized as CSPs. Similarly, various application problems in DAI (Distributed AI) that are concerned with finding a consistent combination of agent actions can be formalized as distributed CPSs. The experimental results on example problems show that this algorithm is by far more efficient than the backtracking algorithm, in which the priority order is static. The priority order represents a hierarchy of agent authority, i.e., the priority of decision-marking. Therefore, these results imply that a flexible agent organization, in which the hierarchical order is changed dynamically, actually performs better than an organization in which the hierarchical order is static and rigid. Furthermore, we describe that the agent can be available to hold multiple variables in the searching scheme.

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Semantic Aspects of Negation as Schema (부정 스키마의 의미론적 양상)

  • Tae, Kang-Soo
    • The KIPS Transactions:PartB
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    • v.9B no.1
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    • pp.23-28
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    • 2002
  • A fundamental problem in building an intelligent agent is that an agent does not understand the meaning of its perception or its action. One reason that an agent cannot understand the world is partially caused by a syntactic approach that converts a semantic feature into a simple string. To solve this problem, Cohen introduces a semantic approach that an agent autonomously learns a meaningful representation of physical schemas, on which some advanced conceptual structures are built, from physically interacting with environment using its own sensors and effectors. However, Cohen does not deal with a meta level of conceptual primitive that makes recognizing a schema possible. We propose that negation is a meta schema that enables an agent to recognize a physical schema. We prove some semantic aspects of negation.

A Study about the Usefulness of Reinforcement Learning in Business Simulation Games using PPO Algorithm (경영 시뮬레이션 게임에서 PPO 알고리즘을 적용한 강화학습의 유용성에 관한 연구)

  • Liang, Yi-Hong;Kang, Sin-Jin;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.61-70
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    • 2019
  • In this paper, we apply reinforcement learning in the field of management simulation game to check whether game agents achieve autonomously given goal. In this system, we apply PPO (Proximal Policy Optimization) algorithm in the Unity Machine Learning (ML) Agent environment and the game agent is designed to automatically find a way to play. Five game scenario simulation experiments were conducted to verify their usefulness. As a result, it was confirmed that the game agent achieves the goal through learning despite the change of environment variables in the game.

An Agent Architecture for Behavior-Based Reinforcement Learning (행위 기반 강화 학습 에이전트 구조)

  • Hwang, Jong-Geun;Kim, In-Cheol
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.11a
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    • pp.284-293
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    • 2007
  • 본 논문에서는 실시간 동정 환경에 효과적인 L-CAA 에이전트 구조를 제안한다. L-CAA 에이전트 구조는 변화하는 환경에 대한 적응성을 높이기 위해, 선행 연구를 통해 개발된 행위 기반 에이전트 구조인 CAA에 강화 학습 기능을 추가하여 확장한 것이다. 안정적인 성능을 위해 L-CAA에서 행위 선택 메커니즘은 크게 두 단계로 나뉜다. 첫 번째 단계에서는 사용자가 미리 정의한 각 행위의 수행 가능 조건과 효용성을 검사함으로써 행위 라이브러리로부터 실행할 행위들을 추출한다. 하지만 첫 번째 단계에서 다수의 행위가 추출되면, 두 번째 단계에서는 강화 학습의 도움을 받아 이들 중에서 실행할 하나의 행위를 선택한다. 즉, 강화 학습을 통해 갱신된 각 행위들의 Q 함수 값을 서로 비교함으로써, 가장 큰 기대 보상 값을 가진 행위를 선택하여 실행한다. 또한 L-CAA에서는 실행 중인 행위의 유지 가능 조건을 지속적으로 검사하여 환경의 동적 변화로 인해 일부 조건이 만족되지 않는 경우가 발생하면 현재 행위의 실행을 즉시 종료할 수 있다. 그 뿐 아니라, L-CAA는 행위 실행 중에도 효용성이 더 높은 다른 행위가 발생하면 현재의 행위를 일시 정지하였다가 복귀하는 기능도 제공한다. 본 논문에서는 L-CAA 구조의 효과를 분석하기 위해, 대표적인 동적 가상환경인 Unreal Tournament 게임에서 자율적을 동작하는 L-CAA기반의 UTBot 들을 구현하고, 이들을 이용하여 성능실험을 전개해본다.

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Real-time Graph Search for Space Exploration (공간 탐사를 위한 실시간 그래프 탐색)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.11 no.1
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    • pp.153-167
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    • 2005
  • In this paper, we consider the problem of exploring unknown environments with a mobile robot or an autonomous character agent. Traditionally, research efforts to address the space exploration problem havefocused on the graph-based space representations and the graph search algorithms. Recently EXPLORE, one of the most efficient search algorithms, has been discovered. It traverses at most min$min(mn, d^2+m)$ edges where d is the deficiency of a edges and n is the number of edges and n is the number of vertices. In this paper, we propose DFS-RTA* and DFS-PHA*, two real-time graph search algorithms for directing an autonomous agent to explore in an unknown space. These algorithms are all built upon the simple depth-first search (DFS) like EXPLORE. However, they adopt different real-time shortest path-finding methods for fast backtracking to the latest node, RTA* and PHA*, respectively. Through some experiments using Unreal Tournament, a 3D online game environment, and KGBot, an intelligent character agent, we analyze completeness and efficiency of two algorithms.

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A Basic Study on the Development of Autonomous Behavioral Agent based on Ontology Used in Virtual Space (가상공간에서 활용되는 온톨로지 기반 지능형 자율주행 에이전트 개발에 관한 기초 연구)

  • Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.777-784
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    • 2017
  • In the architectural space, the user's behavior is the most important factor in evaluating the quality of architecture. Normally, the evaluation of user behavioral performance was carried out after a building was completed. Recently, interest in and efforts at pre-simulation based on information technology are accelerating. However, since existing user simulation technology is concerned mainly with simply escaping from a large space, it is impossible to simulate the behavior of multiple users in an architectural space. The present study strives to develop a human-figured intelligent agent for advanced user simulation based on ontology. The main purpose of the study is to employ the intelligent behaviors of a NPC(Non-player Character) to infer the ontology of both spatial and user information. In this paper, we intend to integrate ontology inference technology into the virtual space. And also, this study suggest the ontology visualization technology which illustrate the ontology-based information and their change in the spatial information.