• Title/Summary/Keyword: 지능적 시뮬레이션

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Stabilizing Inverted Pendulum System Using Fuzzy Controller Based on State Variables Combination (상태변수 조합 퍼지 제어기를 이용한 도립진자 시스템의 안정화)

  • Lee, Yun-Hyung;Kim, Jong-Phil;Jin, Gang-Gyoo;So, Myung-Ok
    • Journal of Advanced Marine Engineering and Technology
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    • v.36 no.8
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    • pp.1104-1110
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    • 2012
  • The inverted pendulum system is a common, interesting control problem that involves many basic elements of control theory. In the early, controls of stabilization for the inverted pendulum system were used classical methods like PD, PID controller. In recently, however, control methods based on modern and intelligent control theory are widely applied. The fuzzy logic controller which is often used in nonlinear control is a little too hard to design due to increasing fuzzy rules rapidly if the given system like inverted pendulum has many state variables. Also, in case the state variables are divided into two parts, two fuzzy controllers are needed in the control system. In this paper, the authors propose FCSC(Fuzzy Controller based on State variables Combination) that reorganized into two new signals depending on the physical meaning of the four state variables of the inverted pendulum system. The proposed method is applied to the inverted pendulum system and simulations are accomplished to illustrate the control performance.

A Study on the Implementation and Operation of an Architecture-Based M&S System for Ministry of National Defense (아키텍처 기반의 국방 Modeling & Simulation 체계 구축 및 운영에 관한 연구)

  • Kim, Hyoung Jin;Park, Chan Uk
    • Informatization Policy
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    • v.18 no.1
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    • pp.73-99
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    • 2011
  • The Korean military has developed and operated computer, network, communication technologies as well as war game models to strengthen the national defense M&S continuously. In particular, lots of projects for developing models for drill/training, analyses, and acquired fields are being conducted in the military. However, it needs to look into the actual conditions and seek for strategies to develop the national defense M&S. First of all, in the field of war games, various national defense architectures have been built, including war and information environment architectures starting from the resource architecture in 2006. However, the function of drill and training is limited, so additional war game architectures are required to be built. To build joint war game architectures available as an effective verification tool to implement plans of the national defense and war architectures, this study examines the actual conditions of the current war game systems and suggested building joint war game architectures.

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Analysis of Control Performance using RPS System (RPS 시스템을 이용한 차량 제어 특성 해석)

  • Kim, Hyo-Juu;Lee, Chang-Ro
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.160-166
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    • 2018
  • This paper proposes an advanced suspension system and reports its performance in the framework of the preview control algorithm based on the RPS (road profile sensing) system and MSD system with the multi-stage damping characteristics. Typical disturbance inputs that cause excessive vibration and steering instability of an automobile are irregular obstacles that protrude or sink into the road surface to be driven. The control performance can be improved if information on the existence and shape function of its obstacle is known. Based on the results of the previous study, advanced research that uses the actuating system has been processed to be commercialized practically. For this purpose, a switching algorithm between the control logic and the multi-stage damping system was developed and its connectivity is presented. To verify the applicability of an actual vehicle, the proposed control system was implemented in full vehicle models and simulations were performed. The proposed system using the 3-DS actuator system, which is applied for structural simplicity, can improve the ride comfort and steering stability. In addition, the results indicate the feasibility of the intelligently controlled suspension system.

A Ship Motion Control System for Autonomous Navigation (지능형 자율운항제어를 위한 선박운동제어시스템)

  • 이원호;김창민;최중락;김용기
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.674-682
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    • 2003
  • Ship autonomous navigation is designated as what computerizes mental faculties possessed of navigation experts, which are building navigation plans, grasping the situation, forecasting the fluctuation, and coping with the situation. An autonomous navigation system, which consists of several subsystems such as navigation system, a collision avoidance system, several data fusion systems, and a motion control system, is based on an intelligent control architecture for the sake of integrating the systems. The motion control system, which is one of the most essential system in autonomous navigation system, controls its propulsion and steering gears to move the ship satisfying its hydrodynamic characteristics. This paper is the study on the ship movement control system and its implementation which are totally developed and run on virtual-world system. Receiving the high-level control values such as a waypoint presented from the collision avoidance system, the motion control system generates them to low-level control values for propulsion and steering devices. In the paper, we develop a ship motion controller using Oldenburger's theory based on mathematical fundamentals, and simulate it with various scenarios in order to verify its performance.

Implementation of Adaptive Navigation for NPCs in Computer Games (컴퓨터 게임의 NPC를 위한 적응적 경로 이동의 구현)

  • Kim, Eunsol;Kim, Hyeyeon;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.2
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    • pp.222-228
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    • 2016
  • Uniform navigation of NPCs in computer games is an important factor that can decrease the interest of game players. This problem is particularly noticeable in pathfinding when using a waypoint graph because the NPCs navigate using only predefined locations. In this paper we propose a method that enables adaptive navigations of NPCs by observing player movements. The proposed method involves modification of waypoints dynamically by observing the player's point designation and use of the modified waypoints for NPC's pathfinding. Also, we propose an algorithm to find the NPC-specific path by learning the landform preferences of players. We simulate the implemented algorithm in an RPG game made with Unity 4.0 and confirm that NPC navigations had more variety and improved according to player navigations.

A Fusion of Vehicle Sensors and Inter-Vehicle Communications for Vehicular Localizations (자동차 센서와 자동차 간 통신의 융합 측위 알고리듬)

  • Bhawiyuga, Adhitya;Nguyen, Hoa-Hung;Jeong, Han-You
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.7C
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    • pp.544-553
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    • 2012
  • A vehicle localization technology is an essential component to support many smart-vehicle applications, e.g. collision warning, adaptive cruise control, and so on. In this paper, we present a new vehicle localization algorithm based on the fusion of the sensing estimates from the local sensors and the GPS estimates from the inter-vehicle communications. The proposed algorithm consists of the greedy location data mapping algorithm and the position refinement algorithm. The former maps a sensing estimate with a GPS estimate based on the distance between themselves, and then the latter refines the GPS estimate of the subject vehicle based on the law of large numbers. From the numerical results, we demonstrate that the accuracy of the proposed algorithm outperforms that of the existing GPS estimates by at least 30 % in the longitudinal direction and by at least 60% in the lateral direction.

Search Space Reduction by Vertical-Decomposition of a Grid Map (그리드 맵의 수직 분할에 의한 탐색 공간 축소)

  • Jung, Yewon;Lee, Juyoung;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.9
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    • pp.1026-1033
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    • 2016
  • Path-finding on a grid map is a problem generally addressed in the fields of robotics, intelligent agents, and computer games. As technology advances, virtual game worlds tend to be represented more accurately and more realistically, resulting in an excessive increase in the number of grid tiles and in path-search time. In this study, we propose a path-finding algorithm that allows a prompt response to real-time queries by constructing a reduced state space and by precomputing all possible paths in an offline preprocessing stage. In the preprocessing stage, we vertically decompose free space on the grid map, construct a connectivity graph where nodes are the decomposed regions, and store paths between all pairs of nodes in matrix form. In the real-time query stage, we first find the nodes containing the query points and then retrieve the corresponding stored path. The proposed method is simulated for a set of maps that has been used as a benchmark for grid-based path finding. The simulation results show that the state space and the search time decrease significantly.

Traffic Control using Q-Learning Algorithm (Q 학습을 이용한 교통 제어 시스템)

  • Zheng, Zhang;Seung, Ji-Hoon;Kim, Tae-Yeong;Chong, Kil-To
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.5135-5142
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    • 2011
  • A flexible mechanism is proposed in this paper to improve the dynamic response performance of a traffic flow control system in an urban area. The roads, vehicles, and traffic control systems are all modeled as intelligent systems, wherein a wireless communication network is used as the medium of communication between the vehicles and the roads. The necessary sensor networks are installed in the roads and on the roadside upon which reinforcement learning is adopted as the core algorithm for this mechanism. A traffic policy can be planned online according to the updated situations on the roads, based on all the information from the vehicles and the roads. This improves the flexibility of traffic flow and offers a much more efficient use of the roads over a traditional traffic control system. The optimum intersection signals can be learned automatically online. An intersection control system is studied as an example of the mechanism using Q-learning based algorithm, and simulation results showed that the proposed mechanism can improve the traffic efficiency and the waiting time at the signal light by more than 30% in various conditions compare to the traditional signaling system.

Vibration Control of Vehicle using Road Profile Information (외란 형상 정보를 활용한 진동제어)

  • Kim, Hyo-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.431-437
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    • 2017
  • In this study, based on the RPS algorithm, the application results to an electrically controlled suspension system using previewed road information are presented. Reducing the excessive vibration induced by a disturbance transmitted to the system and secure its stability is a major issue. In particular, in the automotive industry, the demand is constantly being raised. A typical external disturbance causing vibration and instability of a vehicle is an irregular roadway surface that contacts a running vehicle tire. Therefore, obtaining such profile information is an important process. The RPS algorithm using a multi sensor system was constructed and implemented in a real car. Through experimental work using the RPS system included non-contact type optical sensors, it could robustly reconstruct the road input profiles from the intermixed data onto the vehicle's dynamic motion while traveling at an uneven roadway surface. A controller with a preview control was designed in the framework of a semi-active suspension system based on the 7 degrees of freedom full vehicle model. The control performance of the system was evaluated through simulations and the results were compared with the passive vehicle condition. These results highlight the feasibility of the presented control frame.

A Study On The Application of RPA(Robotics Process Automation) For Productivity Of Business Documents (비즈니스 문서의 생산성 향상을 위한 RPA(Robotics Process Automation)적용방안에 대한 연구)

  • Hyun, Young Geun;Lee, Joo Yeoun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.199-212
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    • 2019
  • Digitalization is creating a variety of changes and innovations in our business environment. In manufacturing, robots have long been used for automation to innovate processing speed and quality. The RPA brings these innovations in manufacturing sites to the office space. The purpose of this study is to improve productivity for simple, repetitive tasks in these office space. For identify the potential of automation related to productivity improvement, I looked at the concept of business automation, and then simulated the five areas of business documentation works with agile methodology. In conclusion, I confirmed that productivity improvement of 97.3% in quality inspection and 31.7% in editorial design is possible, and examined the direction to apply to actual work. Based on these results, future study will explore the application of Intelligent Process Automation (IPA).