• 제목/요약/키워드: Agent Based Simulation

검색결과 358건 처리시간 0.023초

Agent-Based Model을 활용한 자동차 예비부품 장기수요예측 (Long-Term Demand Forecasting Using Agent-Based Model : Application on Automotive Spare Parts)

  • 이상욱;하정훈
    • 산업경영시스템학회지
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    • 제38권1호
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    • pp.110-117
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    • 2015
  • Spare part management is very important to products that have large number of parts and long lifecycle such as automobile and aircraft. Supply chain must support immediate procurement for repair. However, it is not easy to handle spare parts efficiently due to huge stock keeping units. Qualified forecasting is the basis for the supply chain to achieve the goal. In this paper, we propose an agent based modeling approach that can deal with various factors simultaneously without mathematical modeling. Simulation results show that the proposed method is reasonable to describe demand generation process, and consequently, to forecast demand of spare parts in long-term perspective.

Distributed Information Extraction in Wireless Sensor Networks using Multiple Software Agents with Dynamic Itineraries

  • Gupta, Govind P.;Misra, Manoj;Garg, Kumkum
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권1호
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    • pp.123-144
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    • 2014
  • Wireless sensor networks are generally deployed for specific applications to accomplish certain objectives over a period of time. To fulfill these objectives, it is crucial that the sensor network continues to function for a long time, even if some of its nodes become faulty. Energy efficiency and fault tolerance are undoubtedly the most crucial requirements for the design of an information extraction protocol for any sensor network application. However, most existing software agent based information extraction protocols are incapable of satisfying these requirements because of static agent itineraries and large agent sizes. This paper proposes an Information Extraction protocol based on Multiple software Agents with Dynamic Itineraries (IEMADI), where multiple software agents are dispatched in parallel to perform tasks based on the query assigned to them. IEMADI decides the itinerary for an agent dynamically at each hop using local information. Through mathematical analysis and simulation, we compare the performance of IEMADI with a well known static itinerary based protocol with respect to energy consumption and response time. The results show that IEMADI provides better performance than the static itinerary based protocols.

MAS 기반 대피시뮬레이션을 활용한 안전약자 대피지원 개선방안 연구 (A Study for Evacuation Assistance to Vulnerable People by MAS Based Evacuation Simulation)

  • 정태호;박상현;장재순
    • 한국안전학회지
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    • 제32권1호
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    • pp.121-127
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    • 2017
  • Recently, many patients in a hospital are threatened life by fire disaster. Because many patients like vulnerable people have more evacuation problem than ordinary person. So a patient who can escape by oneself with walking assistance device like crutches or wheelchair and another patient who can't escape by oneself are should be supported safety technologies and service. Earlier research of 'hospital evacuation' led by actual experiments or computer evacuation simulation. Actual experiment is effective to gain credibility of result but it is difficult for patients to experiment repeatedly and it requires consideration for spatial problem and economic problems. Although computer evacuation simulation have been used to solve these problems, almost have concluded only results based on velocity without evacuation device. In this study, evacuation results with support device application or not are analysed used by computer evacuation simulation based on MAS(Multi Agent System). As a result, it is drawn through proof of efficiency of evacuation device in the vertical space like stairs that can improve the evacuation plan for vulnerable people in the hospital.

DEVS 에이전트 모델과 셀 오토마타를 사용한 유니티엔진 기반의 지진해일 대피 시뮬레이터 개발 (A Unity-based Simulator for Tsunami Evacuation with DEVS Agent Model and Cellular Automata)

  • 이동훈;김동민;주준모;주재우;최선한
    • 한국멀티미디어학회논문지
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    • 제23권6호
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    • pp.772-783
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    • 2020
  • Tsunami is a frightful natural disaster that causes severe damages worldwide. To minimize the damage, South Korea has built a tsunami warning system and designated evacuation sites in the east and south coasts. However, such countermeasures have not been verified whether they are adequate to minimize casualties since tsunami rarely occurs in South Korea. Recently, due to increasing earthquakes in the west coast of Japan, the likelihood of South Korea entering the damage area of tsunami rises; thus, in this paper, we develops a simulator based on Unity game engine to simulate the evacuation from tsunami. In order to increase the fidelity of the simulation results, the simulator applies a tsunami simulation model that analyzes coastal inundation based on cellular automata. In addition, the objects included in tsunami evacuation, such as humans, are modeled as an agent model that determines the situation and acts itself, based on the discrete-event system specification (DEVS), a mathematical formalism for describing a discrete event system. The tsunami simulation model and agent models are integrated and visualized in the simulator using Unity game engine. As an example of the use of this simulator, we verify the existing tsunami evacuation site in Gwangalli Beach in Busan and suggest the optimal alternative site minimizing casualties.

구조적 공백 기반 주문 분배 전략의 에이전트 기반 모델링 및 시뮬레이션 (Agent Based Modeling and Simulation of Structural Hole Based Order Allocation Strategy)

  • 김대영;강복영;강석호
    • 경영과학
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    • 제29권1호
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    • pp.153-168
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    • 2012
  • Order allocation is one of the most important decision-making problems of firms having significant influences on performances of themselves and the whole supply chain. Existing researches about order allocation have mainly focused on evaluating capabilities of directly connected suppliers so that it is hard to consider effects and interactions from undirected connections over multiple lower-layers. To alleviate the limitation, this paper proposed a novel approach to order allocation using structural hole. By applying the concept of structural hole to the supply network, we could evaluate the structural supplying powers of firms with respect to both of direct and indirect connections. In the proposed approach, we derived a methodology to measure the potential supplying power of each firm by modifying the effective size as one of the measurements of structural hole and then, proposed its application, the structural hole based order allocation strategy. Furthermore, we conducted the agent based modeling of supply chain to perform the decision-making process of order allocation and simulated the proposed strategy. As a results, by coping with the variance of demand more stably, it could improve the performance of supply chain from the aspects of fill rate, inventory level and demand-supply balance.

시뮬레이션을 이용한 역사적 전투사례의 승패요인 분석 : 임진왜란시 명량해전 사례 연구 (Victory and Defeat Factor Analysis of Historic Battle using Simulation : Myeong-Ryang Sea-Battle during Japanese Invasion of Korea in 1592)

  • 조성진
    • 경영과학
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    • 제27권1호
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    • pp.61-73
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    • 2010
  • Purpose of the War history's study is getting instruction by analyzing victory and defeat factor. This study is studied by qualitative form in war study mainly. In case recording literature is full, victory and defeat factor analysis is easy, but occasionally definite analysis that recording literature is feeble is difficult. Also, when it is battle result that escape common sense, about victory and defeat factor, various estimations are brought. As such example, there is Myeong-Ryang sea-battle at Japanese Invasion of Korea in 1592 and Korea(Cho-Sun) naval forces did big victory in 13 vs. 133 numerical inferiorities. This study presented method of study that using agent based simulation model for quantitative analysis of these victory and defeat factor.

Reinforcement Learning Approach to Agents Dynamic Positioning in Robot Soccer Simulation Games

  • Kwon, Ki-Duk;Kim, In-Cheol
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.321-324
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement Beaming is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement loaming is different from supervised teaming in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement loaming algorithms like Q-learning do not require defining or loaming any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning(AMMQL) as an improvement of the existing Modular Q-Learning(MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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계층형 관리 도메인을 위한 프록시 기반의 이동 에이전트 모델의 성능 평가 ((Performance Evaluation of Proxy-based Mobile Agent Model for Hierarchical Management Domains))

  • 박상윤
    • 한국컴퓨터산업학회논문지
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    • 제3권8호
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    • pp.1049-1062
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    • 2002
  • 네트워크 상의 분산 자원이 급증하면서 분산 자원에 대한 접근이 활성화되고 있다. 특히, 이동 에이전트 기술을 이용한 분산 자원의 접근은 고정 네트워크 상의 자원들에 대한 동적인 접근 뿐 아니라 이동 네트워크상의 사용자를 위한 이동성 지원 메커니즘을 제공한다. 프록시 기반의 이동 에이전트 모델은 동적으로 변화하는 분산 자원들에 대하여 계층적으로 도메인을 할당하고 도메인 별로 프록시 서버를 배치하여 이동 에이전트의 관리와 이동 에이전트간의 상호작용을 촉진시킬 수 있는 이동 에이전트 네트워크 모델이라고 할 수 있다. 본 논문에서는 계층적인 관리 분야에 적합한 프록시 기반의 이동 에이전트 모델의 구조 및 동작 시나리오를 소개하고 시뮬레이션을 통해서 프록시 서버의 경로 최적화 기능과 이동 에이전트의 실행 시간 단축 성능을 평가한다.

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퍼지로직을 적용한 네트워크 보안 시스템의 성능향상에 관한 연구 (A Study on performance improvement of network security system applying fuzzy logic)

  • 서희석
    • 한국시뮬레이션학회논문지
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    • 제17권3호
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    • pp.9-18
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    • 2008
  • 단순히 퍼지만을 사용하여 시스템을 연동하는 경우와 퍼지로직을 같이 사용하여 침입 탐지 에이전트의 시스템 성능을 향상시키는 경우에 관한 연구로서, 블랙보드 기반의 비퍼지로직을 사용하는 경우와 블랙보드 기반의 퍼지 로직을 사용하는 경우을 비교한다. 또한 BBA를 통해 정적으로 대응하던 시스템을 향상시켜 동적 대응이 가능하게 구성하여 현실적인 시스템이 되도록 구성하였다. 대상 시스템의 성능을 평가하기 위하여 시뮬레이션을 수행하였다. 퍼지 시스템을 사용함으로써 false negative를 줄일 수 있었다. 분산 침입탐지를 위해 포함된 퍼지로직은 다양한 요소를 고려하기 때문에 침입의 성능을 높일 수 있다. 퍼지시스템을 사용하는 경우와 비 퍼지 시스템의 성능을 비교함으로써 퍼지 시스템의 성능 향상을 보이며, 이러한 비교를 통해 전체 시스템의 성능 향상을 보인다.

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