• Title/Summary/Keyword: Agent Based Simulation

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Implementation of Intelligent Agent Based on Reinforcement Learning Using Unity ML-Agents (유니티 ML-Agents를 이용한 강화 학습 기반의 지능형 에이전트 구현)

  • Young-Ho Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.205-211
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    • 2024
  • The purpose of this study is to implement an agent that intelligently performs tracking and movement through reinforcement learning using the Unity and ML-Agents. In this study, we conducted an experiment to compare the learning performance between training one agent in a single learning simulation environment and parallel training of several agents simultaneously in a multi-learning simulation environment. From the experimental results, we could be confirmed that the parallel training method is about 4.9 times faster than the single training method in terms of learning speed, and more stable and effective learning occurs in terms of learning stability.

Interaction Effect of Network Structure and Knowledge Search on Knowledge Diffusion (지식 전파에 있어 네트워크 구조와 지식 탐색의 상호작용)

  • Park, Chulsoon
    • Korean Management Science Review
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    • v.32 no.4
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    • pp.81-96
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    • 2015
  • This paper models knowledge diffusion on an inter-organizational network. Based on literatures related to knowledge diffusion, the model considers critical factors that affect diffusion behavior including nodal property, relational property, and environmental property. We examine the relationships among network structure, knowledge search, and diffusion performance. Through a massive simulation runs based on the agent-based model, we find that the average path length of a network decreases a firm's cumulative knowledge stock, whereas the clustering coefficient of a firm has no significant relationship with the firm's knowledge. We also find that there is an interaction effect of network structure and the range of knowledge search on knowledge diffusion. Specifically, in a network of a larger average path length (APL) the marginal effect of search conduct is significantly greater than in that of a smaller APL.

Process Chain-Based Information Systems Development and Agent-Based Microworld Simulation As Enablers of the Learning & Agile Organization (학습, 민활 조직 실현을 위한 프로세스 사슬 기반 정보시스템 개발과 에이전트 기반 소세계 시뮬레이션)

  • Park, Kwang-Ho
    • Asia pacific journal of information systems
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    • v.9 no.3
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    • pp.177-194
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    • 1999
  • Identifying knowledge as the single most important asset ultimately defining organizational competitiveness, enterprises are trying to move towards knowledge-oriented practices. Such practices have given rise to learning and agile organization, This paper presents applied information technologies to realize the learning and agile organization, focusing on systems thinking. Firstly, in order to establish a framework for the systems thinking, an information systems development method based on process chain is proposed. Then, an agent-based microworld simulation approach is presented. The approaches provide visible and analytical information to knowledge workers so that they can have systems thinking capabilities eventually. Various microworlds on the top of the information system can be constructed with agents and simulated for possible business events. All decision makings are dynamic in nature. To let knowledge workers look ahead the possible outcomes of the whole relevant processes is the core capability of the approaches. Through watching, the knowledge workers would be able to acquire new insights or problem solving knowledge for the problem in hand.

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A Study on Simulation of Future Ground System Effectiveness Analysis Model with Communication Effects (통신효과를 고려한 미래지상체계 효과분석 시뮬레이션에 대한 연구)

  • Shin, Sunwoo;Lee, Jaeyeong;Bae, Sungmin;Kim, Chongman
    • Journal of Applied Reliability
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    • v.17 no.2
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    • pp.168-180
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    • 2017
  • Purpose: In this research, we develop an effectiveness analysis simulation model using Agent Based Modeling with Communication Effects for the development of a new weapon system. Methods: To describe the future battlefield that has more complexity, we develop Agent Based Modeling to describe communication Effects. We use the communication theory (Path-Loss Model) and the real map. Results: We have compared simulation model with real map and simulation model without real map. The Blue Survival Ratio of simulation model with real map is worse than one without real map since the performance of communication gets lower. Conclusion: There are many studies about the effectiveness analysis of a weapon system. Most of previous researches assumed no communication error. In the real world, however, it's not appropriate assumption. Therefore, this study considers the communication error and shows that it is important factor in the effectiveness analysis.

A Virtual Manufacturing Agent for Sales Agent of Manufacturers in EC Marketplace (전자상거래 환경하에서의 제초업체 판매 에이전트를 위한 가상생산 에이전트)

  • 최형림;박병주;김현수;이창호
    • Journal of Intelligence and Information Systems
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    • v.7 no.1
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    • pp.1-15
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    • 2001
  • Recently, Internet based Electronic Commerce is recognized as one of the alternatives for strengthening sales power of small and medium companies. However, small and medium manufacturers can't adjust properly to the new environment because they are in short of money, personnel, and technology. To cope with this problem, this paper deals with the development of virtual manufacturing agent to support sales agent. The sales activity of most of parts manufacturing companies is based on orders of buyers. The process of promotion, receipt and selection of orders of the parts manufacturing is closely coupled with the load status of the production lines. On deciding whether to accept an order or not, as well as negotiating with buyers, sales person needs information such as load and schedule of production lines, manufacturability of the order. Therefore, the functions of virtual manufacturing agents manufacturability analysis, process planning, and scheduling are key features in developing an agent of sales activity for the parts manufacturing business. While most of research on virtual manufacturing system so far is focused on the simulation of each product, this paper deals with the development of agent assisting internet-based product sales by supporting production information promptly. The pilot system of virtual manufacturing agent is implemented using KQML-based agent template and Java-based expert system shell for a small molding company.

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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.

Q-learning for intersection traffic flow Control based on agents

  • Zhou, Xuan;Chong, Kil-To
    • Proceedings of the IEEK Conference
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    • 2009.05a
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    • pp.94-96
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    • 2009
  • In this paper, we present the Q-learning method for adaptive traffic signal control on the basis of multi-agent technology. The structure is composed of sixphase agents and one intersection agent. Wireless communication network provides the possibility of the cooperation of agents. As one kind of reinforcement learning, Q-learning is adopted as the algorithm of the control mechanism, which can acquire optical control strategies from delayed reward; furthermore, we adopt dynamic learning method instead of static method, which is more practical. Simulation result indicates that it is more effective than traditional signal system.

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The Battle Warship Simulation of Agent-based with Reinforcement and Evolutionary Learning (강화 및 진화 학습 기능을 갖는 에이전트 기반 함정 교전 시뮬레이션)

  • Jung, Chan-Ho;Park, Cheol-Young;Chi, Sung-Do;Kim, Jae-Ick
    • Journal of the Korea Society for Simulation
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    • v.21 no.4
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    • pp.65-73
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    • 2012
  • Due to the development of technology related to a weapon system and the info-communication, the battle system of a warship has to manage many kinds of human intervention tactics according to the complicated battlefield environment. Therefore, many kinds of studies about M&S(Modeling & Simulation) have been carried out recently. The previous M&S system based on an agent, however, has simply used non-flexible(or fixed) tactics. In this paper, we propose an agent modeling methodology which has reinforcement learning function for spontaneous(active) reaction and generation evolution learning Function using Genetic Algorithm for more proper reaction for warship battle. We experiment with virtual 1:1 warship combat simulation on the west sea so as to test validity of our proposed methodology. We consequently show the possibility of both reinforcement and evolution learning in a warship battle.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

Re-examining Network Market Strategies from the Perspective of the Local Network: Market Competition between Incompatible Technologies

  • Choi, Han-Nool;Lee, Byung-Tae
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.189-206
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    • 2005
  • Much of work on network externality assumed network effects are dependent on the network size. Therefore, very little consideration is given to the view that marginal benefits from joining the network may not increase with the network size if consumer benefits come from the direct interaction with neighbors, namely local network. In this study, we used the agent-based simulation method to reexamine the effectiveness of the traditional network market strategy under the presence of the local network where two incompatible technologies compete. We found that the strategy of growing an initial customer base is not effective under the presence of the local network. Our study also showed that targeting customers based on their technology Preference is not as effective as targeting customers within the same local network. As a result, the focus of a network market strategy should be directed to taking advantage of the customer network.

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