• Title/Summary/Keyword: Agent-Based Software Engineering

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A Knowledge-based Wrapper Learning Agent for Semi-Structured Information Sources (준구조화된 정보소스에 대한 지식기반의 Wrapper 학습 에이전트)

  • Seo, Hee-Kyoung;Yang, Jae-Young;Choi, Joong-Min
    • Journal of KIISE:Software and Applications
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    • v.29 no.1_2
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    • pp.42-52
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    • 2002
  • Information extraction(IE) is a process of recognizing and fetching particular information fragments from a document. In previous work, most IE systems generate the extraction rules called the wrappers manually, and although this manual wrapper generation may achieve more correct extraction, it reveals some problems in flexibility, extensibility, and efficiency. Some other researches that employ automatic ways of generating wrappers are also experiencing difficulties in acquiring and representing useful domain knowledge and in coping with the structural heterogeneity among different information sources, and as a result, the real-world information sources with complex document structures could not be correctly analyzed. In order to resolve these problems, this paper presents an agent-based information extraction system named XTROS that exploits the domain knowledge to learn from documents in a semi-structured information source. This system generates a wrapper for each information source automatically and performs information extraction and information integration by applying this wrapper to the corresponding source. In XTROS, both the domain knowledge and the wrapper are represented as XML-type documents. The wrapper generation algorithm first recognizes the meaning of each logical line of a sample document by using the domain knowledge, and then finds the most frequent pattern from the sequence of semantic representations of the logical lines. Eventually, the location and the structure of this pattern represented by an XML document becomes the wrapper. By testing XTROS on several real-estate information sites, we claim that it creates the correct wrappers for most Web sources and consequently facilitates effective information extraction and integration for heterogeneous and complex information sources.

Numerical Investigation on the Urea Melting Characteristics with Coolant and Electric Heaters (냉각수 및 전기 가열 방식에 따른 요소수 해동 특성에 관한 수치해석 연구)

  • Lee, Seung Yeop;Kim, Man Young
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.40 no.1
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    • pp.1-7
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    • 2016
  • A Urea-SCR(Selective Catalytic Reactor) system, which converts nitrogen oxides into nitrogen and water in the presence of a reducing agent, creates a major exhaust gas aftertreatment system for NOx reduction among other compounds. With regard to vehicle applications, a urea solution was chosen based on its eutectic composition of a 32.5wt% urea-water solution. An important advantage of this eutectic composition is that its melting point of $-11.7^{\circ}C$ is sufficiently low to avoid solidification in cold environments. However, the storage tanks must be heated separately in case of low ambient temperature levels to ensure a sufficient amount of liquid is available during scheduled start ups. In this study, therefore, a numerical investigation of three-dimensional unsteady heating problems analyzed to understand the melting processes and heat transfer characteristics including liquid volume fraction, temperature distributions, and temperature profiles. The investigations were performed using Fluent 6.3 commercial software that modeled coolant and electric heater models based on a urea solution. It is shown that the melting performance with the electric heater is higher than a coolant heater and is more efficient.

Implementation of Chatbot Models for Coding Education (코딩 교육을 위한 챗봇 모델 구현)

  • Chae-eun, Ahn;Hyun-in, Jeon;Hee-Il, Hahn
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.29-35
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    • 2023
  • In this paper, we propose a SW-EDU bot, a chatbot learning model for coding education by using a chatbot system. The same scenario-based models are created on the basis of Dialogflow and Kakao i Open Builder, which are representative chatbot builders. And then a SW-EDU bot is designed and implemented by selecting the builder more appropriate to our purpose. The implemented chatbot system aims to learn effective learning methods while encouraging self-direction of users by providing learning type selection, concept learning, and problem solving by difficulty level. In order to compare the usability of chatbot builders, five indicators are selected, and based on these, a builder with a comparative advantage is selected, and SW-EDU bot is implemented based on these. Through usability evaluation, we analyze the feasibility of SW-EDU bot as a learning support tool and confirm the possibility of using it as a new coding education learning tool.

XML-based Portable Self-containing Representation of Strongly-typed Genetic Program (XML 기반 강건 타입형 유전자 프로그램의 이식${\cdot}$독립적 표현)

  • Lee Seung-Ik;Tanev Ivan;Shimohara Katsunori
    • Journal of KIISE:Software and Applications
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    • v.32 no.4
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    • pp.277-289
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    • 2005
  • To overcome the long design time/high computational effort/low computational performance of phylogenetic learning featuring selection and reproduction, this paper proposes a genetic representation based on XML. Since genetic programs (GP) and genetic operations of this representation are maintained by the invocation of the built-in off-the-shelf XML parser's API, the proposed approach features significant reduced time consumption of GP design process. Handling only semantically correct GPs with standard XML schema can reduce search space and computational effort. Furthermore, computational performance can be improved by the parallelism of GP caused by the utilization of XML, which is a feasible system and wire format for migration of genetic programs in heterogeneous distributed computer environments. To verify the proposed approach, it is applied to the evolution of social behaviors of multiple agents modeling the predator-prey pursuit problem. The results show that the approach can be applied for fast development and time efficiency of GPs.

A slide reinforcement learning for the consensus of a multi-agents system (다중 에이전트 시스템의 컨센서스를 위한 슬라이딩 기법 강화학습)

  • Yang, Janghoon
    • Journal of Advanced Navigation Technology
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    • v.26 no.4
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    • pp.226-234
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    • 2022
  • With advances in autonomous vehicles and networked control, there is a growing interest in the consensus control of a multi-agents system to control multi-agents with distributed control beyond the control of a single agent. Since consensus control is a distributed control, it is bound to have delay in a practical system. In addition, it is often difficult to have a very accurate mathematical model for a system. Even though a reinforcement learning (RL) method was developed to deal with these issues, it often experiences slow convergence in the presence of large uncertainties. Thus, we propose a slide RL which combines the sliding mode control with RL to be robust to the uncertainties. The structure of a sliding mode control is introduced to the action in RL while an auxiliary sliding variable is included in the state information. Numerical simulation results show that the slide RL provides comparable performance to the model-based consensus control in the presence of unknown time-varying delay and disturbance while outperforming existing state-of-the-art RL-based consensus algorithms.

Multi-Object Goal Visual Navigation Based on Multimodal Context Fusion (멀티모달 맥락정보 융합에 기초한 다중 물체 목표 시각적 탐색 이동)

  • Jeong Hyun Choi;In Cheol Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.9
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    • pp.407-418
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    • 2023
  • The Multi-Object Goal Visual Navigation(MultiOn) is a visual navigation task in which an agent must visit to multiple object goals in an unknown indoor environment in a given order. Existing models for the MultiOn task suffer from the limitation that they cannot utilize an integrated view of multimodal context because use only a unimodal context map. To overcome this limitation, in this paper, we propose a novel deep neural network-based agent model for MultiOn task. The proposed model, MCFMO, uses a multimodal context map, containing visual appearance features, semantic features of environmental objects, and goal object features. Moreover, the proposed model effectively fuses these three heterogeneous features into a global multimodal context map by using a point-wise convolutional neural network module. Lastly, the proposed model adopts an auxiliary task learning module to predict the observation status, goal direction and the goal distance, which can guide to learn the navigational policy efficiently. Conducting various quantitative and qualitative experiments using the Habitat-Matterport3D simulation environment and scene dataset, we demonstrate the superiority of the proposed model.

A Bio-Inspired Modeling of Visual Information Processing for Action Recognition (생체 기반 시각정보처리 동작인식 모델링)

  • Kim, JinOk
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.8
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    • pp.299-308
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    • 2014
  • Various literatures related computing of information processing have been recently shown the researches inspired from the remarkably excellent human capabilities which recognize and categorize very complex visual patterns such as body motions and facial expressions. Applied from human's outstanding ability of perception, the classification function of visual sequences without context information is specially crucial task for computer vision to understand both the coding and the retrieval of spatio-temporal patterns. This paper presents a biological process based action recognition model of computer vision, which is inspired from visual information processing of human brain for action recognition of visual sequences. Proposed model employs the structure of neural fields of bio-inspired visual perception on detecting motion sequences and discriminating visual patterns in human brain. Experimental results show that proposed recognition model takes not only into account several biological properties of visual information processing, but also is tolerant of time-warping. Furthermore, the model allows robust temporal evolution of classification compared to researches of action recognition. Presented model contributes to implement bio-inspired visual processing system such as intelligent robot agent, etc.

Deep Neural Network-Based Scene Graph Generation for 3D Simulated Indoor Environments (3차원 가상 실내 환경을 위한 심층 신경망 기반의 장면 그래프 생성)

  • Shin, Donghyeop;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.5
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    • pp.205-212
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    • 2019
  • Scene graph is a kind of knowledge graph that represents both objects and their relationships found in a image. This paper proposes a 3D scene graph generation model for three-dimensional indoor environments. An 3D scene graph includes not only object types, their positions and attributes, but also three-dimensional spatial relationships between them, An 3D scene graph can be viewed as a prior knowledge base describing the given environment within that the agent will be deployed later. Therefore, 3D scene graphs can be used in many useful applications, such as visual question answering (VQA) and service robots. This proposed 3D scene graph generation model consists of four sub-networks: object detection network (ObjNet), attribute prediction network (AttNet), transfer network (TransNet), relationship prediction network (RelNet). Conducting several experiments with 3D simulated indoor environments provided by AI2-THOR, we confirmed that the proposed model shows high performance.