• Title/Summary/Keyword: Algorithm Learning

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A Data-centric Analysis to Evaluate Suitable Machine-Learning-based Network-Attack Classification Schemes

  • Huong, Truong Thu;Bac, Ta Phuong;Thang, Bui Doan;Long, Dao Minh;Quang, Le Anh;Dan, Nguyen Minh;Hoang, Nguyen Viet
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.169-180
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    • 2021
  • Since machine learning was invented, there have been many different machine learning-based algorithms, from shallow learning to deep learning models, that provide solutions to the classification tasks. But then it poses a problem in choosing a suitable classification algorithm that can improve the classification/detection efficiency for a certain network context. With that comes whether an algorithm provides good performance, why it works in some problems and not in others. In this paper, we present a data-centric analysis to provide a way for selecting a suitable classification algorithm. This data-centric approach is a new viewpoint in exploring relationships between classification performance and facts and figures of data sets.

The Comparison of Neural Network Learning Paradigms: Backpropagation, Simulated Annealing, Genetic Algorithm, and Tabu Search

  • Chen Ming-Kuen
    • Proceedings of the Korean Society for Quality Management Conference
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    • 1998.11a
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    • pp.696-704
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    • 1998
  • Artificial neural networks (ANN) have successfully applied into various areas. But, How to effectively established network is the one of the critical problem. This study will focus on this problem and try to extensively study. Firstly, four different learning algorithms ANNs were constructed. The learning algorithms include backpropagation, simulated annealing, genetic algorithm, and tabu search. The experimental results of the above four different learning algorithms were tested by statistical analysis. The training RMS, training time, and testing RMS were used as the comparison criteria.

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A Learning Algorithm of Fuzzy Neural Networks with Trapezoidal Fuzzy Weights

  • Lee, Kyu-Hee;Cho, Sung-Bae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.404-409
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    • 1998
  • In this paper, we propose a learning algorithm of fuzzy neural networks with trapezoidal fuzzy weights. This fuzzy neural networks can use fuzzy numbers as well as real numbers, and represent linguistic information better than standard neural networks. We construct trapezodal fuzzy weights by the composition of two triangles, and devise a learning algorithm using the two triangular membership functions, The results of computer simulations on numerical data show that the fuzzy neural networks have high fitting ability for target output.

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A Structural Learning of MLP Classifiers Using PfSGA (PfSGA를 이용한 MLP 분류기의 구조 학습)

  • 愼晟孝;金 商雲
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.1277-1280
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    • 1998
  • We propose a structural learning method of MLP classifiers for a given application using PfSGA (parameter-free species genetic algorithm), which is a combining of species genetic algorithm(SGA) and parameter-free genetic algorithm(PfGA). experimental results show that PfSGA can reduce the learing time of SGA and has no influence of parameter values on structural learning. And we also convince that PfSGA is more efficient than the other methods in the aspect of misclassification ratio, learning rate, and complexity of MLP structure.

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Estimation of Software Reliability with Immune Algorithm and Support Vector Regression (면역 알고리즘 기반의 서포트 벡터 회귀를 이용한 소프트웨어 신뢰도 추정)

  • Kwon, Ki-Tae;Lee, Joon-Kil
    • Journal of Information Technology Services
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    • v.8 no.4
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    • pp.129-140
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    • 2009
  • The accurate estimation of software reliability is important to a successful development in software engineering. Until recent days, the models using regression analysis based on statistical algorithm and machine learning method have been used. However, this paper estimates the software reliability using support vector regression, a sort of machine learning technique. Also, it finds the best set of optimized parameters applying immune algorithm, changing the number of generations, memory cells, and allele. The proposed IA-SVR model outperforms some recent results reported in the literature.

Design of FLC using the Membership function modification algorithm and ANFIS (소속함수 수정 알고리즘과 ANFIS를 이용한 퍼지논리 제어기의 설계)

  • 최완규;이성주
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2001.05a
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    • pp.43-46
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    • 2001
  • We, in this paper, design the Sugeno-models fuzzy controller by using the membership function modification algorithm and ANFIS, which are clustering and learning the input-output data. The membership function modification algorithm constructs the more concrete fuzzy controller by clustering the input-output data from the fuzzy inference system. ANFIS construct the Sugeno-models fuzzy controller by learning the input-output data from the above controller. We showed that the fuzzy controller designed by our method could have the stable learning and the enhanced performance.

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Fuzzy Control of Dynamic systems Using LIBL(Linguistic Instruction Based Learning) (LIBL을 이용한 다이나믹 시스템의 퍼지제어)

  • 조중선;박계각;정경욱;박래석
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1995.10b
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    • pp.139-144
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    • 1995
  • LIBL(Linguistic Instruction Based Leaning) is an effective learning algorithm for fuzzy controller which interpretes and uses natural language of human The possibiliy of the LIBL algorithm to the fuzzy control of dynamic systems is investigated in this paper. Rise time, percent overshoot, and steady stste are proposed as suitable meaning elements for dynamic systems. A supervisor is able to give "higer-level linguistic instruction" to the learning algorithm through these three meaning elements Simulation results for a DC servo motor show the validity of the proposed algorithm.

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Q-learning to improve learning speed using Minimax algorithm (미니맥스 알고리즘을 이용한 학습속도 개선을 위한 Q러닝)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.99-106
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    • 2018
  • Board games have many game characters and many state spaces. Therefore, games must be long learning. This paper used reinforcement learning algorithm. But, there is weakness with reinforcement learning. At the beginning of learning, reinforcement learning has the drawback of slow learning speed. Therefore, we tried to improve the learning speed by using the heuristic using the knowledge of the problem domain considering the game tree when there is the same best value during learning. In order to compare the existing character the improved one. I produced a board game. So I compete with one-sided attacking character. Improved character attacked the opponent's one considering the game tree. As a result of experiment, improved character's capability was improved on learning speed.

Development of a Multi-criteria Pedestrian Pathfinding Algorithm by Perceptron Learning

  • Yu, Kyeonah;Lee, Chojung;Cho, Inyoung
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.12
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    • pp.49-54
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    • 2017
  • Pathfinding for pedestrians provided by various navigation programs is based on a shortest path search algorithm. There is no big difference in their guide results, which makes the path quality more important. Multiple criteria should be included in the search cost to calculate the path quality, which is called a multi-criteria pathfinding. In this paper we propose a user adaptive pathfinding algorithm in which the cost function for a multi-criteria pathfinding is defined as a weighted sum of multiple criteria and the weights are learned automatically by Perceptron learning. Weight learning is implemented in two ways: short-term weight learning that reflects weight changes in real time as the user moves and long-term weight learning that updates the weights by the average value of the entire path after completing the movement. We use the weight update method with momentum for long-term weight learning, so that learning speed is improved and the learned weight can be stabilized. The proposed method is implemented as an app and is applied to various movement situations. The results show that customized pathfinding based on user preference can be obtained.

A Study on Algorithm Teaching and Learning Methods and Assessment for Elementary School Students (초등학생을 위한 알고리즘 교수학습방법과 평가)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.489-498
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    • 2015
  • In this study, we suggested the contents, teaching and learning method, and assessment types of algorithm education in elementary schools. First, we suggested the algorithm education contents; the expression, understanding, flowcharts, structure, results, correction, and improvement of algorithm. Second, we showed the algorithm teaching and learning methods; algorithm in our daily life, the unplugged activity, block programming and tangible programming. Finally, we analyzed all missions of 'Hour of Code' in Code.org, and suggested the algorithm assessment 4 types, which includes selecting, filling, correcting, predicting of appropriate algorithm.