• Title/Summary/Keyword: Behavior-based Approach

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Flexural Fracture Behavior of Reinforced Concrete Beam Based on Fracture Mechanics Approach (파괴역학에 근거한 철근콘크리트 보의 휨 파괴거동)

  • 어석홍;최덕진;홍기호;김희성
    • Proceedings of the Korea Concrete Institute Conference
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    • 2002.10a
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    • pp.149-154
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    • 2002
  • An analytical fracture mechanics approach was used to investigate the fracture behavior of reinforced concrete beams. By use of this approach based on fracture mechanics concepts, the crack width and length as well as the strength and cracking stability of reinforced concrete beams were investigated. The results obtained from the analytical studies were also discussed in terms of the minimum reinforcement ratio and crack width specified in design code provisions. The analytical approach based on fracture mechanics concepts are very useful to predict the fracture behavior of reinforced concrete beams.

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A Comparative Study on Behavior-based Agent Control for Computer Games

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.37-45
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    • 2002
  • Computer games could be regarded as simulation of the real world. Control problems of software agents have long been studied in the field of Artificial Intelligence (AI), resulting in giving a birth to the behavior-based approach. three main approaches might be categorized out of the history of AI study. First, Cognitivists propose that intelligence could be represented and manipulated in terms of symbols. Second, Connectionists claim that symbols could not be isolated but they are embedded in the body structure. Third, the behavior-based approach is an approach to AI which suggests that intelligence is dynamic property that exists nowhere but emerges in the relationship of an agent and the world including observers while the agent performs behavior. This paper explains and compares the three approaches to AI, then discusses the plausibility of the behavior-based approach and problems. Finally, this paper proposes application of behavior-based approach to computer games in terms of agent control.

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An Autonomous Mobile Robot Control Method based on Fuzzy-Artificial Immune Networks and RBFN (퍼지-인공면역망과 RBFN에 의한 자율이동로봇 제어)

  • 오홍민;박진현;최영규
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.52 no.12
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    • pp.679-688
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    • 2003
  • In order to navigate the mobile robots safely in unknown environments, many researches have been studied to devise navigational algorithms for the mobile robots. In this paper, we propose a navigational algorithm that consists of an obstacle-avoidance behavior module, a goal-approach behavior module and a radial basis function network(RBFN) supervisor. In the obstacle-avoidance behavior module and goal-approach behavior module, the fuzzy-artificial immune networks are used to select a proper steering angle which makes the autonomous mobile robot(AMR) avoid obstacles and approach the given goal. The RBFN supervisor is employed to combine the obstacle-avoidance behavior and goal-approach behavior for reliable and smooth motion. The outputs of the RBFN are proper combinational weights for the behavior modules and velocity to steer the AMR appropriately. Some simulations and experiments have been conducted to confirm the validity of the proposed navigational algorithm.

Design Evaluation of Portable Electronic Products Using AR-Based Interaction and Simulation (증강현실 기반 상호작용과 시뮬레이션을 이용한 휴대용 전자제품의 설계품평)

  • Park, Hyung-Jun;Moon, Hee-Cheol
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.3
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    • pp.209-216
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    • 2008
  • This paper presents a novel approach to design evaluation of portable consumer electronic (PCE) products using augmented reality (AR) based tangible interaction and functional behavior simulation. In the approach, the realistic visualization is acquired by overlaying the rendered image of a PCE product on the real world environment in real-time using computer vision based augmented reality. For tangible user interaction in an AR environment, the user creates input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. For functional behavior simulation, we adopt state transition methodology to capture the functional behavior of the product into a markup language-based information model, and build a finite state machine (FSM) to controls the transition between states of the product based on the information model. The FSM is combined with AR-based tangible objects whose operation in the AR environment facilitates the realistic visualization and functional simulation of the product, and thus realizes faster product design and development. Based on the proposed approach, a product design evaluation system has been developed and applied for the design evaluation of various PCE products with highly encouraging feedbacks from users.

Energy-factor-based damage-control evaluation of steel MRF systems with fuses

  • Ke, Ke;Yam, Michael C.H.
    • Steel and Composite Structures
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    • v.22 no.3
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    • pp.589-611
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    • 2016
  • The primary objectives of this research are to investigate the energy factor response of steel moment resisting frame (MRF) systems equipped with fuses subject to ground motions and to develop an energy-based evaluation approach for evaluating the damage-control behavior of the system. First, the energy factor of steel MRF systems with fuses below the resilience threshold is derived utilizing the energy balance equation considering bilinear oscillators with significant post-yielding stiffness ratio, and the effect of structural nonlinearity on the energy factor is investigated by conducting a parametric study covering a wide range of parameters. A practical transformation approach is also proposed to associate the energy factor of steel MRF systems with fuses with classic design spectra based on elasto-plastic systems. Then, the energy balance is extended to structural systems, and an energy-based procedure for damage-control evaluation is proposed and a damage-control index is also derived. The approach is then applied to two types of steel MRF systems with fuses to explore the applicability for quantifying the damage-control behavior. The rationality of the proposed approach and the accuracy for identifying the damage-control behavior are demonstrated by nonlinear static analyses and incremental dynamic analyses utilizing prototype structures.

A Multi-Agent MicroBlog Behavior based User Preference Profile Construction Approach

  • Kim, Jee-Hyun;Cho, Young-Im
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.29-37
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    • 2015
  • Nowadays, the user-centric application based web 2.0 has replaced the web 1.0. The users gain and provide information by interactive network applications. As a result, traditional approaches that only extract and analyze users' local document operating behavior and network browsing behavior to build the users' preference profile cannot fully reflect their interests. Therefore this paper proposed a preference analysis and indicating approach based on the users' communication information from MicroBlog, such as reading, forwarding and @ behavior, and using the improved PersonalRank method to analyze the importance of a user to other users in the network and based on the users' communication behavior to update the weight of the items in the user preference. Simulation result shows that our proposed method outperforms the ontology model, TREC model, and the category model in terms of 11SPR value.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

Game AI Agents using Deliberative Behavior Tree based on Utility Theory (효용이론 기반 숙고형 행동트리를 이용한 게임 인공지능 에이전트)

  • Kwon, Minji;Seo, Jinsek
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.432-439
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    • 2022
  • This paper introduces deliberative behavior tree using utility theory. The proposed approach combine the strengths of behavior trees and utility theory to implement complex behavior of AI agents in an easier and more concise way. To achieve this goal, we devised and implemented three types of additional behavior tree nodes, which evaluate utility values of its own node or its subtree while traversing and selecting its child nodes based on the evaluated values. In order to validate our approach, we implemented a sample scenario using conventional behavior tree and our proposed deliberative tree respectively. And then we compared and analyzed the simulation results.

Virtual Prototyping of Consumer Electronic Products by Embedding HMI Functional Simulation into VR Techniques (HMI 기능성 시뮬레이션과 VR 기법과의 연동을 통한 개인용 전자제품의 가상시작 방안)

  • Park, Hyung-Jun;Bae, Chae-Yeol;Lee, Kwan-Heng
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.87-94
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    • 2007
  • The functional behavior of a consumer electronic product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose an approach to virtual prototyping (VP) that incorporates HMI functional simulation into virtual reality techniques in order to enables users to capture not only the realistic look of a consumer electronic product but also its functional behavior. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. We have developed a VP system based on the proposed approach. The system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The system provides the realistic visualization of the product and the vivid simulation of its functional behavior using head-mounted displays (HMD) and stereo speakers. It can easily allow users to perform functional evaluation and usability testing. A case study about the virtual prototyping of an MP3 player is given to show the usefulness of the proposed approach.

Exploring process prediction based on deep learning: Focusing on dynamic recurrent neural networks (딥러닝 기반의 프로세스 예측에 관한 연구: 동적 순환신경망을 중심으로)

  • Kim, Jung-Yeon;Yoon, Seok-Joon;Lee, Bo-Kyoung
    • The Journal of Information Systems
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    • v.27 no.4
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    • pp.115-128
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    • 2018
  • Purpose The purpose of this study is to predict future behaviors of business process. Specifically, this study tried to predict the last activities of process instances. It contributes to overcoming the limitations of existing approaches that they do not accurately reflect the actual behavior of business process and it requires a lot of effort and time every time they are applied to specific processes. Design/methodology/approach This study proposed a novel approach based using deep learning in the form of dynamic recurrent neural networks. To improve the accuracy of our prediction model based on the approach, we tried to adopt the latest techniques including new initialization functions(Xavier and He initializations). The proposed approach has been verified using real-life data of a domestic small and medium-sized business. Findings According to the experiment result, our approach achieves better prediction accuracy than the latest approach based on the static recurrent neural networks. It is also proved that much less effort and time are required to predict the behavior of business processes.