• Title/Summary/Keyword: Behavioral logic

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Evolution of Behavioral Logic of Artificial Individuals Using Cell-level Evolution Framework (셀 수준의 진화 프레임워크를 통한 인공개체의 행동로직 진화)

  • Jung, Bo-Sun;Jung, Sung Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.1
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    • pp.22-28
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    • 2015
  • In this paper, we studied the evolution of behavioral logic of artificial individuals using cell-level evolution framework. We first implemented cell-level evolution framework and then investigated the evolution of behavioral logic that artificial individuals ate foods on the framework. A logic frame for behavioral decisions of artificial individuals was devised and applied to the framework. From extensive tests, we found that most artificial individuals could evolve the behavioral logic that they could eat food in a short generation. It was also confirmed that most behavioral logics showed nearly same behaviors of artificial individuals in most tests. Our method has the differences from existing algorithms using evolutionary algorithms and evolvable hardwares in that it is a basically different approach. These results showed that our framework could be a good tool for investigating the evolution of artificial individuals in a cell-level.

Boids′ Behavioral Modeling based Fuzzy Flocking (퍼지 플로킹 기반의 보이드 행동 모델링)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.2
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    • pp.195-200
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    • 2004
  • Computer games use an intelligent method called flocking for boids' group behavioral modeling. Flocking can naturally model group behavioral patterns of unpredictable forms such as birds and fishes using some computer resource. In this paper, we implemented an ecosystem which is composed of predator and prey for group behavioral modeling of real underwater ecosystem. Also fuzzy logic is applied to implement instinct desire of ecosystem elements. As the result, we confirmed that the model can overcome breakdown of ecosystem and model naturally ecosystem behavior.

HSIM: Implementation of the Highly Efficient Logic SIMulator (고성능 로직 시뮬레이터(HSIM) 구현)

  • Park, Jang-Hyeon;Lee, Gi-Jun;Kim, Bo-Gwan
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.4
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    • pp.603-610
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    • 1995
  • In this paper, we present a highly efficient simulation package which supports simulation from functional level to gate level. The package consists of a set of front-end tools, a logic simulator, named HSIM(Highly efficient logic SIMulator), and an waveform analyzer. The front-end tools include a netlist compiler, functional primitive compiler and behavioral compiler. Key feature of developed simulator is that the compiled behavioral models written in C language are directly executed in the simulation engine using incremental loader. By doing so, we achieved significant speed up as compared with the interpretive functional simulator. Experimental results show that HSIM runs about 55% faster than traditional unit-delay event-driven interpretive simulator.

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Evolution of the Behavioral Knowledge for a Virtual Robot

  • Hwang Su-Chul;Cho Kyung-Dal
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.5 no.4
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    • pp.302-309
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    • 2005
  • We have studied a model and application that evolves the behavioral knowledge of a virtual robot. The knowledge is represented in classification rules and a neural network, and is learned by a genetic algorithm. The model consists of a virtual robot with behavior knowledge, an environment that it moves in, and an evolution performer that includes a genetic algorithm. We have also applied our model to an environment where the robots gather food into a nest. When comparing our model with the conventional method on various test cases, our model showed superior overall learning.

An Emotion Processing Model using Multiple Valued Logic Functions (다치 논리함수를 이용한 감성처리 모델)

  • Chung, Hwan-Mook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.1
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    • pp.13-18
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    • 2009
  • Usually, human emotions are vague and change diversely on the basis of the stimulus from the outside. Plutchik classified the fundamental behavioral patterns into eight patterns, named each of them a genuine emotion, and furthermore suggested mixed emotions using a combination of genuine emotions. In this paper, we propose a method for processing Plutchik's emotion model using Multiple Valued Logic(MVL) Automata Model which utilizes the properties of difference in Multiple Valued Logic functions. This proposed emotion processing model can be widely applied to the analysis and processing of emotion data.

A SDL Hardware Compiler for VLSI Logic Design Automation (VLSI의 논리설계 자동화를 위한 SDL 하드웨어 컴파일러)

  • Cho, Joung Hwee;Chong, Jong Wha
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.23 no.3
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    • pp.327-339
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    • 1986
  • In this paper, a hardware compiler for symbolic description language(SDL) is proposed for logic design automation. Lexical analysis is performed for SDL which describes the behavioral characteristics of a digital system at the register transfer level by the proposed algorithm I. The algorithm I is proposed to get the expressions for the control unit and for the data transfer unit. In order to obtain the network description language(NDL) expressions equivalent to gate-level logic circuits, another algorithm, the the algorithm II, is proposed. Syntax analysis for the data formed by the algorithm I is also Performed using circuit elements such as D Flip-Flop, 2-input AND, OR, and NOT gates. This SDL hardware compiler is implemented in the programming language C(VAX-11/750(UNIX)), and its efficiency is shown by experiments with logic design examples.

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ASM Chart and SDL for VLSI Logic Design Automation (VLSI의 논리 설계 자동화를 위한 ASM 도표와 SDL)

  • Cho, Joung Hwee;Chong, Jung Wha
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.23 no.2
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    • pp.269-277
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    • 1986
  • This paper proposes a new algorithmic state machine(ASM) chart and a new hardware description for automatic logic design of VLSI. To describe the behavioral characteristics of the design specification, the conventional ASM chart is modified, and a new hardware description language, SDL, is proposed. The SDL is one-to-one correspondent to the proposed ASM chart symbol, and can be used in a hierachical design of VLSI. As a design example, we obtain a logic circuit diagram of gate lebel utilizing a SDL hardware compiler after drawing an ASM chart and describing in SDL.

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Evaluation of staircase accidents using 3D virtual simulation based on behavioral characteristics of the elderly (가상공간 시뮬레이션을 활용한 고령자 행동특성 기반 계단 낙상사고 평가)

  • Yang, Hyun-Cheul;Na, Sun-Cheol;Kim, Dong-Hyun;Lee, Jae-Wook
    • Journal of KIBIM
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    • v.7 no.4
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    • pp.21-30
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    • 2017
  • Due to the rapidly aging population, the death rate of elderly people by safety accidents has been increasing. In particular, precautions are needed for falls prevention because they either directly or indirectly cause death. In the case of elderly people, most of the fall accidents occur in dense residential areas, and particularly, the staircase poses a risk of falling. Therefore, a safety assessment should be performed from the design phase. However, in general, staircases are designed using existing stair data or only aims to satisfy the installation criteria. Laws and regulations only define minimum requirements for safety, so it is not possible to prevent fall accidents even if they satisfy the requirements. Therefore, this study proposes a simulation-based method for evaluating the safety of staircases. The behavioral characteristics of the elderly are implemented to an virtual user in a virtual space including staircases, and fall accidents are evaluated by the evaluation logic related to the behavioral characteristics. The result shows that the safety of staircases can be preevaluated and reflected on the design to reduce the possibility of fall accidents of the elderly.

Emotional Robotics based on iT_Media

  • Yoon, Joong-Sun;Yoh, Myeung-Sook;Cho, Bong-Kug
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.804-809
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    • 2004
  • Intelligence is thought to be related to interaction rather than a deep but passive thinking. Interactive tangible media "iT_Media" is proposed to explore these issues. Personal robotics is a major area to investigate these ideas. A new design methodology for personal and emotional robotics is proposed. Sciences of the artificial and intelligence have been investigated. A short history of artificial intelligence is presented in terms of logic, heuristic, and mobility; a science of intelligence is presented in terms of imitation and understanding; intelligence issues for robotics and intelligence measures are described. A design methodology for personal robots based on science of emotion is investigated. We investigate three different aspects of design: visceral, behavioral, reflective. We also discuss affect and emotion in robots, robots that sense emotion, robots that induce emotion in people, and implications and ethical issues of emotional robots. Personal robotics for the elderly seems to be a major area in which to explore these ideas.

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Movement Pattern Recognition of Medaka for an Insecticide: A Comparison of Decision Tree and Neural Network

  • Kim, Youn-Tae;Park, Dae-Hoon;Kim, Sung-Shin
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.7 no.1
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    • pp.58-65
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    • 2007
  • Behavioral sequences of the medaka (Oryzias latipes) were continuously investigated through an automatic image recognition system in response to medaka treated with the insecticide and medaka not treated with the insecticide, diazinon (0.1 mg/l) during a 1 hour period. The observation of behavior through the movement tracking program showed many patterns of the medaka. After much observation, behavioral patterns were divided into four basic patterns: active-smooth, active-shaking, inactive-smooth, and inactive-shaking. The "smooth" and "shaking" patterns were shown as normal movement behavior. However, the "shaking" pattern was more frequently observed than the "smooth" pattern in medaka specimens that were treated with insecticide. Each pattern was classified using classification methods after the feature choice. It provides a natural way to incorporate prior knowledge from human experts in fish behavior and contains the information in a logical expression tree. The main focus of this study was. to determine whether the decision tree could be useful for interpreting and classifying behavior patterns of the medaka.