• Title/Summary/Keyword: Game Algorithm

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An SDN based hopping multicast communication against DoS attack

  • Zhao, Zheng;Liu, Fenlin;Gong, Daofu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.4
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    • pp.2196-2218
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    • 2017
  • Multicast communication has been widely used in the Internet. However, multicast communication is vulnerable to DoS attack due to static router configuration. In this paper, HMC, a hopping multicast communication method based on SDN, is proposed to tackle this problem. HMC changes the multicast tree periodically and makes it difficult for the attackers to launch an accurate attack. It also decreases the probability of multicast communication being attacked by DoS and in the meanwhile, the QoS constrains are not violated. In this research, the routing problem of HMC is proven to be NP-complete and a heuristic algorithm is proposed to solve it. Experiments show that HMC has the ability to resist DoS attack on multicast route effectively. Theoretically, the multicast compromised probability can drop more than 0.6 when HMC is adopt. In addition, experiments demonstrate that HMC achieves shorter average multicast delay and better robustness compared with traditional method, and more importantly, it better defends DoS attack.

Performance Comparison of Two Ellipse Fitting-Based Cell Separation Algorithms

  • Cho, Migyung
    • Journal of information and communication convergence engineering
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    • v.13 no.3
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    • pp.215-219
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    • 2015
  • Cells in a culture process transform with time and produce many overlapping cells in their vicinity. We are interested in a separation algorithm for images of overlapping cells taken using a fluorescence optical microscope system during a cell culture process. In this study, all cells are assumed to have an ellipse-like shape. For an ellipse fitting-based method, an improved least squares method is used by decomposing the design matrix into quadratic and linear parts for the separation of overlapping cells. Through various experiments, the improved least squares method (numerically stable direct least squares fitting [NSDLSF]) is compared with the conventional least squares method (direct least squares fitting [DLSF]). The results reveal that NSDLSF has a successful separation ratio with an average accuracy of 95% for two overlapping cells, an average accuracy of 91% for three overlapping cells, and about 82% accuracy for four overlapping cells.

Implementation of Active Humanoid Robot Soccer System Using Global Vision (글로벌 비젼을 이용한 자동제어 휴머노이드 축구시스템 설계)

  • Ku, Ja-Yl
    • 전자공학회논문지 IE
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    • v.45 no.2
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    • pp.28-33
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    • 2008
  • The paper is represented active robot soccer system using humanoid. many robot we implement the control method of several robot and the algorithm of robot soccer system. the position and direction of the robot is recognized quickly using color tag on the shoulder of robot and special personal computer. Humanoid robot soccer system in this paper develops better in existent wheel-driven soccer robot. Forward, through a lot of studies, self-moving soccer game like human with humanoid is possible.

A Framework for Cognitive Agents

  • Petitt, Joshua D.;Braunl, Thomas
    • International Journal of Control, Automation, and Systems
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    • v.1 no.2
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    • pp.229-235
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    • 2003
  • We designed a family of completely autonomous mobile robots with local intelligence. Each robot has a number of on-board sensors, including vision, and does not rely on global positioning systems The on-board embedded controller is sufficient to analyze several low-resolution color images per second. This enables our robots to perform several complex tasks such as navigation, map generation, or providing intelligent group behavior. Not being limited to playing the game of soccer and being completely autonomous, we are also looking at a number of other interesting scenarios. The robots can communicate with each other, e.g. for exchanging positions, information about objects or just the local states they are currently in (e.g. sharing their current objectives with other robots in the group). We are particularly interested in the differences between a behavior-based approach versus a traditional control algorithm at this still very low level of action.

Learning soccer robot using genetic programming

  • Wang, Xiaoshu;Sugisaka, Masanori
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.292-297
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    • 1999
  • Evolving in artificial agent is an extremely difficult problem, but on the other hand, a challenging task. At present the studies mainly centered on single agent learning problem. In our case, we use simulated soccer to investigate multi-agent cooperative learning. Consider the fundamental differences in learning mechanism, existing reinforcement learning algorithms can be roughly classified into two types-that based on evaluation functions and that of searching policy space directly. Genetic Programming developed from Genetic Algorithms is one of the most well known approaches belonging to the latter. In this paper, we give detailed algorithm description as well as data construction that are necessary for learning single agent strategies at first. In following step moreover, we will extend developed methods into multiple robot domains. game. We investigate and contrast two different methods-simple team learning and sub-group loaming and conclude the paper with some experimental results.

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A number detection and recognition through a neural network (신경망을 통한 숫자 검출 및 인식)

  • Cho, Hyun-Gu;Kim, Nam-Ho;Kim, Chan-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.981-984
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    • 2007
  • Character recognition is one field of pattern recognition which comes true the ability of the human being with the computer. In this paper, we performed a comparative study on mostly used method of number detection and recognition. Also number recognition from hazard brain the human being with the model. We research about fundamental principle and back propagation algorithm for studying of neural networks.

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Implementation of barrage shooting game using barrage Algorithm (탄막 알고리즘을 이용한 탄막 슈팅 게임 구현)

  • Kim, Jun-seob;Song, Wook;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.695-696
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    • 2016
  • 탄막 슈팅 게임이란 적기의 총알로 가득 찬 탄막을 피하는 게임이다. 탄막 슈팅 게임은 탄막을 발사하는 각도, 좌표, 충돌들을 계산하는 알고리즘을 필요로 한다. 탄막의 움직임이나 형태, 그리고 플레이어 캐릭터와 보스들의 각각의 충돌 범위들과 좌표를 제어하고 관리하는 메소드들을 구현해야 한다. 본 논문에서는 탄막 알고리즘을 이용한 슈팅 게임 설계 및 구현 결과에 관한 내용을 다루고 있다. 추후 본 논문의 알고리즘을 활용하여 안드로이드 환경에서도 탄막 슈팅 게임에 쉽게 접근할 수 있을 것으로 기대한다.

A Study on Pathfinding in Game Environment Using Genetic Algorithm and Neural Network (게임 환경에서의 유전 알고리즘과 인공신경망을 이용한 경로탐색에 관한 연구)

  • Oh, Dong-Hwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.607-608
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    • 2016
  • 진화 알고리즘과 인공신경망은 생물학에서 비롯되어 컴퓨터과학 분야에서 응용되고 있는 문제해결 방법이다. 본 연구는 게임 환경에서 크기를 자율적으로 설정하여 생성할 수 있는 미로를 구성하고, 주어진 미로의 시작점으로부터 목적지까지 유전 알고리즘과 인공신경망을 이용하여 경로탐색을 하는 것에 대한 연구이다. 자동 생성된 미로가 특정 크기 이상으로 커지게 되면, 진화 알고리즘은 무작위적인 값에 의해서 결정되는 것으로 수렴한다는 결론을 얻었고, 인공신경망을 이용한 결과는 진화알고리즘 보다 미로의 경로탐색 문제해결에 적합한 결과를 보여주었다. 또한 어떤 방향이 최적경로인지 아닌지를 미리 알 수 있는 특수한 조건에서는 각 유전인자를 최적값인지 아닌지 표현하는 방법으로 효율적인 진화 알고리즘을 사용할 수 있다는 것을 제안하였다.

An Offloading Strategy for Multi-User Energy Consumption Optimization in Multi-MEC Scene

  • Li, Zhi;Zhu, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.10
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    • pp.4025-4041
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    • 2020
  • Mobile edge computing (MEC) is capable of providing services to smart devices nearby through radio access networks and thus improving service experience of users. In this paper, an offloading strategy for the joint optimization of computing and communication resources in multi-user and multi-MEC overlapping scene was proposed. In addition, under the condition that wireless transmission resources and MEC computing resources were limited and task completion delay was within the maximum tolerance time, the optimization problem of minimizing energy consumption of all users was created, which was then further divided into two subproblems, i.e. offloading strategy and resource allocation. These two subproblems were then solved by the game theory and Lagrangian function to obtain the optimal task offloading strategy and resource allocation plan, and the Nash equilibrium of user offloading strategy games and convex optimization of resource allocation were proved. The simulation results showed that the proposed algorithm could effectively reduce the energy consumption of users.

Enhanced Machine Learning Algorithms: Deep Learning, Reinforcement Learning, and Q-Learning

  • Park, Ji Su;Park, Jong Hyuk
    • Journal of Information Processing Systems
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    • v.16 no.5
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    • pp.1001-1007
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    • 2020
  • In recent years, machine learning algorithms are continuously being used and expanded in various fields, such as facial recognition, signal processing, personal authentication, and stock prediction. In particular, various algorithms, such as deep learning, reinforcement learning, and Q-learning, are continuously being improved. Among these algorithms, the expansion of deep learning is rapidly changing. Nevertheless, machine learning algorithms have not yet been applied in several fields, such as personal authentication technology. This technology is an essential tool in the digital information era, walking recognition technology as promising biometrics, and technology for solving state-space problems. Therefore, algorithm technologies of deep learning, reinforcement learning, and Q-learning, which are typical machine learning algorithms in various fields, such as agricultural technology, personal authentication, wireless network, game, biometric recognition, and image recognition, are being improved and expanded in this paper.