• Title/Summary/Keyword: GoGo Board

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Design of 24 GHz Radar with Subspace-Based Digital Beam Forming for ACC Stop-and-Go System

  • Jeong, Seong-Hee;Oh, Jun-Nam;Lee, Kwae-Hi
    • ETRI Journal
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    • v.32 no.5
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    • pp.827-830
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    • 2010
  • For an adaptive cruise control (ACC) stop-and-go system in automotive applications, three radar sensors are needed because two 24 GHz short range radars are used for object detection in an adjacent lane, and one 77 GHz long-range radar is used for object detection in the center lane. In this letter, we propose a single sensor-based 24 GHz radar with a detection capability of up to 150 m and ${\pm}30^{\circ}$ for an ACC stop-and-go system. The developed radar is highly integrated with a high gain patch antenna, four channel receivers with GaAs RF ICs, and back-end processing board with subspace based digital beam forming algorithm.

Monte-Carlo Tree Search Applied to the Game of Tic-Tac-Toe (삼목 게임에 적용된 몬테카를로 트리탐색)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.47-54
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    • 2014
  • The game of Go is one of the oldest games and originated at least more than 2,500 years ago. In game programming the most successful approach is to use game tree searches using evaluation functions. However it is really difficult to construct feasible evaluation function in computer Go. Monte-Carlo Tree Search(MCTS) has created strong computer Go programs such as MoGo and CrazyStone which defeated human Go professionals played on the $9{\times}9$ board. MCTS is based on the winning rate estimated by Monte-Carlo simulation. Prior to implementing MCTS into computer Go, we tried to measure each winning rate of three positions, center, corner and side, in Tic-Tac-Toe playing as the best first move. The experimental result revealed that the center is the best, a corner the next and a side the last as the best first move.

The first move in the game of 9⨯9 Go, using non-strategic Monte-Carlo Tree Search (무전략 몬테카를로 트리탐색을 활용한 9줄바둑에서의 첫 수)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.63-70
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    • 2017
  • In AI research Go is regarded as the most challenging board game due to the positional evaluation difficulty and the huge branching factor. MCTS is an exciting breakthrough to overcome these problems. The idea behind AlphaGo was to estimate the winning rate of a given position and then to lead deeper search for finding the best promising move. In this paper, using non-strategic MCTS we verified the fact that most pro players regard the best first move as Tengen (Origin of heaven) in $9{\times}9$ Go is correct. We also compared the average winning rates of the most popular first moves.

A Study on the Meaning and Cultural Properties Value of Rock-Go-Board from the Viewpoint of Site and Location Characteristics (입지와 장소 특성으로 본 암각바둑판의 의미와 문화재적 가치)

  • Park, Joo Sung;Rho, Jae Hyun;Sim, Woo Kyung
    • Korean Journal of Heritage: History & Science
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    • v.44 no.4
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    • pp.172-205
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    • 2011
  • Go bears significant meanings in terms of cultural and entertaining functions in Asia Eastern such as China and Japan. Beyond the mere entertaining level, it produces philosophical and mythic discourse as well. As a part of effort to seek an identity of Korean traditional garden culture, this study traced back to find meanings of rock-go-board and taste for the arts which ancestors pursued in playing Go game, through analysis and interpretation of correlation among origin of place name, nearby scenery, carved letters and vicinal handed-down place name. At the same time, their position, shape and location types were interpreted through comprehensive research and analysis of stone-go-boards including rock-go-board. Particularly, it focused on the rock names related to Sundoism(仙道) Ideal world, fixed due to a connection between traces of Sundoism and places in a folk etymology. Series of this work is to highlight features of the immortal sceneries, one of traditional landscaping ideals, by understanding place identity and scenic features of where the rock-go-boards are carved. These works are expected to become foundation for promotion and preservation of the traditional landscaping remains. The contents of this study could be summarized as follows; First, round stone and square board for round sky and angled land, black and white color for harmony of yin and yang and 361paths for rotating sky are symbols projecting order of universe. Sayings of Gyuljungjirak(橘中之樂), Sangsansaho(商山四皓), Nangagosa(爛柯故事) formed based on the idea of eternity stand for union of sky and sun. It indicates Go game which matches life and nature spatiotemporally and elegant taste for arts pursuing beauty and leisure. Second, the stone-go-boards found through this research, are 18 in total. 3 of those(16.1%), Gangjin Weolnamsaji, Yangsan Sohanjeong and Banryongdae ones were classified into movable Seokguk and 15(83.9%) including Banghakdong were turned out to be non-movable rock-go-boards carved on natural rocks. Third, upon the result of materializing location types of rock-go-boards, 15 are mountain stream type(83.9%) and 3 are rock peak type(16.1%). Among those, the one at Sobaeksam Sinseonbong is located at the highest place(1,389m). Considering the fact that all of 15 rock-go-boards were found at mountainous areas lower than 500m, it is recognizable that where the Go-boards are the parts of the living space, not far from secular world. Fourth, there are 7 Sunjang(巡將) Go with 17 Hwajeoms(花點), which is a traditional Go board type, but their existences, numbers and shapes of Hwajeom appear variously. Based on the fact, it is recognizable that culture of making go-board had been handed down for an extended period of time. Among the studied rock-goboards, the biggest one was Muju Sasunam[$80(82)cm{\times}80(82)cm$] while the smallest one was Yangsan Sohandjeong Seokguk ($40cm{\times}40cm$). The dimension of length and breadth are both $49cm{\times}48cm$ on average, which is realistic size for actual Go play. Fifth, the biggest bed rock, an under-masonry with carved Go-board on it, was one in Muju Sasunam[$8.7m{\times}7.5m(65.25m^2)$], followed by ones in Hoengseong Chuiseok[$7.8m{\times}6.3m(49.14m^2$] and Goisan Sungukam[$6.7m{\times}5.7m(37.14m^2)$]. Meanwhile, the smallest rock-go-board was turned out to be one in Seoul Banghak-dong. There was no consistency in directions of the Go-boards, which gives a hint that geographical features and sceneries of locations were considered first and then these were carved toward an optimal direction corresponding to the conditions. Sixth, rock-go-boards were all located in valleys and peaks of mountains with breathtaking scenery. It seems closely related to ancestors' taste for arts. Particularly, rock-go-boards are apprehended as facilities related to taste for arts for having leisure in many mountains and big streams under the idea of union of sky and human as a primitive communal line. Go became a medium of hermits, which is a traditional image of Go-game, and symbol of amusement and entertainment with the idea that Go is an essence of scholar culture enabling to reach the Tao of turning back to nature. Seventh, the further ancient time going back to, the more dreamlike the Go-boards are. It is an evident for that Sundoism, which used to be unacceptable once, became more visible and realistic. Considering the high relation between rock-go-boards and Sundoism relevant names such as Sundoism peak in Danyang Sobaeksan, 4 hermits rock in Muju and Sundoism hermit rock in Jangsu, Sundoism hermit rocks and rock-go-boards are sceneries and observation spots to express a communication of worship and longing for Sundoism. Eighth, 3 elements-physical environment such as location type of the rock-go-boards, human activities concentrated on 8 sceneries and Dongcheongugok(洞天九曲) setup and relevancy to Confucian scholars, as well as 'Sangsansaho' motif and 'Nangagosa' symbolic meaning were used as interpretation tools in order to judge the place identity. Upon the result, spatial investigation is required with respect to Sunyoodongcheon(仙遊洞天) concept based on enjoyment to unify with the nature rather than Dongcheongugok concept of neo-Confucian, for Dongcheon and Dongmoon(洞門) motives carved around the rock-go-boards. Generally, places where mountain stream type rock-go-boards were formed were hermit spaces of Confucianism or Sundoism. They are considered to have compromised one other with the change of times. Particularly, in the rock-go-board at the mountain peak, sublimity-oriented advent of Sundoism is considered as a significant factor to control place identity. Ninth, including where the rock-go-boards were established, the vicinal areas are well-known as parts of Dongcheongugok and Palkyung(八景) mostly. In addition, many of Sundoism relevant expressions were discovered even in the neighboring carvings written by scholars and nobility, which means sophisticated taste based on longing for Sundoism world played a significant role in making go-board. The rock-go-board is an integration of cultural phenomena naturally managed by seclusion of scholars in the Joseon Dynasty as well as remains and essence of Korean traditional landscaping. Some rock-go-boards out of 17 discovered in South Korea, including ones in Sobaeksan Sinsunbong, Banghak-dong, Chungju Gongili, Muju Sasunam, Yangsan Eogokdong Banryongdae Seokguk, are damaged such as cracks in rocks or fainted lines by hardships of time and hand stains. Worse yet, in case of Eunyang Bangudae Jipcheongjeong board, it is very difficult to identify the shape due to being buried. Rock-go-boards are valuable sculptures in terms of cultural asset and artwork since they reflect ancestors' love for nature and longing for Sundoism world. Therefore, they should be maintained properly with right preservation method. Not only rock-boards itself but also peripheral places are excellent cultural heritages and crucial cultural assets. In addition, vicinal sceneries of where rock-goboards and pavilion spots are the representative remains of embracing prototype of Korean traditional landscaping and major parts of cultural properties.

Design of redundancy interface between TCMS and ATC system, and brake control of free-axle system (TCMS와 ATC장치간 인터페이스 이중계 구현 및 무축제동 제어방안)

  • Hong Gu-sun;Han Shin;Han Jeong-soo
    • Proceedings of the KSR Conference
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    • 2004.10a
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    • pp.1461-1466
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    • 2004
  • Recently Domestic EMU's on board signal systems are gradually changed form Cab signal(Fix Block) to Distance-to-go. Interfaces with on board signal system, TCMS Redundancy structure is mainly required. This paper suggest Manaul/Automatic Driving based on TCMS-ATC interface and design of backup system which is operated by Stan-by Computer when one of it's Local Interface Unit(LIU) is out of oder. For the purpose of Precision Train Stop, Distance-to-go signal system require accuracy speed. Free-axle structure is required for this system This paper suggest Free-axle braking system that lack of brake-force is compensated by the distributed brake-force using TCMS. And one of braking system has out of order, compensation of brake-force for Free-axle system. Then we prove our design to Complete Car Test

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Development and Formative Evaluation of Simulation Contents for Scientific Exploration based on NetLogo (NetLogo 기반의 과학탐구용 시뮬레이션 콘텐츠 개발 및 형성평가)

  • Woo, Jeonghoon;Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.65-76
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    • 2014
  • This paper aims at implementing experimental devices with which middle school students can explore scientific ideas using GoGo Board and NetLogo that connect real and simulated worlds. Related research literature was reviewed to design a simulation-based learning model using computer simulation and robot-related activities. In order to construct devices for exploratory experiments, GoGo Board was adopted for developing the interface of Micro-Based Laboratory(MBL) devices with several sensors while NetLogo was used for connecting MBL devices (real world) and simulated experiments (virtual world). The simulation contents were developed in the area of heat equilibrium for changing temperature and the conduct-current relationship appeared in the textbook of middle school science class. With the developed device and contents students can visualize the change of temperature cold and hot waters in terms of heat equilibrium. They also can measure the change of conductor representing the relationship between conductor and current. The formative evaluation of the contents carried out with several middle school students indicated the future direction for upgrading simulation contents and interface. The results might be beneficial for science educators who want to apply simulation contents with the use of computers.

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Performance Analysis of a Flat-Earth Explicit Guidance Algorithm Applicable for Upper Stages of Space Launch Vehicles (발사체 상단 유도를 위한 단순화된 직접식 유도 방식 성능 분석)

  • Song, Eun-Jung;Cho, Sang-Bum;Park, Chang-Su;Roh, Woong-Rae
    • Aerospace Engineering and Technology
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    • v.11 no.1
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    • pp.169-177
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    • 2012
  • This paper considers the explicit guidance algorithm to determine the closed-loop guidance law applicable to upper stages of a given space launch vehicle. It has the advantage of very simple forms derived from the flat earth assumption, which is appropriate for its on-board application. However the simple time-to-go prediction equation produces the degraded guidance performance of the launcher because of its inaccuracy. To overcome the problem, the elaborate prediction equations, which have been employed in Saturn and H-II, are attempted here. Finally, the simulation results show that the simple guidance approach requires the more accurate time-to-go prediction and gravity integrals for its broad application.

Comparison of LDA and PCA for Korean Pro Go Player's Opening Recognition (한국 프로바둑기사 포석 인식을 위한 선형판별분석과 주성분분석 비교)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.15-24
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    • 2013
  • The game of Go, which is originated at least more than 2,500 years ago, is one of the oldest board games in the world. So far the theoretical studies concerning to the Go openings are still insufficient. We applied traditional LDA algorithm to recognize a pro player's opening to a class obtained from the training openings. Both class-independent LDA and class-dependent LDA methods are conducted with the Go game records of the Korean top 10 professional Go players. Experimental result shows that the average recognition rate of class-independent LDA is 14% and class-dependent LDA 12%, respectively. Our research result also shows that in contrary to our common sense the algorithm based on PCA outperforms the algorithm based on LDA and reveals the new fact that the Euclidean distance metric method rarely does not inferior to LDA.

Static Analysis of String Stability and Group Territory in Computer Go (컴퓨터 바둑에서 String안정도와 Group 영역에 의한 정적분석)

  • 박현수;이두한;김항준
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.6
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    • pp.76-86
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    • 2003
  • We define a string stability heuristically and divide the board into group territory in computer Go. Elements of string stability are eye(E), eye-like(EL), special-eye(SE), extension-point(EX), liberty(L) and connection-point(CP). A string stability have 5 levels that are complete alive, alive, unsettled, danger and killed level. A group is made strings and link-points and have the territory. Territory division of a group is acquired by strings stability and link-points which are marym-mo, hankan, nalil-ja, and twokan between string and string. We compare our method with the result of evaluation of professional player. As a result, the mean error is 8.7.

Study on an Artificial Intelligence Player of the Yutnori Game Using the Fuzzy Logic (퍼지논리를 이용한 윷놀이 인공지능 플레이어 연구)

  • Chung, Sungwook;Kim, Kinyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.1-12
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    • 2017
  • Recently, the Go game has been performed between the 'AlphaGo' of the DeepMind and Lee Sedol, a famous professional Go-player of Korea, which leads to arise a lot of interests in the AI (Artificial Intelligence) research area. Based on the Fuzzy logic of the AI, we have also developed another game's AI, .i.e., the Yutnori game, one of Korean traditional board games. However, it is not easy and simple to consider all the cases of the Yutnori game since it is a non-perfect information game in terms of the AI. Thus, we have developed the Fuzzy-logic-based AI which tries to simulate humans' selections, meaning that the suggested AI has focused on the humans' choices depending on diverse situations in the Yutnori. With our extensive simulations using the suggested Yutnori AI, we have analyzed its performances with respect to 10 Yutnori situations among various scenarios. In conclusion, our suggested AI have demonstrated that 6 out of 10 situations are exactly same with the humans' choices and the rest 4 cases are also similar to that of human's, which reveals that our Fuzz-logic-based Yutnori AI can effectively simulate human's choices.