• Title/Summary/Keyword: Learning Agent

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An Automatic Cooperative coordination Model for the Multiagent System using Reinforcement Learning (강화학습을 이용한 멀티 에이전트 시스템의 자동 협력 조정 모델)

  • 정보윤;윤소정;오경환
    • Korean Journal of Cognitive Science
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    • v.10 no.1
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    • pp.1-11
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    • 1999
  • Agent-based systems technology has generated lots of excitement in these years because of its promise as a new paradigm for conceptualizing. designing. and l implementing software systems Especially, there has been many researches for multi agent system because of the characteristics that it fits to the distributed and open Internet environments. In a multiagent system. agents must cooperate with each other through a Coordination procedure. when the conflicts between agents arise. where those are caused b by the point that each action acts for a purpose separately without coordination. But P previous researches for coordination methods in multi agent system have a deficiency that they can not solve correctly the cooperation problem between agents which have different goals in dynamic environment. In this paper. we solve the cooperation problem of multiagent that has multiple goals in a dynamic environment. with an automatic cooperative coordination model using I reinforcement learning. We will show the two pursuit problems that we extend a traditional problem in multi agent systems area for modeling the restriction in the multiple goals in a dynamic environment. and we have verified the validity of the proposed model with an experiment.

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Intelligent Vocabulary Recommendation Agent for Educational Mobile Augmented Reality Games (교육용 모바일 증강현실 게임을 위한 지능형 어휘 추천 에이전트)

  • Kim, Jin-Il
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.108-114
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    • 2019
  • In this paper, we propose an intelligent vocabulary recommendation agent that automatically provides vocabulary corresponding to game-based learners' needs and requirements in the mobile education augmented reality game environment. The proposed agent reflects the characteristics of mobile technology and augmented reality technology as much as possible. In addition, this agent includes a vocabulary reasoning module, a single game vocabulary recommendation module, a battle game vocabulary recommendation module, a learning vocabulary list Module, and a thesaurus module. As a result, game-based learners' are generally satisfied. The precision of context vocabulary reasoning and thesaurus is 4.01 and 4.11, respectively, which shows that vocabulary related to situation of game-based learner is extracted. However, In the case of satisfaction, battle game vocabulary(3.86) is relatively low compared to single game vocabulary(3.94) because it recommends vocabulary that can be used jointly among recommendation vocabulary of individual learners.

A research on non-interactive multi agents by ACS & Direction vector algorithm (ACS & 방향벡터 알고리즘을 이용한 비 대화형 멀티에이전트 전략에 관한 연구)

  • Kim, Hyun;Yoon, Seok-Hyun;Chung, Tae-Choong
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.11-18
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    • 2010
  • In this paper, We suggest new strategies on non-interactive agents applied in a prey pursuit problem of multi agent research. The structure of the prey pursuit problem by grid space(Four agent & one prey). That is allied agents captured over one prey. That problem has long been known in interactive, non-interactive of multi agent research. We trying hard to find its own solution from non-interactive agent method on not in the same original environment(circular environment). We used ACS applied Direction vector to learning and decide on a direction. Exchange of information between agents have been previously presented (an interactive agent) out of the way information exchange ratio (non-interactive agents), applied the new method. Can also solve the problem was to find a solution. This is quite distinct from the other existing multi agent studies, that doesn't apply interactive agents but independent agent to find a solution.

A study of emergent behaviors multiple cooperating agent using learning method (학습기법을 이용한 다중 협동 에이전트의 창발 행동에 관한 연구)

  • 박성수;안동언
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.137-140
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    • 2003
  • This paper proposes a pursuing system utilizing the learning method where multiple cooperating agents emulate social behaviors of animals and insects and realize their group behaviors. Each agent contains sensors to perceive other agents in several directions and decides its behavior based on the information obtained by the sensors. In this paper, a neural network is used fir behavior decision controller. The input of the neural network is decided by the existence of other agents and the distance to the other agents. The output determines the directions in which the agent moves. The connection weight values of this neural network are encoded as genes, and the fitness individuals are determined using a genetic algorithm. Here, the fitness values imply how much group behaviors fit adequately to the goal and can express group behaviors. The validity of the system is verified through simulation.

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Detection Model Generation System using Learning (학습을 통한 탐지 모델 생성 시스템)

  • 김선영;오창석
    • The Journal of the Korea Contents Association
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    • v.3 no.1
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    • pp.31-38
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    • 2003
  • In this paper, We propose detection mood generation system using learning to generate automatically detection model. It is improved manpower, efficiency in time. Proposed detection model generator system is consisted of agent system and manager system. Model generation can do existing standardization by genetic algorithm because do model generation and apply by new detection model. according to experiment results, detection model generation using learning proposed sees more efficiently than existing intrusion detection system. When intrusion of new type occur by implemented system and decrease of the False-Positive rate, improve performance of existing intrusion detection system.

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A Study on Load Distribution of Gaming Server Using Proximal Policy Optimization (Proximal Policy Optimization을 이용한 게임서버의 부하분산에 관한 연구)

  • Park, Jung-min;Kim, Hye-young;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.5-14
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    • 2019
  • The gaming server is based on a distributed server. In order to distribute workloads of gaming servers, distributed gaming servers apply some algorithms which divide each of gaming server's workload into balanced workload among the gaming servers and as a result, efficiently manage response time and fusibility of server requested by the clients. In this paper, we propose a load balancing agent using PPO(Proximal Policy Optimization) which is one of the methods from a greedy algorithm and Policy Gradient which is from Reinforcement Learning. The proposed load balancing agent is compared with the previous researches based on the simulation.

Modified Deep Reinforcement Learning Agent for Dynamic Resource Placement in IoT Network Slicing

  • Ros, Seyha;Tam, Prohim;Kim, Seokhoon
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.17-23
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    • 2022
  • Network slicing is a promising paradigm and significant evolution for adjusting the heterogeneous services based on different requirements by placing dynamic virtual network functions (VNF) forwarding graph (VNFFG) and orchestrating service function chaining (SFC) based on criticalities of Quality of Service (QoS) classes. In system architecture, software-defined networks (SDN), network functions virtualization (NFV), and edge computing are used to provide resourceful data view, configurable virtual resources, and control interfaces for developing the modified deep reinforcement learning agent (MDRL-A). In this paper, task requests, tolerable delays, and required resources are differentiated for input state observations to identify the non-critical/critical classes, since each user equipment can execute different QoS application services. We design intelligent slicing for handing the cross-domain resource with MDRL-A in solving network problems and eliminating resource usage. The agent interacts with controllers and orchestrators to manage the flow rule installation and physical resource allocation in NFV infrastructure (NFVI) with the proposed formulation of completion time and criticality criteria. Simulation is conducted in SDN/NFV environment and capturing the QoS performances between conventional and MDRL-A approaches.

Online Adaptation of Control Parameters with Safe Exploration by Control Barrier Function (제어 장벽함수를 이용한 안전한 행동 영역 탐색과 제어 매개변수의 실시간 적응)

  • Kim, Suyeong;Son, Hungsun
    • The Journal of Korea Robotics Society
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    • v.17 no.1
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    • pp.76-85
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    • 2022
  • One of the most fundamental challenges when designing controllers for dynamic systems is the adjustment of controller parameters. Usually the system model is used to get the initial controller, but eventually the controller parameters must be manually adjusted in the real system to achieve the best performance. To avoid this manual tuning step, data-driven methods such as machine learning were used. Recently, reinforcement learning became one alternative of this problem to be considered as an agent learns policies in large state space with trial-and-error Markov Decision Process (MDP) which is widely used in the field of robotics. However, on initial training step, as an agent tries to explore to the new state space with random action and acts directly on the controller parameters in real systems, MDP can lead the system safety-critical system failures. Therefore, the issue of 'safe exploration' became important. In this paper we meet 'safe exploration' condition with Control Barrier Function (CBF) which converts direct constraints on the state space to the implicit constraint of the control inputs. Given an initial low-performance controller, it automatically optimizes the parameters of the control law while ensuring safety by the CBF so that the agent can learn how to predict and control unknown and often stochastic environments. Simulation results on a quadrotor UAV indicate that the proposed method can safely optimize controller parameters quickly and automatically.

Design and Implementation of an Agent-Based Guidance System for Mask Dances (에이전트에 기반한 탈놀이 안내 시스템의 설계 및 구현)

  • 강오한
    • Journal of Korea Society of Industrial Information Systems
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    • v.7 no.2
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    • pp.40-45
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    • 2002
  • In this paper, we design and implement an agent-based mask dance guidance system which provides multimedia information on traditional masques through WWW. When the server receives a query from the client, it produces the multimedia data by connecting several real full-motion videos, and synthesizing adequate voice data for guiding announcement. To develop an agent-based guidance system, we designed and implemented four agents such as interface agent, user modeling agent coordinator agent and data management agent. The mask dance guidance system also provides the functions of searching using the keyword and learning.

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The Battle Warship Simulation of Agent-based with Reinforcement and Evolutionary Learning (강화 및 진화 학습 기능을 갖는 에이전트 기반 함정 교전 시뮬레이션)

  • Jung, Chan-Ho;Park, Cheol-Young;Chi, Sung-Do;Kim, Jae-Ick
    • Journal of the Korea Society for Simulation
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    • v.21 no.4
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    • pp.65-73
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    • 2012
  • Due to the development of technology related to a weapon system and the info-communication, the battle system of a warship has to manage many kinds of human intervention tactics according to the complicated battlefield environment. Therefore, many kinds of studies about M&S(Modeling & Simulation) have been carried out recently. The previous M&S system based on an agent, however, has simply used non-flexible(or fixed) tactics. In this paper, we propose an agent modeling methodology which has reinforcement learning function for spontaneous(active) reaction and generation evolution learning Function using Genetic Algorithm for more proper reaction for warship battle. We experiment with virtual 1:1 warship combat simulation on the west sea so as to test validity of our proposed methodology. We consequently show the possibility of both reinforcement and evolution learning in a warship battle.