• Title/Summary/Keyword: Learning Agent

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A Study on Analysis of Cases of Application of Emotion Architecture (Emotion Architecture 적용 사례 분석에 관한 연구)

  • 윤호창;오정석;전현주
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.447-453
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    • 2003
  • Emotion Technology is used in many field such as computer A.I., graphics, robot, and interaction with agent. We focus on the theory, the technology and the features in emotion application. Firstly in the field of theory, there are psychological approach, behavior-based approach, action-selection approach. Secondly in the field of implementation technologies use the learning algorithm, self-organizing map of neural network and fuzzy cognition maps. Thirdly in the field of application, there are software agent, agent robot and entrainment robot. In this paper, we research the case of application and analyze emotion architecture.

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Reinforcement learning Speedup method using Q-value Initialization (Q-value Initialization을 이용한 Reinforcement Learning Speedup Method)

  • 최정환
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.13-16
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    • 2001
  • In reinforcement teaming, Q-learning converges quite slowly to a good policy. Its because searching for the goal state takes very long time in a large stochastic domain. So I propose the speedup method using the Q-value initialization for model-free reinforcement learning. In the speedup method, it learns a naive model of a domain and makes boundaries around the goal state. By using these boundaries, it assigns the initial Q-values to the state-action pairs and does Q-learning with the initial Q-values. The initial Q-values guide the agent to the goal state in the early states of learning, so that Q-teaming updates Q-values efficiently. Therefore it saves exploration time to search for the goal state and has better performance than Q-learning. 1 present Speedup Q-learning algorithm to implement the speedup method. This algorithm is evaluated. in a grid-world domain and compared to Q-teaming.

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Design of an Intelligent Tutoring System based on Web Learning Assessment (웹 학습 평가에 기반한 지능형 교수 시스템의 설계)

  • 최숙영
    • Journal of Korea Society of Industrial Information Systems
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    • v.6 no.3
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    • pp.71-78
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    • 2001
  • Since web-based tutoring systems are generally composed with passive and static hypertext, they could not provide adaptive learning environments according to learning ability of each student. In this study, we suggest an intelligent tutoring system, which grasps the learning state of student and provides each student with dynamic learning materials suitable to individual feature based on learning result. It is an agent based system, in which, courseware knowledge for learning is effectively constructed, the proper feedback according to learning assessment is inferred, and it is given to each student.

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Performance Enhancement of CSMA/CA MAC Protocol Based on Reinforcement Learning

  • Kim, Tae-Wook;Hwang, Gyung-Ho
    • Journal of information and communication convergence engineering
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    • v.19 no.1
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    • pp.1-7
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    • 2021
  • Reinforcement learning is an area of machine learning that studies how an intelligent agent takes actions in a given environment to maximize the cumulative reward. In this paper, we propose a new MAC protocol based on the Q-learning technique of reinforcement learning to improve the performance of the IEEE 802.11 wireless LAN CSMA/CA MAC protocol. Furthermore, the operation of each access point (AP) and station is proposed. The AP adjusts the value of the contention window (CW), which is the range for determining the backoff number of the station, according to the wireless traffic load. The station improves the performance by selecting an optimal backoff number with the lowest packet collision rate and the highest transmission success rate through Q-learning within the CW value transmitted from the AP. The result of the performance evaluation through computer simulations showed that the proposed scheme has a higher throughput than that of the existing CSMA/CA scheme.

INFLUENCE OF LEADER ON ORGANIZATIONAL LEARNING IN CONSTRUCTION TEAMS

  • Chieh-Chi Cheng;Jiin-Song Tsai
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.338-344
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    • 2009
  • Organizational learning of construction team has been long addressed in the literatures, but the mechanism of learning and the influence of leader in the team still remain vague. This paper presents a computational model (OLT) depicting the mechanism and the influence of leader in a systemic way. The OLT model is a multi-agent system based on some eloquent propositions proposed in previous researches. The proposed model is preliminarily validated by some toy-problem simulations. In the OLT model, the leader is assigned as a project manager. The results show that a proper leader can effectively improve the learning process and the result-in performance, in which the team learning is mainly affected by both the leader and the majority in a team. Based on our findings, two propositions are concluded accordingly: (1) Learning of a team would be enhanced if a proper leader is assigned; (2) The effectiveness of learning would increase in a team, in which the members retain explorative attitudes.

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Prediction Technique of Energy Consumption based on Reinforcement Learning in Microgrids (마이크로그리드에서 강화학습 기반 에너지 사용량 예측 기법)

  • Sun, Young-Ghyu;Lee, Jiyoung;Kim, Soo-Hyun;Kim, Soohwan;Lee, Heung-Jae;Kim, Jin-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.175-181
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    • 2021
  • This paper analyzes the artificial intelligence-based approach for short-term energy consumption prediction. In this paper, we employ the reinforcement learning algorithms to improve the limitation of the supervised learning algorithms which usually utilize to the short-term energy consumption prediction technologies. The supervised learning algorithm-based approaches have high complexity because the approaches require contextual information as well as energy consumption data for sufficient performance. We propose a deep reinforcement learning algorithm based on multi-agent to predict energy consumption only with energy consumption data for improving the complexity of data and learning models. The proposed scheme is simulated using public energy consumption data and confirmed the performance. The proposed scheme can predict a similar value to the actual value except for the outlier data.

A Study on Application of Semantic Web for e-Learning (시멘틱 웹의 e-Learning 적용에 대한 연구)

  • 정의석;김현철
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10a
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    • pp.589-591
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    • 2003
  • 현재 대부분 e-Learning에서 이루어지고 있는 교육은 학습(Loaming)이 아닌 단순 훈련(Trainning)만이 이루어지고 있다. e-Learning에서 진정한 학습이 이루어지기 위해서는 학습자의 수준에 맞는 적응적(Adaptive), 적시적(Just-in-Time) 학습이 단편적이 아닌 연속적, 통합적으로 이루어져야 한다. 이를 위해서는 기술적 관점뿐만 아니라, 발견적 학습(heuristic learning)관점에서 학습자원이 기술되고, 컴퓨터(에이전트)가 학습자원의 구성요소인 학습목표(Goal), 학습내용(Content), 학습맥락(Context), 학습구조(Structure), 학습전략(Strategy)의 의미(Semantic)와 관계(Relation)를 이해해 학습자에게 필요한 정보만을 검색, 추론해주고 이를 학습자 수준에 맞게 재가공해 학습자에게 지식(Knowledge)을 적응적(Adaptive), 적시적(Just-in-Time)으로 전달해주는 e-Learning 학습 환경이 필수적이다. 메타데이터(RDF), 온톨로지(Ontology), 에이전트(Agent) 매커니즘의 시멘틱 웹을 e-Learning 환경에 적용함으로써 학습자원의 구성요소의 의미와 관계를 파악해 적응적(Adaptive)으로 지식을 전달해 주어 자기 주도적 학습(Self-directed Loaming)을 실현해 줄 수 있다.

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Design of an Intelligent Tutoring System based on Web (웹기반 지능형 교수 시스템의 설계)

  • 최숙영
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2001.05a
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    • pp.152-158
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    • 2001
  • Since web_based tutoring systems are generally composed with passive and static hypertext, they could not provide adaptive learning environments according to learning ability of each student. In this study, we suggest an intelligent tutoring system, which grasps the learning state of student and provides each student with dynamic learning materials suitable to individual feature based on learning result. It is an agent based system, in which, courseware knowledge for learning is effectively constructed, the proper feedback according to learning assessment is inferred, and it is given to each student.

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Automatic Generation of Information Extraction Rules Through User-interface Agents (사용자 인터페이스 에이전트를 통한 정보추출 규칙의 자동 생성)

  • 김용기;양재영;최중민
    • Journal of KIISE:Software and Applications
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    • v.31 no.4
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    • pp.447-456
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    • 2004
  • Information extraction is a process of recognizing and fetching particular information fragments from a document. In order to extract information uniformly from many heterogeneous information sources, it is necessary to produce information extraction rules called a wrapper for each source. Previous methods of information extraction can be categorized into manual wrapper generation and automatic wrapper generation. In the manual method, since the wrapper is manually generated by a human expert who analyzes documents and writes rules, the precision of the wrapper is very high whereas it reveals problems in scalability and efficiency In the automatic method, the agent program analyzes a set of example documents and produces a wrapper through learning. Although it is very scalable, this method has difficulty in generating correct rules per se, and also the generated rules are sometimes unreliable. This paper tries to combine both manual and automatic methods by proposing a new method of learning information extraction rules. We adopt the scheme of supervised learning in which a user-interface agent is designed to get information from the user regarding what to extract from a document, and eventually XML-based information extraction rules are generated through learning according to these inputs. The interface agent is used not only to generate new extraction rules but also to modify and extend existing ones to enhance the precision and the recall measures of the extraction system. We have done a series of experiments to test the system, and the results are very promising. We hope that our system can be applied to practical systems such as information-mediator agents.

A Function Approximation Method for Q-learning of Reinforcement Learning (강화학습의 Q-learning을 위한 함수근사 방법)

  • 이영아;정태충
    • Journal of KIISE:Software and Applications
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    • v.31 no.11
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    • pp.1431-1438
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    • 2004
  • Reinforcement learning learns policies for accomplishing a task's goal by experience through interaction between agent and environment. Q-learning, basis algorithm of reinforcement learning, has the problem of curse of dimensionality and slow learning speed in the incipient stage of learning. In order to solve the problems of Q-learning, new function approximation methods suitable for reinforcement learning should be studied. In this paper, to improve these problems, we suggest Fuzzy Q-Map algorithm that is based on online fuzzy clustering. Fuzzy Q-Map is a function approximation method suitable to reinforcement learning that can do on-line teaming and express uncertainty of environment. We made an experiment on the mountain car problem with fuzzy Q-Map, and its results show that learning speed is accelerated in the incipient stage of learning.