• Title/Summary/Keyword: Learning Processing

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A Method for Learning Macro-Actions for Virtual Characters Using Programming by Demonstration and Reinforcement Learning

  • Sung, Yun-Sick;Cho, Kyun-Geun
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.409-420
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    • 2012
  • The decision-making by agents in games is commonly based on reinforcement learning. To improve the quality of agents, it is necessary to solve the problems of the time and state space that are required for learning. Such problems can be solved by Macro-Actions, which are defined and executed by a sequence of primitive actions. In this line of research, the learning time is reduced by cutting down the number of policy decisions by agents. Macro-Actions were originally defined as combinations of the same primitive actions. Based on studies that showed the generation of Macro-Actions by learning, Macro-Actions are now thought to consist of diverse kinds of primitive actions. However an enormous amount of learning time and state space are required to generate Macro-Actions. To resolve these issues, we can apply insights from studies on the learning of tasks through Programming by Demonstration (PbD) to generate Macro-Actions that reduce the learning time and state space. In this paper, we propose a method to define and execute Macro-Actions. Macro-Actions are learned from a human subject via PbD and a policy is learned by reinforcement learning. In an experiment, the proposed method was applied to a car simulation to verify the scalability of the proposed method. Data was collected from the driving control of a human subject, and then the Macro-Actions that are required for running a car were generated. Furthermore, the policy that is necessary for driving on a track was learned. The acquisition of Macro-Actions by PbD reduced the driving time by about 16% compared to the case in which Macro-Actions were directly defined by a human subject. In addition, the learning time was also reduced by a faster convergence of the optimum policies.

Systematic Research on Privacy-Preserving Distributed Machine Learning (프라이버시를 보호하는 분산 기계 학습 연구 동향)

  • Min Seob Lee;Young Ah Shin;Ji Young Chun
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.2
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    • pp.76-90
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    • 2024
  • Although artificial intelligence (AI) can be utilized in various domains such as smart city, healthcare, it is limited due to concerns about the exposure of personal and sensitive information. In response, the concept of distributed machine learning has emerged, wherein learning occurs locally before training a global model, mitigating the concentration of data on a central server. However, overall learning phase in a collaborative way among multiple participants poses threats to data privacy. In this paper, we systematically analyzes recent trends in privacy protection within the realm of distributed machine learning, considering factors such as the presence of a central server, distribution environment of the training datasets, and performance variations among participants. In particular, we focus on key distributed machine learning techniques, including horizontal federated learning, vertical federated learning, and swarm learning. We examine privacy protection mechanisms within these techniques and explores potential directions for future research.

Separation of Occluding Pigs using Deep Learning-based Image Processing Techniques (딥 러닝 기반의 영상처리 기법을 이용한 겹침 돼지 분리)

  • Lee, Hanhaesol;Sa, Jaewon;Shin, Hyunjun;Chung, Youngwha;Park, Daihee;Kim, Hakjae
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.136-145
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    • 2019
  • The crowded environment of a domestic pig farm is highly vulnerable to the spread of infectious diseases such as foot-and-mouth disease, and studies have been conducted to automatically analyze behavior of pigs in a crowded pig farm through a video surveillance system using a camera. Although it is required to correctly separate occluding pigs for tracking each individual pigs, extracting the boundaries of the occluding pigs fast and accurately is a challenging issue due to the complicated occlusion patterns such as X shape and T shape. In this study, we propose a fast and accurate method to separate occluding pigs not only by exploiting the characteristics (i.e., one of the fast deep learning-based object detectors) of You Only Look Once, YOLO, but also by overcoming the limitation (i.e., the bounding box-based object detector) of YOLO with the test-time data augmentation of rotation. Experimental results with two-pigs occlusion patterns show that the proposed method can provide better accuracy and processing speed than one of the state-of-the-art widely used deep learning-based segmentation techniques such as Mask R-CNN (i.e., the performance improvement over Mask R-CNN was about 11 times, in terms of the accuracy/processing speed performance metrics).

Performance Factor of Distributed Processing of Machine Learning using Spark (스파크를 이용한 머신러닝의 분산 처리 성능 요인)

  • Ryu, Woo-Seok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.1
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    • pp.19-24
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    • 2021
  • In this paper, we study performance factor of machine learning in the distributed environment using Apache Spark and presents an efficient distributed processing method through experiments. This work firstly presents performance factor when performing machine learning in a distributed cluster by classifying cluster performance, data size, and configuration of spark engine. In addition, performance study of regression analysis using Spark MLlib running on the Hadoop cluster is performed while changing the configuration of the node and the Spark Executor. As a result of the experiment, it was confirmed that the effective number of executors was affected by the number of data blocks, but depending on the cluster size, the maximum and minimum values were limited by the number of cores and the number of worker nodes, respectively.

Development of a Real-Time Automatic Passenger Counting System using Head Detection Based on Deep Learning

  • Kim, Hyunduk;Sohn, Myoung-Kyu;Lee, Sang-Heon
    • Journal of Information Processing Systems
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    • v.18 no.3
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    • pp.428-442
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    • 2022
  • A reliable automatic passenger counting (APC) system is a key point in transportation related to the efficient scheduling and management of transport routes. In this study, we introduce a lightweight head detection network using deep learning applicable to an embedded system. Currently, object detection algorithms using deep learning have been found to be successful. However, these algorithms essentially need a graphics processing unit (GPU) to make them performable in real-time. So, we modify a Tiny-YOLOv3 network using certain techniques to speed up the proposed network and to make it more accurate in a non-GPU environment. Finally, we introduce an APC system, which is performable in real-time on embedded systems, using the proposed head detection algorithm. We implement and test the proposed APC system on a Samsung ARTIK 710 board. The experimental results on three public head datasets reflect the detection accuracy and efficiency of the proposed head detection network against Tiny-YOLOv3. Moreover, to test the proposed APC system, we measured the accuracy and recognition speed by repeating 50 instances of entering and 50 instances of exiting. These experimental results showed 99% accuracy and a 0.041-second recognition speed despite the fact that only the CPU was used.

Accuracy Improvement of Pig Detection using Image Processing and Deep Learning Techniques on an Embedded Board (임베디드 보드에서 영상 처리 및 딥러닝 기법을 혼용한 돼지 탐지 정확도 개선)

  • Yu, Seunghyun;Son, Seungwook;Ahn, Hanse;Lee, Sejun;Baek, Hwapyeong;Chung, Yongwha;Park, Daihee
    • Journal of Korea Multimedia Society
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    • v.25 no.4
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    • pp.583-599
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    • 2022
  • Although the object detection accuracy with a single image has been significantly improved with the advance of deep learning techniques, the detection accuracy for pig monitoring is challenged by occlusion problems due to a complex structure of a pig room such as food facility. These detection difficulties with a single image can be mitigated by using a video data. In this research, we propose a method in pig detection for video monitoring environment with a static camera. That is, by using both image processing and deep learning techniques, we can recognize a complex structure of a pig room and this information of the pig room can be utilized for improving the detection accuracy of pigs in the monitored pig room. Furthermore, we reduce the execution time overhead by applying a pruning technique for real-time video monitoring on an embedded board. Based on the experiment results with a video data set obtained from a commercial pig farm, we confirmed that the pigs could be detected more accurately in real-time, even on an embedded board.

A Backpropagation Learning Algorithm for pRAM Networks (pRAM회로망을 위한 역전파 학습 알고리즘)

  • 완재희;채수익
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.31B no.1
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    • pp.107-114
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    • 1994
  • Hardware implementation of the on-chip learning artificial neural networks is important for real-time processing. A pRAM model is based on probabilistic firing of a biological neuron and can be implemented in the VLSI circuit with learning capability. We derive a backpropagation learning algorithm for the pRAM networks and present its circuit implementation with stochastic computation. The simulation results confirm the good convergence of the learning algorithm for the pRAM networks.

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Multiagent-based Distance Learning Framework using CORBA (CORBA를 이용한 멀티에이전트 기반 원격 학습프레임워크)

  • Jeong, Mok-Dong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.11
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    • pp.2989-3000
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    • 1999
  • Until now, most Intelligent Tutoring Systems are lacking in the modularity, the extensibility of the system, and the flexibility in the dynamic environment due to the static exchanges of knowledge among modules. To overcome these flexibility in the dynamic due to the static exchanges of knowledge among modules. To overcome these problems, we will suggest, in this paper, a Distance Intelligent Tutoring Framework, called DELFOM, based on the multiagent to cope with the various and complicated learner's requests. We could make different types of learning systems by simply changing the contents of DELFOM External that is variant part of DELFOM. This framework, therefore, provides software reuse and the extensibility based on object-oriented paradigm. And we will propose two different distance learning systems using DELFOM. Therefore this framework gives the developer/the learner the effective and easy development/learning environment. DELFOM is implemented using CORBA and Java for the network transparency and platform independence.

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H2M e-learning System Based on Object Extractor Technology (동영상 객체추출 기술 기반의 H2M e-learning 시스템 제안)

  • Park Seung-Beom;Lee Sang-Jun;Song Ho-Yeong;Kim Byoung-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.771-774
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    • 2006
  • 본 논문에서는 양방향 인터넷 방송을 위하여 연구되고 있는 고품질 동영상 콘텐츠의 객체 분할 기술을 이용하여 컴퓨터와 사용자간의 인터랙션을 개선하여 학습 몰입도를 높이고 고품질의 서비스를 제공하는 H2M(Human to Machine) e-learning 시스템을 제안한다. 본 시스템에서는 고품질 동영상 콘텐츠 및 기타 정보를 한눈에 볼 수 있으며 에듀테인먼트를 가미한 H2M e-learning시스템에 적합한 새로운 인터페이스를 제공하고자 한다.

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Metaphor and Typeface Based on Children's Sensibilities for e-Learning

  • Jo, Mi-Heon;Han, Jeong-Hye
    • Journal of Information Processing Systems
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    • v.2 no.3 s.4
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    • pp.178-182
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    • 2006
  • Children exhibit different behaviors, skills, and motivations. The main aim of this research was to investigate children's sensibility factors for icons, and to look for the best typeface for application to Web-Based Instruction (WBI) for e-Learning. Three types of icons were used to assess children's sensibilities toward metaphors: text-image, representational, and spatial mapping. Through the factor analysis, we found that children exhibited more diverse reactions to the text-image and representational types of icons than to the spatial mapping type of icons. Children commonly showedn higher sensibilities to the aesthetic-factor than to the familiarity-factor or the brevity-factor. In addition, we propose a collaborative-typeface system, which recommends the best typeface for children regarding the readability and aesthetic factor in WBI. Based on these results, we venture some suggestions on icon design and typeface selection for e-Learning.