• Title/Summary/Keyword: Learning adaptation

Search Result 372, Processing Time 0.022 seconds

The Adaptation Controller Plan for a Transient State Efficiency Improvement (과도상태 성능 개선을 위한 적응 제어기 설계)

  • Cho, Hyun-Seob;Jun, Ho-Ik
    • Proceedings of the KAIS Fall Conference
    • /
    • 2011.05a
    • /
    • pp.379-381
    • /
    • 2011
  • Dynamic Neural Unit(DNU) based upon the topology of a reverberating circuit in a neuronal pool of the central nervous system. In this thesis, we present a genetic DNU-control scheme for unknown nonlinear systems. Our methodis different from those using supervised learning algorithms, such as the backpropagation (BP) algorithm, that needs training information in each step. The contributions of this thesis are the new approach to constructing neural network architecture and its trainin.

  • PDF

Experimental Adaptive Fuzzy Sliding Mode Control of an Inverted Pendulur (도립 진자의 적응 퍼지 슬라이딩 모드 제어기 실험)

  • Kim, Sung-Tae;Park, Hae-Min;Kim, Young-Tae
    • Proceedings of the KIEE Conference
    • /
    • 2002.07d
    • /
    • pp.2143-2145
    • /
    • 2002
  • This paper proposes the control problem of an inverted pendulum system based on adaptive fuzzy sliding mode. The universal approximating capability, learning ability, adaptation capability and disturbance rejection are collected in one control strategy. The proposed scheme does not require an accurate dynamic model and the joint acceleration measurement, yet it guarantees asymptotic trajectory tracking. Experimental results perform with an inverted pendulum to show the effectiveness of the approach.

  • PDF

An Optimal Design of Neuro-Fuzzy Logic Controller Using Lamarckian Co-adaptation of Learning and Evolution (학습과 진화의 Lamarckian 상호 적응에 의한 뉴로-퍼지 제어기의 최적 설계)

  • 김대진;이한별;강대성
    • Journal of the Korean Institute of Telematics and Electronics C
    • /
    • v.35C no.12
    • /
    • pp.85-98
    • /
    • 1998
  • This paper proposes a new design method of neuro-FLC by the Lamarckian co-adaptation scheme that incorporates the backpropagation learning into the GA evolution in an attempt to find optimal design parameters (fuzzy rule base and membership functions) of application-specific FLC. The design parameters are determined by evolution and learning in a way that the evolution performs the global search and makes inter-FLC parameter adjustments in order to obtain both the optimal rule base having high covering value and small number of useful fuzzy rules and the optimal membership functions having small approximation error and good control performance while the learning performs the local search and makes intra-FLC parameter adjustments by interacting each FLC with its environment. The proposed co-adaptive design method produces better approximation ability because it includes the backpropagation learning in every generation of GA evolution, shows better control performance because the used COG defuzzifier computes the crisp value accurately, and requires small workspace because the optimization procedure of fuzzy rule base and membership functions is performed concurrently by an integrated fitness function on the same fuzzy partition. Simulation results show that the Lamarckian co-adapted FLC produces the most superior one among the differently generated FLCs in all aspects such as the number of fuzzy rules, the approximation ability, and the control performance.

  • PDF

A Grounded Theory Approach on Peoples' Adaptation Experience with Fibromyalgia Syndrome (섬유근통증후군 환자의 질병 적응경험에 관한 근거이론 연구)

  • Jeong, Chu-Yeong;Kim, Myung-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.12
    • /
    • pp.381-393
    • /
    • 2016
  • This was a qualitative study to explore and better understand the adaptation experience and processes of peoples with fibromyalgia syndrome (FMS), as well as to develop a substantive theory using the grounded theory method. There were 13 patients (12 females and 1 male) who received FMS treatment from Rheumatic Medicine outpatient department of one general hospital. The data were collected through an in-depth interview between January and May of 2014. Transcribed interview contents were analyzed by the grounded theory method of Corbin and Strauss (2008). As a result, a total of 98 concepts, 26 sub-categories, and 10 categories were identified through the open coding process. The process of adaptation experience showed 4 steps: perception of uncertainty and limited condition, evaluation of self-control possibility and determinations of expectations of life, searching and trying of strategies, as well as self-regulation. The 4 types of adaptation experience were expansionary, complacently, effusively and withering. The 'protective self-regulation' theory was derived from the core category of 'learning to self-regulation method'. Patients with FMS has repeatedly attempted these strategies of protective self-regulation in order to gain stability from uncertainty and limited condition of the disease. Based on these results, it is necessary to develop an educational program for patients and families which has appropriate nursing intervention strategies in accordance with the types of adaptation.

Dynamic Distributed Adaptation Framework for Quality Assurance of Web Service in Mobile Environment (모바일 환경에서 웹 서비스 품질보장을 위한 동적 분산적응 프레임워크)

  • Lee, Seung-Hwa;Cho, Jae-Woo;Lee, Eun-Seok
    • The KIPS Transactions:PartD
    • /
    • v.13D no.6 s.109
    • /
    • pp.839-846
    • /
    • 2006
  • Context-aware adaptive service for overcoming the limitations of wireless devices and maintaining adequate service levels in changing environments is becoming an important issue. However, most existing studies concentrate on an adaptation module on the client, proxy, or server. These existing studies thus suffer from the problem of having the workload concentrated on a single system when the number of users increases md, and as a result, increases the response time to a user's request. Therefore, in this paper the adaptation module is dispersed and arranged over the client, proxy, and server. The module monitors the contort of the system and creates a proposition as to the dispersed adaptation system in which the most adequate system for conducting operations. Through this method faster adaptation work will be made possible even when the numbers of users increase, and more stable system operation is made possible as the workload is divided. In order to evaluate the proposed system, a prototype is constructed and dispersed operations are tested using multimedia based learning content, simulating server overload and compared the response times and system stability with the existing server based adaptation method. The effectiveness of the system is confirmed through this results.

Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.42 no.3 s.303
    • /
    • pp.17-28
    • /
    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.

On design of neural controller with the fuzzy weight for an underwater vehicle (수중운동체를 위한 퍼지 가중치를 갖는 뉴럴 제어기 설계)

  • 김성현;최중락;심귀보;전홍태
    • Journal of the Korean Institute of Telematics and Electronics B
    • /
    • v.33B no.3
    • /
    • pp.151-158
    • /
    • 1996
  • As an approach to design the intelligent controller for an underwater vehicle, this paper will propose a neural controller with the fuzzy weight which can tune the ocntorl rule effectively. The initial weights of th efuzzy-neural controller are constructdd by priori-information based on fuzzy control theory and tuned automatically by learning. The proposed control scheme has two improtnat characteristics of adaptation and learning under the control environment. Also it has the advantage that the precise dynamic characteristics of an underwater vehicle may not be required. The effectiveness of the proposed scheme will be demonstrated by computer simulations of an underwater vehicle.

  • PDF

Robust On-line Training of Multilayer Perceptrons via Direct Implementation of Variable Structure Systems Theory

  • Topalov, Andon V.;Kaynak, Okyay
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2003.09a
    • /
    • pp.300-303
    • /
    • 2003
  • An Algorithm based on direct implementation of variable structure systems theory approach is proposed for on-line training of multilayer perceptrons. Network structures which have multiple inputs, single output and one hidden layer are considered and the weights are assumed to have capabilities for continuous time adaptation. The zero level set of the network learning error is regarded as a sliding surface in the learning parameters space. A sliding mode trajectory can be brought on and reached in finite time on such a sliding manifold. Results from simulated on-line identification task for a two-link planar manipulator dynamics are also presented.

  • PDF

Developing a Platform of Platform for Disaster Technology and Information Sharing (재난기술·정보 공유를 위한 글로벌체계 플랫폼 개발)

  • Lee, Young Jai
    • Journal of Korean Society of Disaster and Security
    • /
    • v.5 no.1
    • /
    • pp.13-19
    • /
    • 2012
  • This paper introduces platform of platform (POP) for global network on climate adaptation change and disaster risk reduction (CCA/DRR). The POP consists of disaster prevention technology e-market platform, e-learning platform, information sharing platform, and monitoring platform for AMCDRR action plan. The POP is developing based on Korean e-Government standard framework and supports Web and mobile service. Additionally the POP uses special product and technology to search and classify data about CCA/DRR.

Incremental Adaptive Aearning Algorithm with Initial Generic Knowledge (초기 일반 지식을 갖고 있는 점증 적응 학습 알고리즘)

  • 오규환;채수익
    • Journal of the Korean Institute of Telematics and Electronics B
    • /
    • v.33B no.2
    • /
    • pp.187-196
    • /
    • 1996
  • This paper introduces the concept of fixed weights and proposes an algorithm for classification by adding this concept to vector space separation method in LVQ. The proposed algorithm is based on competitive learning. It uses fixed weightsfor generality and fast adaptation efficient radius for new weight creation, and L1 distance for fast calcualtion. It can be applied to many fields requiring adaptive learning with the support of generality, real-tiem processing and sufficient training effect using smaller data set. Recognition rate of over 98% for the train set and 94% for the test set was obtained by applying the suggested algorithm to on-line handwritten recognition.

  • PDF