• Title/Summary/Keyword: Learning space

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Design and implementation of Robot Soccer Agent Based on Reinforcement Learning (강화 학습에 기초한 로봇 축구 에이전트의 설계 및 구현)

  • Kim, In-Cheol
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.139-146
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    • 2002
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless these algorithms can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL) as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. In this paper we use the AMMQL algorithn as a learning method for dynamic positioning of the robot soccer agent, and implement a robot soccer agent system called Cogitoniks.

Multi-Agent Reinforcement Learning Model based on Fuzzy Inference (퍼지 추론 기반의 멀티에이전트 강화학습 모델)

  • Lee, Bong-Keun;Chung, Jae-Du;Ryu, Keun-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.51-58
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    • 2009
  • Reinforcement learning is a sub area of machine learning concerned with how an agent ought to take actions in an environment so as to maximize some notion of long-term reward. In the case of multi-agent, especially, which state space and action space gets very enormous in compared to single agent, so it needs to take most effective measure available select the action strategy for effective reinforcement learning. This paper proposes a multi-agent reinforcement learning model based on fuzzy inference system in order to improve learning collect speed and select an effective action in multi-agent. This paper verifies an effective action select strategy through evaluation tests based on Robocup Keepaway which is one of useful test-beds for multi-agent. Our proposed model can apply to evaluate efficiency of the various intelligent multi-agents and also can apply to strategy and tactics of robot soccer system.

Development of contents based on virtual environment of basic physics education (기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용)

  • Jaeyoon Lee;Tackhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.149-158
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    • 2023
  • HMD, which is applied with the latest technology, minimizes motion sickness with high-resolution displays and fast motion recognition, and can accurately track location and motion. This can provide an environment where you can immerse yourself in a virtual three-dimensional space, and virtual reality contents such as disaster simulators and high-risk equipment learning spaces are developing using these characteristics. These advantages are also applicable in the field of basic science education. In particular, expanding the concepts of electric and magnetic fields in physics described by existing two-dimensional data into three-dimensional spaces and visualizing them in real time can greatly help improve learning understanding. In this paper, realistic physical education environments and contents based on three-dimensional virtual reality are developed and the developed learning contents are experienced by actual learning subjects to prove their effectiveness. A total of 46 middle school and college students were taught and experienced in real time the electric and magnetic fields expressed in three dimensions in a virtual reality environment. As a result of the survey, more than 85% of positive responses were obtained, and positive results were obtained that three-dimensional virtual space-based physical learning could be effectively applied.

A Theoretical Exploration of Pedagogical Meaning of Flipped Learning from the Perspective of Dialogism (플립러닝의 교육적 의미에 대한 이론적 탐색: 대화주의 관점에서)

  • Park, Yangjoo
    • Journal of the Korea Convergence Society
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    • v.8 no.1
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    • pp.173-179
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    • 2017
  • The purpose of this study is to theoretically explore the pedagogical meaning of Flipped Learning (FL) through the lens of Bakhtinnian Dialogism. Flipped learning has emerged based on technological development, which enables educators to reorganize educational space and time. In the new converged time and space, teachers changed the activities in and out of classes, flipped lectures with students' activity, and redefined the role of teachers and students. These dialogical characteristics of FL results in several educational consequences: first, underscoring educational dialogue, second, extending the participation in the dialogical chain, third, deconstructing the existing authority of knowledge, and escalating the self-directedness of learners.

Comparison of machine learning algorithms for regression and classification of ultimate load-carrying capacity of steel frames

  • Kim, Seung-Eock;Vu, Quang-Viet;Papazafeiropoulos, George;Kong, Zhengyi;Truong, Viet-Hung
    • Steel and Composite Structures
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    • v.37 no.2
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    • pp.193-209
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    • 2020
  • In this paper, the efficiency of five Machine Learning (ML) methods consisting of Deep Learning (DL), Support Vector Machine (SVM), Random Forest (RF), Decision Tree (DT), and Gradient Tree Booting (GTB) for regression and classification of the Ultimate Load Factor (ULF) of nonlinear inelastic steel frames is compared. For this purpose, a two-story, a six-story, and a twenty-story space frame are considered. An advanced nonlinear inelastic analysis is carried out for the steel frames to generate datasets for the training of the considered ML methods. In each dataset, the input variables are the geometric features of W-sections and the output variable is the ULF of the frame. The comparison between the five ML methods is made in terms of the mean-squared-error (MSE) for the regression models and the accuracy for the classification models, respectively. Moreover, the ULF distribution curve is calculated for each frame and the strength failure probability is estimated. It is found that the GTB method has the best efficiency in both regression and classification of ULF regardless of the number of training samples and the space frames considered.

Real time instruction classification system

  • Sang-Hoon Lee;Dong-Jin Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.212-220
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    • 2024
  • A recently the advancement of society, AI technology has made significant strides, especially in the fields of computer vision and voice recognition. This study introduces a system that leverages these technologies to recognize users through a camera and relay commands within a vehicle based on voice commands. The system uses the YOLO (You Only Look Once) machine learning algorithm, widely used for object and entity recognition, to identify specific users. For voice command recognition, a machine learning model based on spectrogram voice analysis is employed to identify specific commands. This design aims to enhance security and convenience by preventing unauthorized access to vehicles and IoT devices by anyone other than registered users. We converts camera input data into YOLO system inputs to determine if it is a person, Additionally, it collects voice data through a microphone embedded in the device or computer, converting it into time-domain spectrogram data to be used as input for the voice recognition machine learning system. The input camera image data and voice data undergo inference tasks through pre-trained models, enabling the recognition of simple commands within a limited space based on the inference results. This study demonstrates the feasibility of constructing a device management system within a confined space that enhances security and user convenience through a simple real-time system model. Finally our work aims to provide practical solutions in various application fields, such as smart homes and autonomous vehicles.

Online Reinforcement Learning to Search the Shortest Path in Maze Environments (미로 환경에서 최단 경로 탐색을 위한 실시간 강화 학습)

  • Kim, Byeong-Cheon;Kim, Sam-Geun;Yun, Byeong-Ju
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.155-162
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    • 2002
  • Reinforcement learning is a learning method that uses trial-and-error to perform Learning by interacting with dynamic environments. It is classified into online reinforcement learning and delayed reinforcement learning. In this paper, we propose an online reinforcement learning system (ONRELS : Outline REinforcement Learning System). ONRELS updates the estimate-value about all the selectable (state, action) pairs before making state-transition at the current state. The ONRELS learns by interacting with the compressed environments through trial-and-error after it compresses the state space of the mage environments. Through experiments, we can see that ONRELS can search the shortest path faster than Q-learning using TD-ewor and $Q(\lambda{)}$-learning using $TD(\lambda{)}$ in the maze environments.

A New Effective Learning Algorithm for a Neo Fuzzy Neuron Model

  • Yamakawa, Takeshi;Kusanagi, Hiroaki;Uchino, Eiji;Miki, Tsutomu
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1993.06a
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    • pp.1017-1020
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    • 1993
  • This paper describes a neo fuzzy neuron which was produced by a fusion of fuzzy logic and neuroscience. Some learning algorithms are presented. The guarantee for the global minimum on the error-weight space is proved by a reduction to absurdity. Enhanced is that the learning speed of the neo fuzzy neuron exceeds 100,000 times of that of conventional multi-layer neural networks.

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A Study on the Actual Conditions of External Space of Middle and High Schools in Gyeongnam Area (경남지역 중·고등학교의 외부공간 구성 실태에 관한 연구)

  • Yang, Kum-Suek
    • Journal of the Korean Institute of Rural Architecture
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    • v.9 no.2
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    • pp.29-40
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    • 2007
  • The purpose of this study is to clarify the actual conditions of external space of middle and high schools in Gyeongnam Area. This article discuses about the characteristics of the external space and the site plan type of 49 middle and high schools in Gyeongnam Area. The result of analysis about site plan type, composition state of external space and area ratio of its composition of each middle and high school facilities are as follows: In facilities arrangement of middle and high schools, it shows diverse forms of arrangement from existing uniform straight type, however, most of schools do not being against the simple in their external space. Especially, for the area is small in the composition of external space, a playground is only under $50m{\times}80m$ and outdoor learning space or resting space is not secured sufficiently. Therefore, it requires an expansion of space size and facilities for the change of school life outside class.

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The Influence of On-Off Line Blended Learning in Emphasizing the Interaction Between Teacher and Students on the Perception about Learning Environment and Science-Related Attitude (교사와 학생의 상호작용이 강조된 온-오프라인 혼합형 학습이 학습 환경에 대한 인식과 과학 관련 태도에 미치는 영향)

  • Hwang, Yohan;Kim, Jinsook;Lee, Mu Sang
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.27-35
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    • 2015
  • General education is changed by accepting the change in education environment to digital generation, emphasis about student-centered education, and change of teacher's role. E-learning has taken center stage as an effective learning environment but the problems are drawn for the absence of interaction that is important in learning. In this study, on the basis of questionnaire results about learning using website, we operated blended-learning where students come and go in cyberspace and physical space to set up the lesson environment for emphasizing interaction. We selected a control group (N=40) and an experimental group (N=40) from second grade students in a middle school for this research. General instructor-led lessons were implemented in the control group and blended-learning lessons to emphasize interaction between teacher and students were implemented in the experimental group. The experiments were applied to eight class-hours in 'characteristics of matter' unit. We implemented Test of Science Related Attitude (TOSRA) to the students before and after the lessons and administered questionnaire for checking attitude changes and perception in students. The results of the test show that the experimental group students were more encouraged and became more confident and curious about scientific learning than the control group students. The analysis of the interview and results of TOSRA show that blended-learning provided guidance and feedback by the teacher to the experimental group students more than the control group students. Blended-learning is suggested as a learning-method that is helpful in improving scientific attitude in students because it enables them to express their experiences without limit of time-space and promote interaction between teacher and students.