• Title/Summary/Keyword: Learning speed

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Q-learning to improve learning speed using Minimax algorithm (미니맥스 알고리즘을 이용한 학습속도 개선을 위한 Q러닝)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.99-106
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    • 2018
  • Board games have many game characters and many state spaces. Therefore, games must be long learning. This paper used reinforcement learning algorithm. But, there is weakness with reinforcement learning. At the beginning of learning, reinforcement learning has the drawback of slow learning speed. Therefore, we tried to improve the learning speed by using the heuristic using the knowledge of the problem domain considering the game tree when there is the same best value during learning. In order to compare the existing character the improved one. I produced a board game. So I compete with one-sided attacking character. Improved character attacked the opponent's one considering the game tree. As a result of experiment, improved character's capability was improved on learning speed.

An improvement of the learning speed through Influence Map on Reinforcement Learning (영향력분포도를 이용한 강화학습의 학습속도개선)

  • Shin, Yong-Woo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.109-116
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    • 2017
  • It takes quite amount of time to study a board game because there are many game characters and many state spaces are exist for board games. Therefore, game must do learning long. But, there is weakness with reinforcement learning. On Learning early, the learning speed becomes slow. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was improved on learning speed.

Machine learning approaches for wind speed forecasting using long-term monitoring data: a comparative study

  • Ye, X.W.;Ding, Y.;Wan, H.P.
    • Smart Structures and Systems
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    • v.24 no.6
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    • pp.733-744
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    • 2019
  • Wind speed forecasting is critical for a variety of engineering tasks, such as wind energy harvesting, scheduling of a wind power system, and dynamic control of structures (e.g., wind turbine, bridge, and building). Wind speed, which has characteristics of random, nonlinear and uncertainty, is difficult to forecast. Nowadays, machine learning approaches (generalized regression neural network (GRNN), back propagation neural network (BPNN), and extreme learning machine (ELM)) are widely used for wind speed forecasting. In this study, two schemes are proposed to improve the forecasting performance of machine learning approaches. One is that optimization algorithms, i.e., cross validation (CV), genetic algorithm (GA), and particle swarm optimization (PSO), are used to automatically find the optimal model parameters. The other is that the combination of different machine learning methods is proposed by finite mixture (FM) method. Specifically, CV-GRNN, GA-BPNN, PSO-ELM belong to optimization algorithm-assisted machine learning approaches, and FM is a hybrid machine learning approach consisting of GRNN, BPNN, and ELM. The effectiveness of these machine learning methods in wind speed forecasting are fully investigated by one-year field monitoring data, and their performance is comprehensively compared.

A Learning Module Development of Speed Measurement Application for Elementary Students (초등학생들을 위한 속력 측정 어플리케이션의 학습 모듈 개발)

  • Kim, Kapsu;Park, Ha-Na
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.23-31
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    • 2013
  • Elementary students can easy access to the smartphones and also can have been interested with them. Elementary learning tools to use smartphones are effective at the learning. So, Smartphones learning tools used in scientific experiments, the learning effect would be nice. Elementary school students to learn speed learning areas is a difficult concept. Therefore, the speed of learning application for smartphones is required. In this study, we develop a module for learning speed. This module that use the acceleration sensors of smart phones extract data from a given point in time, calculated by integrating speed. In addition, the distance is calculated. Students experiment at speed so that you can immediately see the changes in the module proposed in this study has the advantage. Measure the speed of the existing tools students again need to calculate the speed of a hassle to experiment and measured data values are separated. That the module proposed in this study is expected to be able to overcome the disadvantage.

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Improvement of Sequential Prediction Algorithm for Player's Action Prediction (플레이어 행동예측을 위한 순차예측 알고리즘의 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Internet Computing and Services
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    • v.11 no.3
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    • pp.25-32
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    • 2010
  • It takes quite amount of time to study a game because there are many game characters and different stages are exist for games. This paper used reinforcement learning algorithm for characters to learn, and so they can move intelligently. On learning early, the learning speed becomes slow. Improved sequential prediction method was used to improve the speed of learning. To compare a normal learning to an improved one, a game was created. As a result, improved character‘s ability was improved 30% on learning speed.

A SPEED CONTROLLER FOR VEHICLES USING FUZZY CONTROL ALGORITHM WITH SELF0LEARNING (자기 학습 능력을 가진 퍼지 제어기를 이용한 차량의 속력 제어기 개발)

  • 정승현;김상우
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.880-883
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    • 1996
  • This paper suggests a speed control algorithm for the ICC(Intelligent Cruise Controller) system. The speed controller is designed using the fuzzy controller which shows the good performance in nonlinear system having the complex mathematical model. The fuzzy controller was equipped with the capability of a self-learning in real time in order to maintain the good performance of the speed controller in a time-varying environment the self-learning properties and the performance of the fuzzy controller are showed via computer simulation. The suggested fuzzy controller will be applied to the PRV-III which is our test vehicle.

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A Study on Identification of Track Irregularity of High Speed Railway Track Using an SVM (SVM을 이용한 고속철도 궤도틀림 식별에 관한 연구)

  • Kim, Ki-Dong;Hwang, Soon-Hyun
    • Journal of Industrial Technology
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    • v.33 no.A
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    • pp.31-39
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    • 2013
  • There are two methods to make a distinction of deterioration of high-speed railway track. One is that an administrator checks for each attribute value of track induction data represented in graph and determines whether maintenance is needed or not. The other is that an administrator checks for monthly trend of attribute value of the corresponding section and determines whether maintenance is needed or not. But these methods have a weak point that it takes longer times to make decisions as the amount of track induction data increases. As a field of artificial intelligence, the method that a computer makes a distinction of deterioration of high-speed railway track automatically is based on machine learning. Types of machine learning algorism are classified into four type: supervised learning, unsupervised learning, semi-supervised learning, and reinforcement learning. This research uses supervised learning that analogizes a separating function form training data. The method suggested in this research uses SVM classifier which is a main type of supervised learning and shows higher efficiency binary classification problem. and it grasps the difference between two groups of data and makes a distinction of deterioration of high-speed railway track.

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Comparative Analysis on Error Back Propagation Learning and Layer By Layer Learning in Multi Layer Perceptrons (다층퍼셉트론의 오류역전파 학습과 계층별 학습의 비교 분석)

  • 곽영태
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.5
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    • pp.1044-1051
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    • 2003
  • This paper surveys the EBP(Error Back Propagation) learning, the Cross Entropy function and the LBL(Layer By Layer) learning, which are used for learning the MLP(Multi Layer Perceptrons). We compare the merits and demerits of each learning method in the handwritten digit recognition. Although the speed of EBP learning is slower than other learning methods in the initial learning process, its generalization capability is better. Also, the speed of Cross Entropy function that makes up for the weak points of EBP learning is faster than that of EBP learning. But its generalization capability is worse because the error signal of the output layer trains the target vector linearly. The speed of LBL learning is the fastest speed among the other learning methods in the initial learning process. However, it can't train for more after a certain time, it has the lowest generalization capability. Therefore, this paper proposes the standard of selecting the learning method when we apply the MLP.

Application of Iterative Learning Control to 2-Mass Resonant System with Initial Position Error (위치 오차를 갖는 2관성 공진계에 대한 반복학습 제어의 적용에 관한 연구)

  • Lee, Hak-Seong
    • Proceedings of the KIEE Conference
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    • 2003.11b
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    • pp.307-310
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    • 2003
  • In this paper, an iterative learning control method is applied to suppress the vibration of a 2-mass system which has a flexible coupling between a load an a motor. More specifically, conditions for the load speed without vibration are derived based on the steady-state condition. And the desired motor position trajectory is synthesized based on the relation between the load and motor speed. Finally, a PD-type learning iterative control law is applied for the desired motor position trajectory. Since the learning law applied for the desired trajectory guarantees the perfect tracking performance, the resulting load speed shows no vibration. In order to handle the initial position error, the PD-type learning law is changed to PID-type and a weight function is added to suppress the residual vibration caused by the initial error. The simulation results show the effectiveness of the proposed learning method.

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Back-Propagation Algorithm through Omitting Redundant Learning (중복 학습 방지에 의한 역전파 학습 알고리듬)

  • 백준호;김유신;손경식
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.29B no.9
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    • pp.68-75
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    • 1992
  • In this paper the back-propagation algorithm through omitting redundant learning has been proposed to improve learning speed. The proposed algorithm has been applied to XOR, Parity check and pattern recognition of hand-written numbers. The decrease of the number of patterns to be learned has been confirmed as learning proceeds even in early learning stage. The learning speed in pattern recognition of hand-written numbers is improved more than 2 times in various cases of hidden neuron numbers. It is observed that the improvement of learning speed becomes better as the number of patterns and the number of hidden numbers increase. The recognition rate of the proposed algorithm is nearly the same as that conventional method.

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