• Title/Summary/Keyword: MCT

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Enhanced strategic Monte-Carlo Tree Search algorithm to play the game of Tic-Tac-Toe (삼목 게임을 위해 개선된 몬테카를로 트리탐색 알고리즘)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.79-86
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    • 2016
  • Monte-Carlo Tree Search(MCTS) is a best-first tree search algorithm and has been successfully applied to various games, especially to the game of Go. We evaluate the performance of MCTS playing against each other in the game of Tic-Tac-Toe. It reveals that the first player always has an overwhelming advantage to the second player; and we try to find out the reason why the first player is superior to the second player in spite of the fact that the best game result should be a draw. Since MCTS is a statistical algorithm based on the repeated random sampling, it cannot adequately tackle an urgent problem that needs a strategy, especially for the second player. For this, we propose a strategic MCTS(S-MCTS) and show that the S-MCTS player never loses a Tic-Tac-Toe game.

Comparison of the Balance Relations Between Healthy Subjects and Patients With Chronic Low Back Pain (만성 요통환자와 정상인의 균형반응 비교)

  • Yang, Hoi-Song;Lee, Kang-Woo
    • Physical Therapy Korea
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    • v.9 no.2
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    • pp.1-17
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    • 2002
  • The purpose of this study was to identify the differences of the static and the dynamic balance reactions in the flexion syndrome (FS) and the extension syndrome (ES) group of the patients with chronic lowback pain (LBP) and healthy subjects. Twenty subjects were included in each group. By using EquiTest 5.02, the static balance was measured by the equilibrium score and the strategy score of sensory organization test (SOT), while the dynamic balance was measured by the latency of motor control test (MCT) and the sway energy of adaptation test (ADT). Oswestry Disability Index (OSI) was used to measure level of the disability in patients with chronic LBP. The equilibrium scores, the strategies of SOT, and thelatencies of MCT of three groups were compared with one way ANOVA, while the sway energy of ADT was compared with repeated measures one way ANOVA. The results of this study showed that the equilibrium scores and the strategy scores of SOT were significantly lower in patients with chronic LBP than in healthy subjects. The equilibrium scores and the strategy scores of SOT were significantly differences between the FS and ES groups in condition 5 (support surface was sway-referenced and visual information waseliminated by eye closure), and 6 (support surface was sway-referenced and visual information was altered by sway-referencing). The FS group showed delayed average reaction time at large posterior translation, however, the ES group showed delayed average reaction time at large anterior translation, Even though the sway energy of the patients with chronic LBP were greater than that of healthy subjects during the toe down (plantar flexion rotation), the values between the FS and ES groups didn't show any significant difference. The disability level showed highly correlation with the equilibrium score of the condition 5. As the results, the FS and ES groups divided by the their symptoms and signs in patients with chronic LBP showed different balance reaction. Therefore, more accurate evaluation and balance treatments are needed to focus on their symptoms and signs in patients with chronic LBP.

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Performance Analysis of Virtual Conference System in the IPv6 Multicast Network (IPv6 멀티캐스트 네트워크에서 가상 학술회의 시스템의 성능 분석)

  • Eom, Tai-Rang;Do, Jin-Sook;Lee, Kyung-Geun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.1B
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    • pp.45-54
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    • 2003
  • In the Protocol-Independent Multicast Sparse Mode(PIM-SM), we need a careful selection scheme for the Rendezvous Point(RP) which influences much on the QoS due to the delay among multicast group members and packet loss The QoS based RP selection schemes choose RPs which satisfy the restriction conditions such as bandwidth, delay, and other QoS parameters In this paper, we propose a new RP selection scheme which is a variation of the group-based RP selection scheme The new algorithm, MCT(Maximum Cross Tree), is implemented by taking advantages of the topology-based selection scheme and the group-based selection scheme as well In order to verify the proposed algorithm, we first measure the multicast traffic data of the Virtual Conference System implemented on the IPv6 network via KOREN, then expand the results to two types of network models and analyze the performance by computer simulation.

Fuzzy Logic-based Grid Job Scheduling Model for omputational Grid (계산 그리드를 위한 퍼지로직 기반의 그리드 작업 스케줄링 모델)

  • Park, Yang-Jae;Jang, Sung-Ho;Cho, Kyu-Cheol;Lee, Jong-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.5
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    • pp.49-56
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    • 2007
  • This paper deals with grid job allocation and grid resource scheduling to provide a stable and quicker job processing service to grid users. In this paper, we proposed a fuzzy logic-based grid job scheduling model for an effective job scheduling in computational grid environment. The fuzzy logic-based grid job scheduling model measures resource efficiency of all grid resources by a fuzzy logic system based on diverse input parameters like CPU speed and network latency and divides resources into several groups by resource efficiency. And, the model allocates jobs to resources of a group with the highest resource efficiency. For performance evaluation, we implemented the fuzzy logic-based grid job scheduling model on the DEVS modeling and simulation environment and measured reduction rates of turnaround time, job loss, and communication messages in comparison with existing job scheduling models such as the random scheduling model and the MCT(Minimum Completion time) model. Experiment results that the proposed model is useful to improve the QoS of the grid job processing service.

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Genetic Analysis study of Sasang Constitution Classification by DNA-fingerprinting methods (유전자지문법을 이용한 사상체질의 유전적 분석 연구)

  • Cho, DongWuk;Lee, ChangSoo;Ko, ByungHee;Cho, HwangSung
    • Journal of Sasang Constitutional Medicine
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    • v.8 no.2
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    • pp.151-163
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    • 1996
  • VNTR and STR DNA typing are typical genetic analysis methods which are widely used in DNA-fingerprinting for forensic science and other genetic research purposes. In this study, genomic DNA of different constitutions(Taeun, Soyang and Soum) were analyzed by VNTR and STR DNA typing to provide scientific and objective references for Sasang Medicine. It was found out in this study that VNTR-MCT118 and YNZ22 loci showed too many different variation of allele distribution and numbers for each constitution. Therefore, it is thought that VNTR typing can not used for genetic classification study for Sasang Constitution which classifies human body into 4 groups. However, vWA locus, one of the STR loci investigated in this study, showed slight difference in allele distribution for each different constitution.

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Study of passivation layers for the indium antimonide photodetector

  • Lee, Jae-Yeol;Kim, Jeong-Seop;Yang, Chang-Jae;Yun, Ui-Jun
    • Proceedings of the Materials Research Society of Korea Conference
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    • 2009.05a
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    • pp.28.2-28.2
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    • 2009
  • 군사적, 산업적 용도로 널리 활용되고 있는 적외선 검출기는 InSb, HgCdTe(MCT)와 같은 물질들을 감지 소자로 사용하고 있다. 현재 가장 많이 사용되는 MCT는 적외선의 전 영역을 감지할 수 있는 장점이 있지만, 대면적 제작이 어려운 단점이 있다. 이에 비해 InSb는 안정적인 재료의 특성, 높은 전하이동도($1.2\times10^6\;cm^2/Vs$) 그리고 대면적 소자 제작의 가능성 등이 높게 평가되어 차세대 적외선 검출소자로 각광 받고 있다. InSb 적외선 수광 소자는 1970년대부터 미국을 중심으로 이온주입, MOCVD 또는 MBE와 같은 다양한 공정을 이용하여 제작되어 왔으며, 앞으로도 군수용 제품을 비롯하여 산업전반에서 더욱 각광을 받을 것으로 예상된다. 하지만 InSb는 77 K에서 0.225 eV의 상대적으로 작은 밴드갭을 갖고 있기 때문에 누설전류로 인한 성능저하가 고질적인 문제로 대두되었고, 이를 해결하기 위한 고품질 절연막 연구가 InSb 적외선 수광 소자 연구의 주요 이슈 중 하나가 되어왔다. PECVD, photo-CVD, anodic oxidation 등의 공정을 이용하여 $SiO_2$, $Si_3N_4$, 양극산화막(anodic oxide) 등 다양한 물질들에 대한 연구가 진행되었고[1,2], 산화막과 반도체 계면에서의 열확산을 억제하여 계면트랩밀도를 최소화하기 위한 연구도 활발히 이루어졌다[3]. 하지만 InSb 소자의 성능개선을 위한 최적화된 산화막에 대한 연구는 여전히 불충분한 실정이다. 본 연구에서는 n형 (100) InSb 기판 (n = 0.2 ~ $0.85\times10^{15}cm^{-3}$ @ 77 K)을 이용하여 양극산화막, $SiO_2$, $Si_3N_4$ 등을 증착하고 절연막으로서 이들의 특성을 비교 분석하였다. 양극산화막은 상온에서 1 N KOH 용액을 이용하여 양극산화법으로 증착하였으며, $SiO_2$, $Si_3N_4$는 PECVD로 $150^{\circ}C$에서 $300^{\circ}C$까지 온도를 변화시켜가며 증착하였다. SEM분석과 XPS분석으로 두께의 균일도와 절연막의 조성, 계면확산 정도를 확인하였으며, I-V와 C-V 커브측정을 통해 각 절연막의 전기적 특성을 평가하였다. 이 분석들을 통해 각각의 공정 조건에 따른 절연막의 상태를 전기적 특성과 관련지어 설명할 수 있었다.

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Application of Microencapsulated Isoflavone into Milk

  • Jeon, Byung-Ju;Kim, Nam-Chul;Han, Eun-Mi;Kwak, Hae-Soo
    • Archives of Pharmacal Research
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    • v.28 no.7
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    • pp.859-865
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    • 2005
  • This study was designed to develop a microencapsulated, water-soluble isoflavone for application into milk and to examine the hypocholesterolemic effect of such a milk product in a rat diet. The coating material was medium-chain triglyceride (MCT) and the core material was watersoluble isoflavone. The microencapsulation efficiency was 70.2% when the ratio (w/w) of coating material to core material was 15:1. The isoflavone release from the microcapsules was 8% after 3-day storage at $4^{\circ}C$. In in vitro study, 4.0-9.3% of water-soluble isoflavone in simulated gastric fluid was released in the pH range of 2 to 5 after 60 min incubation; however, in simulated intestinal fluid at pH 8, 87.6% of isoflavone was released from the capsules after 40 min incubation time. In sensory analysis, the scores of bitterness, astringency, and off-taste in the encapsulated isoflavone-added milk were slightly, but not significantly, different from those in uncapsulated, isoflavone-added milk. In blood analysis, total cholesterol was significantly decreased in the isoflavone-added group compared with that in the control after 6-week feeding. Therefore, this study confirmed the acceptability of MCT as a coating material in the microencapsulation of water-soluble isoflavone for application into milk, although a slight adverse effect was found in terms of sensory attributes. In addition, blood total cholesterol was lowered in rats which had been fed a cholesterol-reduced and microencapsulated, isoflavoneadded milk for 6 weeks.

Enhancement of Authentication Performance based on Multimodal Biometrics for Android Platform (안드로이드 환경의 다중생체인식 기술을 응용한 인증 성능 개선 연구)

  • Choi, Sungpil;Jeong, Kanghun;Moon, Hyeonjoon
    • Journal of Korea Multimedia Society
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    • v.16 no.3
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    • pp.302-308
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    • 2013
  • In this research, we have explored personal authentication system through multimodal biometrics for mobile computing environment. We have selected face and speaker recognition for the implementation of multimodal biometrics system. For face recognition part, we detect the face with Modified Census Transform (MCT). Detected face is pre-processed through eye detection module based on k-means algorithm. Then we recognize the face with Principal Component Analysis (PCA) algorithm. For speaker recognition part, we extract features using the end-point of voice and the Mel Frequency Cepstral Coefficient (MFCC). Then we verify the speaker through Dynamic Time Warping (DTW) algorithm. Our proposed multimodal biometrics system shows improved verification rate through combining two different biometrics described above. We implement our proposed system based on Android environment using Galaxy S hoppin. Proposed system presents reduced false acceptance ratio (FAR) of 1.8% which shows improvement from single biometrics system using the face and the voice (presents 4.6% and 6.7% respectively).

Implementation of Artificial Intelligence Computer Go Program Using a Convolutional Neural Network and Monte Carlo Tree Search (Convolutional Neural Network와 Monte Carlo Tree Search를 이용한 인공지능 바둑 프로그램의 구현)

  • Ki, Cheol-min;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.405-408
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    • 2016
  • Games like Go, Chess, Janggi have helped to brain development of the people. These games are developed by computer program. And many algorithms have been developed to allow myself to play. The person winning chess program was developed in the 1990s. But game of go is too large number of cases. So it was considered impossible to win professional go player. However, with the use of MCTS(Monte Carlo Tree Search) and CNN(Convolutional Neural Network), the performance of the go algorithm is greatly improved. In this paper, using CNN and MCTS were proceeding development of go algorithm. Using the manual of go learning CNN look for the best position, MCTS calculates the win probability in the game to proceed with simulation. In addition, extract pattern information of go using existing manual of go, plans to improve speed and performance by using it. This method is showed a better performance than general go algorithm. Also if it is receiving sufficient computing power, it seems to be even more improved performance.

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Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.