• 제목/요약/키워드: ML 알고리즘

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The Optimal Turbo Coded V-BLAST Technique in the Adaptive Modulation System corresponding to each MIMO Scheme (적응 변조 시스템에서 각 MIMO 기법에 따른 최적의 터보 부호화된 V-BLAST 기법)

  • Lee, Kyung-Hwan;Ryoo, Sang-Jin;Choi, Kwang-Wook;You, Cheol-Woo;Hong, Dae-Ki;Kim, Dae-Jin;Hwang, In-Tae;Kim, Cheol-Sung
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.6 s.360
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    • pp.40-47
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    • 2007
  • In this paper, we propose and analyze the Adaptive Modulation System with optimal Turbo Coded V-BLAST(Vertical-Bell-lab Layered Space-Time) technique that adopts the extrinsic information from MAP (Maximum A Posteriori) Decoder with Iterative Decoding as a priori probability in two decoding procedures of V-BLAST; the ordering and the slicing. Also, we consider and compare the Adaptive Modulation System using conventional Turbo Coded V-BLAST technique that is simply combined V-BLAST with Turbo Coding scheme and the Adaptive Modulation System using conventional Turbo Coded V-BLAST technique that is decoded by the ML (Maximum Likelihood) decoding algorithm. We observe a throughput performance and a complexity. As a result of a performance comparison of each system, it has been proved that the complexity of the proposed decoding algorithm is lower than that of the ML decoding algorithm but is higher than that of the conventional V-BLAST decoding algorithm. however, we can see that the proposed system achieves a better throughput performance than the conventional system in the whole SNR (Signal to Noise Ratio) range. And the result shows that the proposed system achieves a throughput performance close to the ML decoded system. Specifically, a simulation shows that the maximum throughput improvement in each MIMO scheme is respectively about 350 kbps, 460 kbps, and 740 kbps compared to the conventional system. It is suggested that the effect of the proposed decoding algorithm accordingly gets higher as the number of system antenna increases.

A Study about the Usefulness of Reinforcement Learning in Business Simulation Games using PPO Algorithm (경영 시뮬레이션 게임에서 PPO 알고리즘을 적용한 강화학습의 유용성에 관한 연구)

  • Liang, Yi-Hong;Kang, Sin-Jin;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.61-70
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    • 2019
  • In this paper, we apply reinforcement learning in the field of management simulation game to check whether game agents achieve autonomously given goal. In this system, we apply PPO (Proximal Policy Optimization) algorithm in the Unity Machine Learning (ML) Agent environment and the game agent is designed to automatically find a way to play. Five game scenario simulation experiments were conducted to verify their usefulness. As a result, it was confirmed that the game agent achieves the goal through learning despite the change of environment variables in the game.

A QOC Signal Detection Method for Spatially Multiplexed MIMO Systems (공간다중화 MIMO 시스템을 위한 QOC 신호검출 기법)

  • Im, Tae-Ho;Kim, Jae-Kwon;Cho, Yong-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.9C
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    • pp.771-777
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    • 2010
  • This paper proposes a new signal detection method, called QR-OSIC with Candidates (QOC) method, for spatially multiplexed multiple input multiple output (MIMO) systems. By using the ordered successive interference cancellation (OSIC) algorithm and the maximum likelihood (ML) metric, the proposed method achieves near-ML performance without requiring a large number of candidates. Although the proposed method can be used for both hard and soft decoding systems, it is especially useful for soft decoding systems since the LLR values for all the bits can be efficiently computed without using LLR estimation. The proposed method is also suitable for VLSI implementation since it leads to fixed throughput system.

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.

A Box Office Type Classification and Prediction Model Based on Automated Machine Learning for Maximizing the Commercial Success of the Korean Film Industry (한국 영화의 산업의 흥행 극대화를 위한 AutoML 기반의 박스오피스 유형 분류 및 예측 모델)

  • Subeen Leem;Jihoon Moon;Seungmin Rho
    • Journal of Platform Technology
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    • v.11 no.3
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    • pp.45-55
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    • 2023
  • This paper presents a model that supports decision-makers in the Korean film industry to maximize the success of online movies. To achieve this, we collected historical box office movies and clustered them into types to propose a model predicting each type's online box office performance. We considered various features to identify factors contributing to movie success and reduced feature dimensionality for computational efficiency. We systematically classified the movies into types and predicted each type's online box office performance while analyzing the contributing factors. We used automated machine learning (AutoML) techniques to automatically propose and select machine learning algorithms optimized for the problem, allowing for easy experimentation and selection of multiple algorithms. This approach is expected to provide a foundation for informed decision-making and contribute to better performance in the film industry.

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PET/CT SUV Ratios in an Anthropomorphic Torso Phantom (의인화몸통팬텀에서 PET/CT SUV 비율)

  • Yeon, Joon-Ho;Hong, Gun-Chul;Kang, Byung-Hyun;Sin, Ye-Ji;Oh, Uk-Jin;Yoon, Hye-Ran;Hong, Seong-Jong
    • Journal of the Korean Society of Radiology
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    • v.14 no.1
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    • pp.23-29
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    • 2020
  • The standard uptake values (SUVs) strongly depend on positron emission tomographs (PETs) and image reconstruction methods. Various image reconstruction algorithms in GE Discovery MIDR (DMIDR) and Discovery Ste (DSte) installed at Department of Nuclear Medicine, Seoul Samsung Medical Center were applied to measure the SUVs in an anthropomorphic torso phantom. The measured SUVs in the heart, liver, and background were compared to the actual SUVs. Applied image reconstruction algorithms were VPFX-S (TOF+PSF), QCFX-S-350 (Q.Clear+TOF+PSF), QCFX-S-50, VPHD-S (OSEM+PSF) for DMIDR, and VUE Point (OSEM) and FORE-FBP for DSte. To reduce the radiation exposure to radiation technologists, only the small amount of radiation source 18F-FDG was mixed with the distilled water: 2.28 MBq in the 52.5 ml heart, 20.3 MBq in the 1,290 ml liver and 45.7 MBq for the 9,590 ml in the background region. SUV values in the heart with the algorithms of VPFX-S, QCFX-S-350, QCFX-S-50, VPHD-S, VUE Point, and FOR-FBP were 27.1, 28.0, 27.1, 26.5, 8.0, and 7.4 with the expected SUV of 5.9, and in the background 4.2, 4.1, 4.2, 4.1, 1.1, and 1.2 with the expected SUV of 0.8, respectively. Although the SUVs in each region were different for the six reconstruction algorithms in two PET/CTs, the SUV ratios between heart and background were found to be relatively consistent; 6.5, 6.8, 6.5, 6.5, 7.3, and 6.2 for the six reconstruction algorithms with the expected ratio of 7.8, respectively. Mean SNRs (Signal to Noise Ratios) in the heart were 8.3, 12.8, 8.3, 8.4, 17.2, and 16.6, respectively. In conclusion, the performance of PETs may be checked by using with the SUV ratios between two regions and a relatively small amount of radioactivity.

A study on data collection environment and analysis using virtual server hosting of Azure cloud platform (Azure 클라우드 플랫폼의 가상서버 호스팅을 이용한 데이터 수집환경 및 분석에 관한 연구)

  • Lee, Jaekyu;Cho, Inpyo;Lee, Sangyub
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.329-330
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    • 2020
  • 본 논문에서는 Azure 클라우드 플랫폼의 가상서버 호스팅을 이용해 데이터 수집 환경을 구축하고, Azure에서 제공하는 자동화된 기계학습(Automated Machine Learning, AutoML)을 기반으로 데이터 분석 방법에 관한 연구를 수행했다. 가상 서버 호스팅 환경에 LAMP(Linux, Apache, MySQL, PHP)를 설치하여 데이터 수집환경을 구축했으며, 수집된 데이터를 Azure AutoML에 적용하여 자동화된 기계학습을 수행했다. Azure AutoML은 소모적이고 반복적인 기계학습 모델 개발을 자동화하는 프로세스로써 기계학습 솔루션 구현하는데 시간과 자원(Resource)를 절약할 수 있다. 특히, AutoML은 수집된 데이터를 분류와 회귀 및 예측하는데 있어서 학습점수(Training Score)를 기반으로 보유한 데이터에 가장 적합한 기계학습 모델의 순위를 제공한다. 이는 데이터 분석에 필요한 기계학습 모델을 개발하는데 있어서 개발 초기 단계부터 코드를 설계하지 않아도 되며, 전체 기계학습 시스템을 개발 및 구현하기 전에 모델의 구성과 시스템을 설계해볼 수 있기 때문에 매우 효율적으로 활용될 수 있다. 본 논문에서는 NPU(Neural Processing Unit) 학습에 필요한 데이터 수집 환경에 관한 연구를 수행했으며, Azure AutoML을 기반으로 데이터 분류와 회귀 등 가장 효율적인 알고리즘 선정에 관한 연구를 수행했다.

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Multiple Target DOA Tracking Algorithm With Measurement Fusion Based on ML (ML 기법에 기반을 둔 측정치 융합기법을 가진 다중표적 방위각 추적 알고리즘)

  • Ryu, Chang-Soo;Park, Ju-Tae;Choi, Sung-Un
    • Journal of the Korean Society of Industry Convergence
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    • v.6 no.3
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    • pp.177-183
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    • 2003
  • Recently, Ryu et al. proposed a multiple target DOA tracking algorithm, which has good features that it has no data association problem and simple structure. But its performance is seriously degraded in the low signal-to-noise ratio. In this paper, a measurement fusion method is presented based on ML(Maximum Likelihood), and the new DOA tracking algorithm is proposed by incorporating the presented fusion method into Ryu's algorithm. The proposed algorithm has a better tracking performance than that of Ryu's algorithm, and it sustains the good features of Ryu's algorithm.

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A Study on the Prediction of Mortality Rate after Lung Cancer Diagnosis for the Elderly in their 80s and 90s Based on Deep Learning (딥러닝 기반 80대·90대 노령자 대상 폐암 진단 후 사망률 예측에 관한 연구)

  • Byun, Kyungkeun;Lee, Deoggyu;Shin, Youngtae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.452-455
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    • 2022
  • 4차 산업혁명의 확산으로 의학계에서도 딥러닝 기술을 이용한 질병의 치료결과 예측 연구가 활발하다. 이와 관련, 일부 연구에서 국소적인 환자 데이터의 활용으로 인해 도출된 연구 결과의 일반화가 어려웠으며 예측률 제고를 위해 특정 딥러닝 알고리즘을 중심으로 한 실험이 추진되어 다양한 알고리즘별 예측률의 비교·분석 결과를 제시하는 연구도 미흡하였다. 이에, 건강보험심사평가원의 대규모 진료 정보와 다종의 알고리즘을 제공하는 AutoML을 이용, 사망률이 높은 80대·90대 노령자 대상 폐암 진단 후 84개월간의 사망률을 예측하는 Decision Tree 등 5개 알고리즘별 모델을 생성하고 이를 활용, 사망률의 예측 성능을 비교하고 사망률에 영향을 미치는 요인에 대한 분석 결과를 도출하였다.

Maximum-likelihood Estimation of Radar Cross Section of a Swerling III Target (Swerling III 표적 RCS의 최대공산추정)

  • Jung, Young-Hun;Hong, Sun-Mog
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.3
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    • pp.87-93
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    • 2017
  • A maximum likelihood (ML) approach is presented for estimating the mean of radar cross section (RCS) of a Swerling III target and its numerical solution methods are discussed. The solution methods are based on an approximate expression for implementing the expectation maximization (EM) algorithm. The methods are evaluated and compared through Monte Carlo simulations in terms of estimation accuracy and computational efficiency to obtain a most efficient method for both Swerling I and Swerling III targets. The methods are also compared with a previously reported method based on heuristics.