• Title/Summary/Keyword: Minimax algorithm

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ON OPTIMAL CONTROL OF A BOUNDARY VALUE PROBLEM

  • Kim, Hongchul;Rim, Gye-Soo
    • Korean Journal of Mathematics
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    • v.6 no.1
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    • pp.27-46
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    • 1998
  • We are concerned with an optimal control problem governed by a Poisson equation in which body force acts like a control parameter. The cost functional to be optimized is taken to represent the error from the desired observation and the cost due to the control. We recast the problem into the mixed formulation to take advantage of the minimax principle for the duality method. The existence of a saddle point for the Lagrangian shall be shown and the optimality system will be derived therein. Finally, to attain an optimal control, we combine the optimality system with an operational technique. By achieving the gradient of the cost functional, a convergent algorithm based on the projected gradient method is established.

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Quasi-Deadbeat Minimax Estimation for Deterministic Generic Linear Models

  • Lee, Kwan-Ho;Han, Soo-Hee;Kwon, Wook-Hyun
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.45.5-45
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    • 2002
  • In this paper, a quasi-deadbeat minimax estimation (QME) is proposed as a new class of time-domain parameter estimations for deterministic generic linear models. Linearity, quasi-deadbeat property, FIR structure, and independency of the initial parameter information will be required in advance, in addition to a new performance criterion of a worst case gain between the disturbances and the current estimation error. The proposed QME is obtained in a closed form by directly solving an optimization problem. The QME is represented in both a batch form and an iterative form. A fast algorithm for the suggested estimation is also presented, which is remarkable in view...

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Improvement of the Gonu game using progressive deepening in reinforcement learning (강화학습에서 점진적인 심화를 이용한 고누게임의 개선)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.23-30
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    • 2020
  • There are many cases in the game. So, Game have to learn a lot. This paper uses reinforcement learning to improve the learning speed. However, because reinforcement learning has many cases, it slows down early in learning. So, the speed of learning was improved by using the minimax algorithm. In order to compare the improved performance, a Gonu game was produced and tested. As for the experimental results, the win rate was high, but the result of a tie occurred. The game tree was further explored using progressive deepening to reduce tie cases and win rate has improved by about 75%.

An efficient algorithm for the non-convex penalized multinomial logistic regression

  • Kwon, Sunghoon;Kim, Dongshin;Lee, Sangin
    • Communications for Statistical Applications and Methods
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    • v.27 no.1
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    • pp.129-140
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    • 2020
  • In this paper, we introduce an efficient algorithm for the non-convex penalized multinomial logistic regression that can be uniformly applied to a class of non-convex penalties. The class includes most non-convex penalties such as the smoothly clipped absolute deviation, minimax concave and bridge penalties. The algorithm is developed based on the concave-convex procedure and modified local quadratic approximation algorithm. However, usual quadratic approximation may slow down computational speed since the dimension of the Hessian matrix depends on the number of categories of the output variable. For this issue, we use a uniform bound of the Hessian matrix in the quadratic approximation. The algorithm is available from the R package ncpen developed by the authors. Numerical studies via simulations and real data sets are provided for illustration.

Comparison between Genetic Algorithm and Simplex Method in the Evaluation of Minimum Zone for Flatness (평면도의 최소 영역 평가에서 유전자 알고리듬과 심플렉스 방법의 비교)

  • Hyun, Chang-Hun;Shin, Snag-Choel
    • Journal of Industrial Technology
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    • v.20 no.B
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    • pp.27-34
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    • 2000
  • The definition of flatness is given by ISO, ANSI, KS, etc. but those standards don't mention about the specific methods for the flatness. So various solution models that are based on the Minimum Zone Method have been proposed as an optimization problem for the minimax curve fitting. But it has been rare to compare some optimization algorithms to make a guideline for choosing better algorithms in this field. Hence this paper examined and compared Genetic Algorithm and Simplex Method to the evaluation of flatness. As a result, Genetic Algorithm gave the better or equal flatness than Simplex Method but it has the inefficiency caused from the large number of iteration. Therefore, in the future, another researches about alternative algorithms including Hybrid Genetic Algorithm should be achieved to improve the efficiency of Genetic Algorithm for the evaluation of flatness.

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Hardware Design of Special-Purpose Arithmetic Unit for 3-Dimensional Graphics Processor (3차원 그래픽프로세서용 특수 목적 연산장치의 하드웨어 설계)

  • Choi, Byeong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.140-142
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    • 2011
  • In this paper, special purpose arithmetic unit for mobile graphics accelerator is designed. The designed processor supports six operations, such as $1/{\chi}$, $\frac{1}{{\sqrt{x}}$, $log_2x$, $2^x$, $sin(x)$, $cos(x)$. The processor adopts 2nd-order polynomial minimax approximation scheme based on IEEE floating point data format to satisfy accuracy conditions and has 5-stage pipeline structure to meet high operational rates. The SFAU processor consists of 23,000 gates and its estimated operating frequency is about 400 Mhz at operating condition of 65nm CMOS technology. Because the processor can execute all operations with 5-stage pipeline scheme, it has about 400 MOPS(million operations per second) execution rate. Thus, it can be applicable to the 3D mobile graphics processors.

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Hardware Design of Pipelined Special Function Arithmetic Unit for Mobile Graphics Application (모바일 그래픽 응용을 위한 파이프라인 구조 특수 목적 연산회로의 하드웨어 설계)

  • Choi, Byeong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.8
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    • pp.1891-1898
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    • 2013
  • To efficiently execute 3D graphic APIs, such as OpenGL and Direct3D, special purpose arithmetic unit(SFU) which supports floating-point sine, cosine, reciprocal, inverse square root, base-two exponential, and logarithmic operations is designed. The SFU uses second order minimax approximation method and lookup table method to satisfy both error less than 2 ulp(unit in the last place) and high speed operation. The designed circuit has about 2.3-ns delay time under 65nm CMOS standard cell library and consists of about 23,300 gates. Due to its maximum performance of 400 MFLOPS and high accuracy, it can be efficiently applicable to mobile 3D graphics application.

Nonlinear Image Denoising Algorithm in the Presence of Heavy-Tailed Noise (Heavy-tailed 잡음에 노출된 이미지에서의 비선형 잡음제거 알고리즘)

  • Hahn, Hee-Il
    • Proceedings of the KIEE Conference
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    • 2006.04a
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    • pp.18-20
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    • 2006
  • The statistics for the neighbor differences between the particular pixels and their neighbors are introduced. They are incorporated into the filter to remove additive Gaussian noise contaminating images. The derived denoising method corresponds to the maximum likelihood estimator for the heavy-tailed Gaussian distribution. The error norm corresponding to our estimator from the robust statistics is equivalent to Huber's minimax norm. Our estimator is also optimal in the respect of maximizing the efficacy under the above noise environment.

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Remote Sensing Image Segmentation by a Hybrid Algorithm (Hybrid 알고리듬을 이용한 원격탐사영상의 분할)

  • 예철수;이쾌희
    • Korean Journal of Remote Sensing
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    • v.18 no.2
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    • pp.107-116
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    • 2002
  • A hybrid image segmentation algorithm is proposed which integrates edge-based and region-based techniques through the watershed algorithm. First, by using mean curvature diffusion coupled to min/max flow, noise is eliminated and thin edges are preserved. After images are segmented by watershed algorithm, the segmented regions are combined with neighbor regions. Region adjacency graph (RAG) is employed to analyze the relationship among the segmented regions. The graph nodes and edge costs in RAG correspond to segmented regions and dissimilarities between two adjacent regions respectively. After the most similar pair of regions is determined by searching minimum cost RAG edge, regions are merged and the RAG is updated. The proposed method efficiently reduces noise and provides one-pixel wide, closed contours.

A Study On the Automatic Generation Algorithm of Reference Pattern Using Levelbuilding Algorithm. (Levelbuilding 알고리즘을 이용한 참조패턴의 자동생성 알고리즘에 관한 연구)

  • 김윤중
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1998.06c
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    • pp.79-82
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    • 1998
  • 본 연구에서는 연결단어 음성인식 상에서 올바른 참조 패턴을 생성하기 위해 Levelbuilding 알고리즘을 이용하여 인식대상 단어의 표본 집합(훈련패턴 집합)으로부터 참조 패턴을 자동적으로 생성하는 알고리즘을 개발하였다. 본 연구는 분한 K-Mans 훈련방법에 기초하고 있으며, Levelbuilding 알고리즘을 이용하여 훈련패턴으로부터 참조 패턴을 생성하는 것이다. 먼저 초기화 과정에서 훈련 패턴을 그에 포함된 단어 수만큼 등간격 분리하여 분리된 단어들을 소속 Cluster로 분류하고 각 Cluster의 Center들로 초기 참조패턴을 구성한다. 그리고 참조패턴, 제어정보 및 Levelbuilding 알고리즘을 이용하여 각 훈련패턴을 분리하고, 분리된 단어들을 소속 Cluster로 분류하여 단어 Cluster집합을 구성한 후 DTW 및 minimax알고리즘을 이용해 각 Cluster의 Center를 구하여 참조 패턴을 생성한다. 참조패턴 구성에 변화가 없을 때까지 전 단계의 참조패턴과 본 알고리즘을 반복 수행하여 최적의 참조패턴을 생성한다. 본 알고리즘을 이용하여 3개 숫자의 연결단어 집합으로부터 영('0')에서 구('9')까지 숫자음에 대한 참조패턴을 자동 생성하였다. 참조패턴 생성과정에서 가정 중요한 처리인 훈련패턴 분리과정을 분석하기 위하여 각 반복과정에서 분리된 정보를 그래프로 도시화하여 확인하였다.

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