• Title/Summary/Keyword: Multi-learning System

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A Course Scheduling Multi-Agent System For Ubiquitous Web Learning Environment (유비쿼터스 웹 학습 환경을 위한 코스 스케줄링 멀티 에이전트 시스템)

  • Han, Seung-Hyun;Ryu, Dong-Yeop;Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.365-373
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    • 2005
  • Ubiquitous learning environment needs various new model of e-learning as web based education system has been proposed. The demand for the customized courseware which is required from the learners is increased. the needs of the efficient and automated education agents in the web-based instruction are recognized. But many education systems that had been studied recently did not service fluently the courses which learners had been wanting and could not provide the way for the learners to study the learning weakness which is observed in the continuous feedback of the course. In this paper we propose a multi-agent system for course scheduling of learner-oriented using weakness analysis algorithm via personalized ubiquitous environment factors. First proposed system analyze learner's result of evaluation and calculates learning accomplishment. From this accomplishment the multi-agent schedules the suitable course for the learner. The learner achieves an active and complete learning from the repeated and suitable course.

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Improving Dynamic Missile Defense Effectiveness Using Multi-Agent Deep Q-Network Model (멀티에이전트 기반 Deep Q-Network 모델을 이용한 동적 미사일 방어효과 개선)

  • Min Gook Kim;Dong Wook Hong;Bong Wan Choi;Ji Hoon Kyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.47 no.2
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    • pp.74-83
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    • 2024
  • The threat of North Korea's long-range firepower is recognized as a typical asymmetric threat, and South Korea is prioritizing the development of a Korean-style missile defense system to defend against it. To address this, previous research modeled North Korean long-range artillery attacks as a Markov Decision Process (MDP) and used Approximate Dynamic Programming as an algorithm for missile defense, but due to its limitations, there is an intention to apply deep reinforcement learning techniques that incorporate deep learning. In this paper, we aim to develop a missile defense system algorithm by applying a modified DQN with multi-agent-based deep reinforcement learning techniques. Through this, we have researched to ensure an efficient missile defense system can be implemented considering the style of attacks in recent wars, such as how effectively it can respond to enemy missile attacks, and have proven that the results learned through deep reinforcement learning show superior outcomes.

Intelligent Traffic Prediction by Multi-sensor Fusion using Multi-threaded Machine Learning

  • Aung, Swe Sw;Nagayama, Itaru;Tamaki, Shiro
    • IEIE Transactions on Smart Processing and Computing
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    • v.5 no.6
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    • pp.430-439
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    • 2016
  • Estimation and analysis of traffic jams plays a vital role in an intelligent transportation system and advances safety in the transportation system as well as mobility and optimization of environmental impact. For these reasons, many researchers currently mainly focus on the brilliant machine learning-based prediction approaches for traffic prediction systems. This paper primarily addresses the analysis and comparison of prediction accuracy between two machine learning algorithms: Naïve Bayes and K-Nearest Neighbor (K-NN). Based on the fact that optimized estimation accuracy of these methods mainly depends on a large amount of recounted data and that they require much time to compute the same function heuristically for each action, we propose an approach that applies multi-threading to these heuristic methods. It is obvious that the greater the amount of historical data, the more processing time is necessary. For a real-time system, operational response time is vital, and the proposed system also focuses on the time complexity cost as well as computational complexity. It is experimentally confirmed that K-NN does much better than Naïve Bayes, not only in prediction accuracy but also in processing time. Multi-threading-based K-NN could compute four times faster than classical K-NN, whereas multi-threading-based Naïve Bayes could process only twice as fast as classical Bayes.

Avoidance Behavior of Small Mobile Robots based on the Successive Q-Learning

  • Kim, Min-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.164.1-164
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    • 2001
  • Q-learning is a recent reinforcement learning algorithm that does not need a modeling of environment and it is a suitable approach to learn behaviors for autonomous agents. But when it is applied to multi-agent learning with many I/O states, it is usually too complex and slow. To overcome this problem in the multi-agent learning system, we propose the successive Q-learning algorithm. Successive Q-learning algorithm divides state-action pairs, which agents can have, into several Q-functions, so it can reduce complexity and calculation amounts. This algorithm is suitable for multi-agent learning in a dynamically changing environment. The proposed successive Q-learning algorithm is applied to the prey-predator problem with the one-prey and two-predators, and its effectiveness is verified from the efficient avoidance ability of the prey agent.

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Explicit Dynamic Coordination Reinforcement Learning Based on Utility

  • Si, Huaiwei;Tan, Guozhen;Yuan, Yifu;peng, Yanfei;Li, Jianping
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.3
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    • pp.792-812
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    • 2022
  • Multi-agent systems often need to achieve the goal of learning more effectively for a task through coordination. Although the introduction of deep learning has addressed the state space problems, multi-agent learning remains infeasible because of the joint action spaces. Large-scale joint action spaces can be sparse according to implicit or explicit coordination structure, which can ensure reasonable coordination action through the coordination structure. In general, the multi-agent system is dynamic, which makes the relations among agents and the coordination structure are dynamic. Therefore, the explicit coordination structure can better represent the coordinative relationship among agents and achieve better coordination between agents. Inspired by the maximization of social group utility, we dynamically construct a factor graph as an explicit coordination structure to express the coordinative relationship according to the utility among agents and estimate the joint action values based on the local utility transfer among factor graphs. We present the application of such techniques in the scenario of multiple intelligent vehicle systems, where state space and action space are a problem and have too many interactions among agents. The results on the multiple intelligent vehicle systems demonstrate the efficiency and effectiveness of our proposed methods.

The Development and Validation of Learning Progression for Solar System Structure Using Multi-tiers Supply Form Items (다층 서답형 문항을 이용한 태양계 구조 학습 발달과정 개발 및 타당성 검증)

  • Oh, Hyunseok;Lee, Kiyoung
    • Journal of the Korean earth science society
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    • v.41 no.3
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    • pp.291-306
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    • 2020
  • In this study, we developed a learning progression for the structure of the solar system using multi-tier supply form items and validated its appropriateness. To this end, by applying Wilson's (2005) construct modeling approach, we set up 'solar system components,' 'size and distance pattern of solar system planets,' and 'solar system modeling' as the progress variables of the learning progression and constructed multi-tier supply form items for each of these variables. The items were applied to 150 fifth graders before and after the classes that dealt with the 'solar system and star' unit. To describe the results of the assessment, the students' responses to each item were categorized into five levels. By analyzing the Wright map that was created by applying the partial credit Rasch model, we validated the appropriateness of the learning progression based on the students' responses. In addition, the validity of the hypothetical pathway that was established in the learning progression was verified by tracking changes in the developmental level of students before and after the classes. The results of the research are as follows. The bottom-up research method that used multi-tier supply form items was able to elaborately set the empirical learning progression for the conceptualization of the structure of the solar system that is taught in elementary school. In addition, the validity of the learning progression was high, and the development of students was found to change with the learning progression.

An Implementation of Education Puzzle for Cooperative Learning System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반의 협동학습 교육퍼즐 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Park, Han-Jin
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.95-102
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    • 2008
  • In this paper through the implementation of cooperative learning using SDG, education puzzle actually applies to computer training. SDG(Single Display Groupware) which one computer display have a multi-input devices can work as a collaborative system. Learners are performing together through SDG-based cooperative learning system. SDG cooperative learning with a multi-input device is superior to traditional learning with individual. We have implementation of the puzzle game with this fact. This system through effective education and raising their children's education participation rate will be able to do.

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White-Box Simulation-Based in a Multi-Tasking Operating System (다중작업 운영체제하에서 화이트-박스 시뮬레이션 게임의 구현)

  • 김동환
    • Journal of the Korea Society for Simulation
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    • v.3 no.2
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    • pp.69-76
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    • 1994
  • Traditionally, simulation-based learning games which are known as flight-simulators have been constructed as a black-box game. Within a black-box game, game-players can view and modify only a part of model parameters. Game-players cannot change the structure of a simulation model. In a black-box game, game-players cannot understand and learn the system structure which is responsible for the system behavior. In this paper, the multi-tasking at the level of operating systems is exploited to enhance the transparency of simulation-based learning game. The white-box game or transparent-box game allows game-players ot view and modify the model structure. The multi-tasking solution for white-box learning game is implemented with Smalltalk language on MS-/windows operating system.

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Human Action Recognition Using Pyramid Histograms of Oriented Gradients and Collaborative Multi-task Learning

  • Gao, Zan;Zhang, Hua;Liu, An-An;Xue, Yan-Bing;Xu, Guang-Ping
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.2
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    • pp.483-503
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    • 2014
  • In this paper, human action recognition using pyramid histograms of oriented gradients and collaborative multi-task learning is proposed. First, we accumulate global activities and construct motion history image (MHI) for both RGB and depth channels respectively to encode the dynamics of one action in different modalities, and then different action descriptors are extracted from depth and RGB MHI to represent global textual and structural characteristics of these actions. Specially, average value in hierarchical block, GIST and pyramid histograms of oriented gradients descriptors are employed to represent human motion. To demonstrate the superiority of the proposed method, we evaluate them by KNN, SVM with linear and RBF kernels, SRC and CRC models on DHA dataset, the well-known dataset for human action recognition. Large scale experimental results show our descriptors are robust, stable and efficient, and outperform the state-of-the-art methods. In addition, we investigate the performance of our descriptors further by combining these descriptors on DHA dataset, and observe that the performances of combined descriptors are much better than just using only sole descriptor. With multimodal features, we also propose a collaborative multi-task learning method for model learning and inference based on transfer learning theory. The main contributions lie in four aspects: 1) the proposed encoding the scheme can filter the stationary part of human body and reduce noise interference; 2) different kind of features and models are assessed, and the neighbor gradients information and pyramid layers are very helpful for representing these actions; 3) The proposed model can fuse the features from different modalities regardless of the sensor types, the ranges of the value, and the dimensions of different features; 4) The latent common knowledge among different modalities can be discovered by transfer learning to boost the performance.

Acquisition and Refinement of State Dependent FMS Scheduling Knowledge Using Neural Network and Inductive Learning (인공신경망과 귀납학습을 이용한 상태 의존적 유연생산시스템 스케쥴링 지식의 획득과 정제)

  • 김창욱;민형식;이영해
    • Journal of Intelligence and Information Systems
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    • v.2 no.2
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    • pp.69-83
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    • 1996
  • The objective of this research is to develop a knowledge acquisition and refinement method for a multi-objective and multi-decision FMS scheduling problem. A competitive neural network and an inductive learning algorithm are integrated to extract and refine necessary scheduling knowledge from simulation outputs. The obtained scheduling knowledge can assist the FMS operator in real-time to decide multiple decisions simultaneously, while maximally meeting multiple objective desired by the FMS operator. The acquired scheduling knowledge for an FMS scheduling problem is tested by comparing the desired and the simulated values of the multiple objectives. The result show that the knowledge acquisition and refinement method is effective for the multi-objective and multi-decision FMS scheduling problems.

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