• Title/Summary/Keyword: Path Learning

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Reinforcement Learning for Node-disjoint Path Problem in Wireless Ad-hoc Networks (무선 애드혹 네트워크에서 노드분리 경로문제를 위한 강화학습)

  • Jang, Kil-woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.8
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    • pp.1011-1017
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    • 2019
  • This paper proposes reinforcement learning to solve the node-disjoint path problem which establishes multipath for reliable data transmission in wireless ad-hoc networks. The node-disjoint path problem is a problem of determining a plurality of paths so that the intermediate nodes do not overlap between the source and the destination. In this paper, we propose an optimization method considering transmission distance in a large-scale wireless ad-hoc network using Q-learning in reinforcement learning, one of machine learning. Especially, in order to solve the node-disjoint path problem in a large-scale wireless ad-hoc network, a large amount of computation is required, but the proposed reinforcement learning efficiently obtains appropriate results by learning the path. The performance of the proposed reinforcement learning is evaluated from the viewpoint of transmission distance to establish two node-disjoint paths. From the evaluation results, it showed better performance in the transmission distance compared with the conventional simulated annealing.

Real-Time Path Planning for Mobile Robots Using Q-Learning (Q-learning을 이용한 이동 로봇의 실시간 경로 계획)

  • Kim, Ho-Won;Lee, Won-Chang
    • Journal of IKEEE
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    • v.24 no.4
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    • pp.991-997
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    • 2020
  • Reinforcement learning has been applied mainly in sequential decision-making problems. Especially in recent years, reinforcement learning combined with neural networks has brought successful results in previously unsolved fields. However, reinforcement learning using deep neural networks has the disadvantage that it is too complex for immediate use in the field. In this paper, we implemented path planning algorithm for mobile robots using Q-learning, one of the easy-to-learn reinforcement learning algorithms. We used real-time Q-learning to update the Q-table in real-time since the Q-learning method of generating Q-tables in advance has obvious limitations. By adjusting the exploration strategy, we were able to obtain the learning speed required for real-time Q-learning. Finally, we compared the performance of real-time Q-learning and DQN.

Problem Solving Path Algorithm in Distance Education Environment

  • Min, Youn-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.6
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    • pp.55-61
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    • 2021
  • As the demand for distance education increases, it is necessary to present a problem solving path through a learning tracking algorithm in order to support the efficient learning of learners. In this paper, we proposed a problem solving path of various difficulty levels in various subjects by supplementing the existing learning tracking algorithm. Through the data set obtained through the path for solving the learner's problem, the path through the prim's minimum Spanning tree was secured, and the optimal problem solving path through the recursive neural network was suggested through the path data set. As a result of the performance evaluation of the contents proposed in this paper, it was confirmed that more than 52% of the test subjects included the problem solving path suggested in the problem solving process, and the problem solving time was also improved by more than 45%.

A Real Time Traffic Flow Model Based on Deep Learning

  • Zhang, Shuai;Pei, Cai Y.;Liu, Wen Y.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.8
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    • pp.2473-2489
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    • 2022
  • Urban development has brought about the increasing saturation of urban traffic demand, and traffic congestion has become the primary problem in transportation. Roads are in a state of waiting in line or even congestion, which seriously affects people's enthusiasm and efficiency of travel. This paper mainly studies the discrete domain path planning method based on the flow data. Taking the traffic flow data based on the highway network structure as the research object, this paper uses the deep learning theory technology to complete the path weight determination process, optimizes the path planning algorithm, realizes the vehicle path planning application for the expressway, and carries on the deployment operation in the highway company. The path topology is constructed to transform the actual road information into abstract space that the machine can understand. An appropriate data structure is used for storage, and a path topology based on the modeling background of expressway is constructed to realize the mutual mapping between the two. Experiments show that the proposed method can further reduce the interpolation error, and the interpolation error in the case of random missing is smaller than that in the other two missing modes. In order to improve the real-time performance of vehicle path planning, the association features are selected, the path weights are calculated comprehensively, and the traditional path planning algorithm structure is optimized. It is of great significance for the sustainable development of cities.

A Genetic Algorithm Based Learning Path Optimization for Music Education (유전 알고리즘 기반의 음악 교육 학습 경로 최적화)

  • Jung, Woosung
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.13-20
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    • 2019
  • For customized education, it is essential to search the learning path for the learner. The genetic algorithm makes it possible to find optimal solutions within a practical time when they are difficult to be obtained with deterministic approaches because of the problem's very large search space. In this research, based on genetic algorithm, the learning paths to learn 200 chords in 27 music sheets were optimized to maximize the learning effect by balancing and minimizing learner's burden and learning size for each step in the learning paths. Although the permutation size of the possible learning path for 27 learning contents is more than $10^{28}$, the optimal solution could be obtained within 20 minutes in average by an implemented tool in this research. Experimental results showed that genetic algorithm can be effectively used to design complex learning path for customized education with various purposes. The proposed method is expected to be applied in other educational domains as well.

Path Analysis of Faculty-student Interaction, Self-directed Learning, and Institutional Commitment to Impact on the Academic Achievement of the University Students (대학생의 학업성취도에 영향을 미치는 교수-학생 상호작용, 자기주도학습, 대학 몰입의 경로분석)

  • KIM, Hee-Jung
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.1
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    • pp.40-50
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    • 2017
  • This study aimed to establish and validate the path models among faculty-student interaction, self-directed learning, and institutional commitment which impacted on the academic achievement of the university students. To achieve these goals, the survey results from 488 university students in North Gyungsang Province were analyzed. Descriptive analysis, correlation analysis, t-test, and path model analysis were performed to understand the relationship among variables. First, all the variables showed positive correlations except academic achievement and institutional commitment upon the study results. Second with respect to the differences by groups, faculty-student interaction and institutional commitment demonstrated the significant differences by sex while self-directed learning and academic achievement did not. Third on the path analyses, self-directed learning influenced to academic achievement directly, while faculty-student interaction did to it by mediating with self-directed learning and institutional commitment. The results of this study suggest that faculty-student interaction, self-directed learning, and institutional commitment perceived by the university students were significant elements on their academic achievements.

Leveraging Visibility-Based Rewards in DRL-based Worker Travel Path Simulation for Improving the Learning Performance

  • Kim, Minguk;Kim, Tae Wan
    • Korean Journal of Construction Engineering and Management
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    • v.24 no.5
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    • pp.73-82
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    • 2023
  • Optimization of Construction Site Layout Planning (CSLP) heavily relies on workers' travel paths. However, traditional path generation approaches predominantly focus on the shortest path, often neglecting critical variables such as individual wayfinding tendencies, the spatial arrangement of site objects, and potential hazards. These oversights can lead to compromised path simulations, resulting in less reliable site layout plans. While Deep Reinforcement Learning (DRL) has been proposed as a potential alternative to address these issues, it has shown limitations. Despite presenting more realistic travel paths by considering these variables, DRL often struggles with efficiency in complex environments, leading to extended learning times and potential failures. To overcome these challenges, this study introduces a refined model that enhances spatial navigation capabilities and learning performance by integrating workers' visibility into the reward functions. The proposed model demonstrated a 12.47% increase in the pathfinding success rate and notable improvements in the other two performance measures compared to the existing DRL framework. The adoption of this model could greatly enhance the reliability of the results, ultimately improving site operational efficiency and safety management such as by reducing site congestion and accidents. Future research could expand this study by simulating travel paths in dynamic, multi-agent environments that represent different stages of construction.

Leveraging Reinforcement Learning for Generating Construction Workers' Moving Path: Opportunities and Challenges

  • Kim, Minguk;Kim, Tae Wan
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1085-1092
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    • 2022
  • Travel distance is a parameter mainly used in the objective function of Construction Site Layout Planning (CSLP) automation models. To obtain travel distance, common approaches, such as linear distance, shortest-distance algorithm, visibility graph, and access road path, concentrate only on identifying the shortest path. However, humans do not necessarily follow one shortest path but can choose a safer and more comfortable path according to their situation within a reasonable range. Thus, paths generated by these approaches may be different from the actual paths of the workers, which may cause a decrease in the reliability of the optimized construction site layout. To solve this problem, this paper adopts reinforcement learning (RL) inspired by various concepts of cognitive science and behavioral psychology to generate a realistic path that mimics the decision-making and behavioral processes of wayfinding of workers on the construction site. To do so, in this paper, the collection of human wayfinding tendencies and the characteristics of the walking environment of construction sites are investigated and the importance of taking these into account in simulating the actual path of workers is emphasized. Furthermore, a simulation developed by mapping the identified tendencies to the reward design shows that the RL agent behaves like a real construction worker. Based on the research findings, some opportunities and challenges were proposed. This study contributes to simulating the potential path of workers based on deep RL, which can be utilized to calculate the travel distance of CSLP automation models, contributing to providing more reliable solutions.

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Thompson sampling based path selection algorithm in multipath communication system (다중경로 통신 시스템에서 톰슨 샘플링을 이용한 경로 선택 기법)

  • Chung, Byung Chang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1960-1963
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    • 2021
  • In this paper, we propose a multiplay Thompson sampling algorithm in multipath communication system. Multipath communication system has advantages on communication capacity, robustness, survivability, and so on. It is important to select appropriate network path according to the status of individual path. However, it is hard to obtain the information of path quality simultaneously. To solve this issue, we propose Thompson sampling which is popular in machine learning area. We find some issues when the algorithm is applied directly in the proposal system and suggested some modifications. Through simulation, we verified the proposed algorithm can utilize the entire network paths. In summary, our proposed algorithm can be applied as a path allocation in multipath-based communications system.

Implementation of Tactical Path-finding Integrated with Weight Learning (가중치 학습과 결합된 전술적 경로 찾기의 구현)

  • Yu, Kyeon-Ah
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.91-98
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    • 2010
  • Conventional path-finding has focused on finding short collision-free paths. However, as computer games become more sophisticated, it is required to take tactical information like ambush points or lines of enemy sight into account. One way to make this information have an effect on path-finding is to represent a heuristic function of a search algorithm as a weighted sum of tactics. In this paper we consider the problem of learning heuristic to optimize path-finding based on given tactical information. What is meant by learning is to produce a good weight vector for a heuristic function. Training examples for learning are given by a game level-designer and will be compared with search results in every search level to update weights. This paper proposes a learning algorithm integrated with search for tactical path-finding. The perceptron-like method for updating weights is described and a simulation tool for implementing these is presented. A level-designer can mark desired paths according to characters' properties in the heuristic learning tool and then it uses them as training examples to learn weights and shows traces of paths changing along with weight learning.