• Title/Summary/Keyword: Q러닝

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Q-learning to improve learning speed using Minimax algorithm (미니맥스 알고리즘을 이용한 학습속도 개선을 위한 Q러닝)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.99-106
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    • 2018
  • Board games have many game characters and many state spaces. Therefore, games must be long learning. This paper used reinforcement learning algorithm. But, there is weakness with reinforcement learning. At the beginning of learning, reinforcement learning has the drawback of slow learning speed. Therefore, we tried to improve the learning speed by using the heuristic using the knowledge of the problem domain considering the game tree when there is the same best value during learning. In order to compare the existing character the improved one. I produced a board game. So I compete with one-sided attacking character. Improved character attacked the opponent's one considering the game tree. As a result of experiment, improved character's capability was improved on learning speed.

Multiple Queue Packet Scheduling using Q-learning (큐러닝(Q-learning)을 이용한 다중 대기열 패킷 스케쥴링)

  • Jeong, Hyun-Seok;Lee, Tae-Ho;Lee, Byung-Jun;Kim, Kyoung-Tae;Youn, Hee-Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.205-206
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    • 2018
  • 본 논문에서는 IoT 환경의 무선 센서 네트워크 시스템 상의 효율적인 패킷 전달을 위해 큐러닝(Q-learning)에 기반한 다중 대기열 동적 스케쥴링 기법을 제안한다. 이 정책은 다중 대기열(Multiple queue)의 각 큐가 요구하는 딜레이 조건에 맞춰 최대한 패킷 처리를 미룸으로써 효율적으로 CPU자원을 분배한다. 또한 각 노드들의 상태를 큐러닝(Q-learning)을 통해 지속적으로 상태를 파악하여 기아상태(Starvation)를 방지한다. 제안하는 기법은 무선 센서 네트워크 상의 가변적이고 예측 불가능한 환경에 대한 사전지식이 없이도 요구하는 서비스의 질(Quality of service)를 만족할 수 있도록 한다. 본 논문에서는 모의실험을 통해 기존의 학습 기반 패킷 스케쥴링 알고리즘과 비교하여 제안하는 스케쥴링 기법이 복잡한 요구조건에 따라 유연하고 공정한 서비스를 제공함에 있어 우수함을 증명하였다.

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Simple Q-learning using heuristic strategies (휴리스틱 전략을 이용한 Q러닝의 학습 간단화)

  • Park, Jong-cheol;Kim, Hyeon-cheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.708-710
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    • 2018
  • 강화학습은 게임의 인공지능을 대체할 수 있는 수단이지만 불완전한 게임에서 학습하기 힘들다. 학습하기 복잡한 불완전안 카드게임에서 휴리스틱한 전략을 만들고 비슷한 상태끼리 묶으면서 학습의 복잡성을 낮추었다. 인공신경망 없이 Q-러닝만으로 게임을 5만판을 통해서 상태에 따른 전략을 학습하였다. 그 결과 동일한 전략만을 사용하는 대결보다 승률이 높게 나왔고, 다양한 상태에서 다른 전략을 선택하는 것을 관찰하였다.

Flipped Learning teaching model design and application for the University's "Linear Algebra" ('선형대수학' 플립드러닝(Flipped Learning) 강의 모델 설계 및 적용)

  • Park, Kyung-Eun;Lee, Sang-Gu
    • Communications of Mathematical Education
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    • v.30 no.1
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    • pp.1-22
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    • 2016
  • We had a full scale of literature survey and case survey of mathematics Flipped Learning class models. The purpose of this study is to design and adopt a Flipped Learning 'Linear Algebra' class model that fis our need. We applied our new model to 30 students at S University. Then we analyzed the activities and performance of students in this course. Our Flipped Learning 'Linear Algebra' teaching model is followed in 3 stages : The first stage involved the students viewing an online lecture as homework and participating free question-answer by themselves on Q&A before class, the second stage involved in-class learning which researcher solved the students' Q&A and highlighted the main ideas through the Point-Lecture, the third stage involved the students participating more advanced topic by themselves on Q&A and researcher (or peers) finalizing students' Q&A. According to the survey, the teaching model made a certain contribution not only to increase students' participation and interest, but also to improve their communication skill and self-directed learning skill in all classes and online. We used the Purposive Sampling from the obtained data. For the research's validity and reliability, we used the Content Validity and the Alternate-Form Method. We found several meaningful output from this analysis.

Interaction and Flow as the Antecedents of e-Learner Satisfaction (이러닝 만족도 영향요인으로서의 상호작용과 몰입)

  • Moon, Chul-Woo;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.63-72
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    • 2011
  • Satisfactory e-learning experience of working part-time adult students is a truly dynamic and multidimensional process that reflects learning needs and abilities. Special attention is given to understanding the role of student-to-faculty interaction, student-to-student interaction, e-learning content and course structure, flow, periodic off-line class meetings and synchronous Q&A sessions. Survey questions were developed and distributed to adult graduate students. Some of them were asked to complete the questions with the most interesting subjects or classes in their mind, and others with the most difficult subjects in their mind. The structural model for each group was tested. The values of path coefficients corresponding to the group with the difficult subjects turn out to be higher for the following paths; a) interaction among professors and students and satisfaction, b) contents quality and flow, c) Q&A and interaction among professors and students, d) Q&A and interaction among students. For the other paths such as interaction among students and satisfaction, contents structure and flow, the coefficient values corresponding to the group with the interesting subjects are higher. Some implications for e-learning design were provided as well.

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Equal Energy Consumption Routing Protocol Algorithm Based on Q-Learning for Extending the Lifespan of Ad-Hoc Sensor Network (애드혹 센서 네트워크 수명 연장을 위한 Q-러닝 기반 에너지 균등 소비 라우팅 프로토콜 기법)

  • Kim, Ki Sang;Kim, Sung Wook
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.10
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    • pp.269-276
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    • 2021
  • Recently, smart sensors are used in various environments, and the implementation of ad-hoc sensor networks (ASNs) is a hot research topic. Unfortunately, traditional sensor network routing algorithms focus on specific control issues, and they can't be directly applied to the ASN operation. In this paper, we propose a new routing protocol by using the Q-learning technology, Main challenge of proposed approach is to extend the life of ASNs through efficient energy allocation while obtaining the balanced system performance. The proposed method enhances the Q-learning effect by considering various environmental factors. When a transmission fails, node penalty is accumulated to increase the successful communication probability. Especially, each node stores the Q value of the adjacent node in its own Q table. Every time a data transfer is executed, the Q values are updated and accumulated to learn to select the optimal routing route. Simulation results confirm that the proposed method can choose an energy-efficient routing path, and gets an excellent network performance compared with the existing ASN routing protocols.

Development of Deep Learning Model for Fingerprint Identification at Digital Mobile Radio (무선 단말기 Fingerprint 식별을 위한 딥러닝 구조 개발)

  • Jung, Young-Giu;Shin, Hak-Chul;Nah, Sun-Phil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.1
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    • pp.7-13
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    • 2022
  • Radio frequency fingerprinting refers to a methodology that extracts hardware-specific characteristics of a transmitter that are unintentionally embedded in a transmitted waveform. In this paper, we put forward a fingerprinting feature and deep learning structure that can identify the same type of Digital Mobile Radio(DMR) by inputting the in-phase(I) and quadrature(Q). We proposes using the magnitude in polar coordinates of I/Q as RF fingerprinting feature and a modified ResNet-1D structure that can identify them. Experimental results show that our proposed modified ResNet-1D structure can achieve recognition accuracy of 99.5% on 20 DMR.

Generation of Ship's Optimal Route based on Q-Learning (Q-러닝 기반의 선박의 최적 경로 생성)

  • Hyeong-Tak Lee;Min-Kyu Kim;Hyun Yang
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.05a
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    • pp.160-161
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    • 2023
  • Currently, the ship's passage planning relies on the navigator officer's knowledge and empirical methods. However, as ship autonomous navigation technology has recently developed, automation technology for passage planning has been studied in various ways. In this study, we intend to generate an optimal route for a ship based on Q-learning, one of the reinforcement learning techniques. Reinforcement learning is applied in a way that trains experiences for various situations and makes optimal decisions based on them.

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A Case Study of Flipped Learning application of Basics Cooking Practice Subject using YouTube (유튜브를 활용한 기초조리실습과목의 플립드러닝 적용사례 연구)

  • Shin, Seoung-Hoon;Lee, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.488-498
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    • 2021
  • This study applied Flipped Learning teaching and learning method to Basics Cooking Practice Subject using YouTube. The purpose of this study is to investigate whether the curriculum is properly progressing by grasping the effects of before and after learning and analyzing learners' subjectivity through the learning process. The investigation period was conducted from August 01, 2020 to September 10, 2020. According to the research design of Q Methodology, it was divided into five stages: Q sample selection, P sample selection, Q sorting, coding and recruiting, conclusion and discussion. As a result of the analysis, the first type (N=5): Prior Learning effect, the second type (N=7): Simulation practice effect, and the third type (N=3): self-efficacy effect. As a result, by applying the flipped learning teaching method of the Basics Cooking Practice Subject using YouTube, positive effects such as inducing interest in the class and increasing confidence were found in active learners, but some learners lacked understanding of the system of the class operation method. However, the lack of number of training sessions compared to other subjects is considered to be a solution to be solved later.

Reliable packet scheduling using Q-learning (Q-learning을 이용한 신뢰성 있는 패킷 스케줄링)

  • Kim, Dong-Hyun;Yoo, Seung-Eon;Kim, Kyung-Tae;Youn, Hee-Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.13-16
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    • 2018
  • 본 논문에서는 무선 센서 네트워크 환경에서 신뢰성 있는 데이터 패킷 전송을 위한 효율적인 스케줄링 기법을 제안한다. 무선 네트워크는 수천 개의 센서노드, 게이트웨이, 그리고 소프트웨어로 구성된다. 큐러닝(Q-learning)을 기반으로 한 스케줄링 기법은 동적인 무선센서 네트워크 환경의 실시간 및 비실시간적인 데이터에 대한 사전 지식을 필요로 하지 않는다. 따라서 최종 결과 값을 도출하기 전에 스케줄링 정책을 구할 수 있다. 제안하는 기법은 데이터 패킷의 종류, 처리시간, 그리고 대기시간을 고려한 기법으로 신뢰성 있는 데이터 패킷의 전송을 보장하고, 전체 데이터 패킷에 공정성을 부여한다. 본 논문에서는 시뮬레이션을 통해 기존의 FIFO 알고리즘과 비교하여 제안하는 스케줄링 기법이 전체 데이터 패킷에 대한 공정성 및 신뢰성 측면에서 우수함을 증명하였다.

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