• Title/Summary/Keyword: Robotics Simulation

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Performance Improvement on MPLS On-line Routing Algorithm for Dynamic Unbalanced Traffic Load

  • Sa-Ngiamsak, Wisitsak;Sombatsakulkit, Ekanun;Varakulsiripunth, Ruttikorn
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1846-1850
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    • 2005
  • This paper presents a constrained-based routing (CBR) algorithm called, Dynamic Possible Path per Link (D-PPL) routing algorithm, for MultiProtocol Label Switching (MPLS) networks. In MPLS on-line routing, future traffics are unknown and network resource is limited. Therefore many routing algorithms such as Minimum Hop Algorithm (MHA), Widest Shortest Path (WSP), Dynamic Link Weight (DLW), Minimum Interference Routing Algorithm (MIRA), Profiled-Based Routing (PBR), Possible Path per Link (PPL) and Residual bandwidth integrated - Possible Path per Link (R-PPL) are proposed in order to improve network throughput and reduce rejection probability. MIRA is the first algorithm that introduces interference level avoidance between source-destination node pairs by integrating topology information or address of source-destination node pairs into the routing calculation. From its results, MIRA improves lower rejection probability performance. Nevertheless, MIRA suffer from its high routing complexity which could be considered as NP-Complete problem. In PBR, complexity of on-line routing is reduced comparing to those of MIRA, because link weights are off-line calculated by statistical profile of history traffics. However, because of dynamic of traffic nature, PBR maybe unsuitable for MPLS on-line routing. Also, both PPL and R-PPL routing algorithm we formerly proposed, are algorithms that achieve reduction of interference level among source-destination node pairs, rejection probability and routing complexity. Again, those previously proposed algorithms do not take into account the dynamic nature of traffic load. In fact, future traffics are unknown, but, amount of previous traffic over link can be measured. Therefore, this is the motivation of our proposed algorithm, the D-PPL. The D-PPL algorithm is improved based on the R-PPL routing algorithm by integrating traffic-per-link parameters. The parameters are periodically updated and are dynamically changed depended on current incoming traffic. The D-PPL tries to reserve residual bandwidth to service future request by avoid routing through those high traffic-per-link parameters. We have developed extensive MATLAB simulator to evaluate performance of the D-PPL. From simulation results, the D-PPL improves performance of MPLS on-line routing in terms of rejection probability and total throughput.

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Facial Recognition Algorithm Based on Edge Detection and Discrete Wavelet Transform

  • Chang, Min-Hyuk;Oh, Mi-Suk;Lim, Chun-Hwan;Ahmad, Muhammad-Bilal;Park, Jong-An
    • Transactions on Control, Automation and Systems Engineering
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    • v.3 no.4
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    • pp.283-288
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    • 2001
  • In this paper, we proposed a method for extracting facial characteristics of human being in an image. Given a pair of gray level sample images taken with and without human being, the face of human being is segmented from the image. Noise in the input images is removed with the help of Gaussian filters. Edge maps are found of the two input images. The binary edge differential image is obtained from the difference of the two input edge maps. A mask for face detection is made from the process of erosion followed by dilation on the resulting binary edge differential image. This mask is used to extract the human being from the two input image sequences. Features of face are extracted from the segmented image. An effective recognition system using the discrete wave let transform (DWT) is used for recognition. For extracting the facial features, such as eyebrows, eyes, nose and mouth, edge detector is applied on the segmented face image. The area of eye and the center of face are found from horizontal and vertical components of the edge map of the segmented image. other facial features are obtained from edge information of the image. The characteristic vectors are extrated from DWT of the segmented face image. These characteristic vectors are normalized between +1 and -1, and are used as input vectors for the neural network. Simulation results show recognition rate of 100% on the learned system, and about 92% on the test images.

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Dialogical design of fuzzy controller using rough grasp of process property

  • Ishimaru, Naoyuki;Ishimoto, Tutomu;Akizuki, Kageo
    • 제어로봇시스템학회:학술대회논문집
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    • 1992.10b
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    • pp.265-271
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    • 1992
  • It is the purpose of this paper to present a dialogical designing method for control system using a rough grasp of the unknown process property. We deal with a single-input single-output feedback control system with a fuzzy controller. The process property is roughly estimated by the step response, and the fuzzy controller is interactively modified according to the operator's requests. The modifying rules mainly derived from computer simulation are useful for almost every process, such as an unstable process and a non-minimum phase process. The fuzzy controller is tuned by taking notice of four characteristics of the step response: (1) rising time, (2) overshoot, (3) amplitude and (4) period of vibration. The tuning position of the controller is fourfold: (1) antecedent gain factor GE or GCE, (2) consequent gain factor GDU, (3) arrangement of the antecedent fuzzy labels and (4) arrangement of the control rules. The rules give an instance to the respective items of the controller in an effective order. The modified fuzzy PI controller realizes a good response of a stable process. However, because the GDU tuning becomes difficult for the unstable process, it is necessary to evaluate the stability of the process from the initial step response. The fuzzy PI controller is applied to the process whose initial step response converges with GDU tuning. The fuzzy PI controller with modified sampling time is applied to the process whose step response converges under the repeated application of the GDU tuning. The fuzzy PD controller is applied to the process whose step response never converges by the GDU tuning.

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A CONSTRUCTION METHOD OF MULTIPLE CONTROL SYSTEMS USING PARTIAL KNOWLEDGE UPON SYSTEM DYNAMICS

  • Yoshisara, Ikuo;Indaba, Masaaki;Aoyama, Tomoo;Yasunaga, Moritoshi
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.73-78
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    • 1999
  • This paper presents an effective construction method of adaptive multiple control systems utilizing some knowledge upon the plants. The adaptive multiple control system operates plants un-der widely changing environmental conditions. The adaptive multiple control system is composed of a family of candidate controllers together with a supervisor. The system does not require any identification schemes of environmental conditions. Monitoring outputs of the plant, the supervisor switches from one candidate controller to another, The basic ideas of adaptation are as follows: (1)each candidate controller is prepared for each environmental condition in advance; (2)the supervise. applies a sequence of speculative controls to the plant with candidate controllers just after the start of control or just after the detection of a change in the environmental condition. Each candidate controller can keep the system stable during one-step period of the speculative control and the most appropriate candidate controller for the environmental condition to which the system is exposed can be selected before the last trial of speculative control step comes to an end. We proposed a construction method of adaptive multiple control system without any knowledge of plant dynamics and applied the method to a cart-pole balancing problem and a vehicle anti skid braking system. In real applications, as we can often easily obtain a piece of knowledge upon plant dynamics beforehand, we intend to extend the method such that multiple control systems can be efficiently designed using the knowledge. We apply the new idea to the cart-pole balancing problem with variable length of the pole. The simulation experiments lead us to the conclusion that the new attempt can reduce the manpower to design the candidate controllers for adaptive multiple control systems.

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Computer simulation for the machinery diagnosis by using the bispectrum (바이스펙트럼 해석의 설비진단을 위한 컴퓨터 시뮬레이션)

  • 오재응;정준회;염성하
    • 제어로봇시스템학회:학술대회논문집
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    • 1986.10a
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    • pp.128-133
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    • 1986
  • 설비진단에 응용되는 신호처리의 기법으로는 파워스펙트럼, 바이스펙트럼, 켑스트럼 등이 사용되었다. 파워스펙트럼은 이론적인 면과 계산과정 그리고 신호처리에서의 적용방법등이 잘 알려져서 성공적으로 사용되어져 왔다. 특히 음향분야에서는 여러가지 응용기술이 개발되어 실제계에 적용되고 있으며 계측장비도 파워스펙트럼 해석법에 알맞게 개발되어져 왔다. 파워스펙트럼해석법을 사용하여 진동계를 구성하는 각 요소들의 고유진동수와 진동계 전체를 나타내는 진동파들의 주파수성분 간의 관계에 의하여 진동의 원인 및 소음원 등을 추정하는 것이 가능하다. 그러나 파워스펙트럼은 일반적으로 정상적인 신호를 갖는 진동계에 대한 해석 일 때는 그 이론과 실제가 잘 일치하지만, 진동계 자체가 항시 임의의 주파수를 갖고서 움직일 때 그 해석에는 다음과 같은 문제점이 생긴다. 첫째, 불규칙한 진동계에서는 규칙적인 진동계보다 잡음의 영향을 많이 받기 때문에 실제로 잡음이 진동계의 고유주파수 부근에 있을 경우에는 파워스펙트럼해석으로는 불가능한 경우가 있다. 둘째, 진동파 중에 포함되어 있는 위상이라는 중요한 정보가 없다. 셋째, 시간지연에 따른 진동계의 정확한 정보를 얻을 수 없다. 이상에서 볼 때 파워스펙트럼해석법은 한계가 있음을 알 수 있다. 따라서 본 논문은 바이스펙트럼이라는 해석법을 사용하여 정상과정에서 비정상과정으로 시간지연에따라 변하는 진동계 또는 정상적인 진동계의 저주파에서의 상호간섭 정도 및 위상관계를 관찰함으로써 파워스펙트럼과 비교하여 바이스펙트럼해석법의 타당성을 검토한다. 바이스펙트럼의 실제적인 계산방법은 P. J. Huber가 세가지 접근 방법을 제안했는데 시간영역에서의 평균화를 행하여 계산하는 법, 연속된 기록들을 평균화하는 것, 주파수 영역에서의 평균화를 행하는 것 등이 있다. 본 논문에서는 FFT를 먼저 행하고 파워스펙트럼과 바이스펙트럼 및 바이코히어런스를 구하였다. 그러나 바이스펙트럼해석법은 수치해석적인 면에서 볼 때 파워스펙트럼해석법에 비하여 미약한 점이 많고 통계학적인 그 의미가 확실하게 알려져 있지 않기 때문에 본 논문에서는 시뮬레이션을 통하여 그 물리적 의미를 규명하고져 한다.

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Measurement of Fine 6-DOF Displacement using a 3-facet Mirror (삼면반사체를 이용한 6자유도 미소 변위 측정)

  • 박원식;조형석;변용규;박노열
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.50-50
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    • 2000
  • In this paper, a new measuring system is :proposed which can measure the fine 6-DOF displacement of rigid bodies. Its measurement principle is based on detection of laser beam reflected from a specially fabricated mirror that looks like a triangular pyramid having an equilateral cross-sectional shape. The mirror has three lateral reflective surfaces inclined 45$^{\circ}$ to its bottom surface. We call this mirror 3-facet mirror. The 3-facet mirror is mounted on the object whose 6-DOF displacement is to be measured. The measurement is operated by a laser-based optical system composed of a 3-facet mirror, a laser source, three position-sensitive detectors(PSD). In the sensor system, three PSDs are located at three corner points of a triangular formation, which is an equilateral triangular formation tying parallel to the reference plane. The sensitive areas of three PSDs are oriented toward the center point of the triangular formation. The object whose 6-DOF displacement is to be measured is situated at the center with the 3-facet mirror on its top surface. A laser beam is emitted from the laser source located at the upright position and vertically incident on the top of the 3-fatcet mirror. Since each reflective facet faces toward each PSD, the laser beam is reflected at the 3-facet mirror and splits into three sub-beams, each of which is reflected from the three facets and finally arrives at three PSDs, respectively. Since each PSD is a 2-dimensional sensor, we can acquire the information on the 6-DOF displacement of the 3-facet mirror. From this principle, we can get 6-DOF displacement of any object simply by mounting the 3-facet mirror on the object. In this paper, we model the relationship between the 6-DOF displacement of the object and the outputs of three PSDs. And, a series of simulations are performed to demonstrate the effectiveness of the proposed method. The simulation results show that the proposed sensing system can be an effective means of obtaining 3-dimensional position and orientation of arbitrary objects.

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Development of a Virtual Simulator for Agile Manufacturing System

  • C., Sangmin;C., Younghee;B., Jongil;L., Manhyung
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.103-103
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    • 2000
  • In this paper to cope with the reduction of products life-cycle as the variety of products along with the various demands of consumers, a virtual simulator is developed to make the changeover of manufacturing line efficient to embody a virtual simulation similar to a real manufacturing line. The developed virtual simulator can design a layout of a factory and make the time scheduling. Every factory has one simulator so that one product can be manufactured in the factories to use them as virtual factories. We suggest a scheme that heightens the agility to the diversity of manufacturing models by making the information of manufacturing lines and products models to be shared. The developed unit simulator can construct a proper virtual manufacturing line along with the required process of products using several kinds of operator and work cell. A user with the simulator can utilize an interface that makes one to manage the separate task process for each manu(acturing module, change operator components and work cells, and easily teach tasks of each task module. The developed simulator was made for users convenience by Microsoft Visual C++ 6.0 that can develop a program supplying graphic user interface environment and by OpenGL of the Silicon Graphics as a graphic library to embody 3D graphic environment. Also, we show that the simulator can be used efficiently for the agile manufacturing by the communication among the factories being linked by TCP/IP and a hybrid database system made by a hierarchical model and a relational model being developed to standardize the data information.

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Search Space Reduction by Vertical-Decomposition of a Grid Map (그리드 맵의 수직 분할에 의한 탐색 공간 축소)

  • Jung, Yewon;Lee, Juyoung;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.9
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    • pp.1026-1033
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    • 2016
  • Path-finding on a grid map is a problem generally addressed in the fields of robotics, intelligent agents, and computer games. As technology advances, virtual game worlds tend to be represented more accurately and more realistically, resulting in an excessive increase in the number of grid tiles and in path-search time. In this study, we propose a path-finding algorithm that allows a prompt response to real-time queries by constructing a reduced state space and by precomputing all possible paths in an offline preprocessing stage. In the preprocessing stage, we vertically decompose free space on the grid map, construct a connectivity graph where nodes are the decomposed regions, and store paths between all pairs of nodes in matrix form. In the real-time query stage, we first find the nodes containing the query points and then retrieve the corresponding stored path. The proposed method is simulated for a set of maps that has been used as a benchmark for grid-based path finding. The simulation results show that the state space and the search time decrease significantly.

Development of fault diagnostic system for mass unbalance and aerodynamic asymmetry of wind turbine system by using GH-Bladed (GH-Bladed를 이용한 풍력발전기의 질량 불평형 및 공력 비대칭 고장진단 시스템 개발)

  • Kim, Se-Yoon;Kim, Sung-Ho
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.1
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    • pp.96-101
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    • 2014
  • Wind power is the fastest growing renewable energy source in the world and it is expected to remain so for some times. Recently, there is a constant need for the reduction of Operational and Maintenance(O&M) costs of Wind Energy Conversion Systems(WECS). The most efficient way of reducing O&M cost would be to utilize CMS(Condition Monitoring System) of WECS. CMS allows for early detection of the deterioration of the wind generator's health, facilitating a proactive action, minimizing downtime, and finally maximizing productivity. There are two types of faults such as mass unbalance and aerodynamic asymmetry which are related to wind turbine's rotor faults. Generally, these faults tend to generate various vibrations. Therefore, in this work a simple fault detection algorithm based on spectrums of vibration signals and simple max-min decision logic is proposed. Furthermore, in order to verify its feasibility, several simulation studies are carried out by using GH-bladed software.

Game Theory Based Coevolutionary Algorithm: A New Computational Coevolutionary Approach

  • Sim, Kwee-Bo;Lee, Dong-Wook;Kim, Ji-Yoon
    • International Journal of Control, Automation, and Systems
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    • v.2 no.4
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    • pp.463-474
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    • 2004
  • Game theory is a method of mathematical analysis developed to study the decision making process. In 1928, Von Neumann mathematically proved that every two-person, zero-sum game with many pure finite strategies for each player is deterministic. In the early 50's, Nash presented another concept as the basis for a generalization of Von Neumann's theorem. Another central achievement of game theory is the introduction of evolutionary game theory, by which agents can play optimal strategies in the absence of rationality. Through the process of Darwinian selection, a population of agents can evolve to an Evolutionary Stable Strategy (ESS) as introduced by Maynard Smith in 1982. Keeping pace with these game theoretical studies, the first computer simulation of coevolution was tried out by Hillis. Moreover, Kauffman proposed the NK model to analyze coevolutionary dynamics between different species. He showed how coevolutionary phenomenon reaches static states and that these states are either Nash equilibrium or ESS in game theory. Since studies concerning coevolutionary phenomenon were initiated, there have been numerous other researchers who have developed coevolutionary algorithms. In this paper we propose a new coevolutionary algorithm named Game theory based Coevolutionary Algorithm (GCEA) and we confirm that this algorithm can be a solution of evolutionary problems by searching the ESS. To evaluate this newly designed approach, we solve several test Multiobjective Optimization Problems (MOPs). From the results of these evaluations, we confirm that evolutionary game can be embodied by the coevolutionary algorithm and analyze the optimization performance of our algorithm by comparing the performance of our algorithm with that of other evolutionary optimization algorithms.