• Title/Summary/Keyword: genetic evolutionary algorithm

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The Design of Target Tracking System Using FBFE Based on VEGA (VEGA 기반 FBFE을 이용한 표적 추적 시스템 설계)

  • 이범직;주영훈;박진배
    • Journal of the Korean Institute of Intelligent Systems
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    • v.11 no.4
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    • pp.359-365
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    • 2001
  • In this paper, we propose the design methodology of target tracking system using fuzzy basis function expansion(FBFE) based on virus evolutionary genetic algorithm (VEGA). In general, the objective of target tracking is to estimate the future trajectory of the target based on the past position of the target obtained from the sensor. In the conventional and mathematical nonlinear filtering method such as extended Kalman filter(EKF), the performance of the system may be deteriorated in highly nonlinear situation. To resolve these problems of nonlinear filtering technique, by appling artificial intelligent technique to the tracking control of moving targets, we combine the advantages of both traditional and intelligent control technique. In the proposed method, after composing training datum from the parameters of extended Kalman filter, by combining FDFE, which has the strong ability for the approximation, with VEGA, which prevent GA from converging prematurely in the case of lack of genetic diversity of population, and by idenLifying the parameters and rule numbers of fuzzy basis function simultaneously, we can reduce the tracking error of EKF. Finally, the proposed method is applied to three dimensional tracking problem, and the simulation results shows that the tracking performance is improved by the proposed method.

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The Battle Warship Simulation of Agent-based with Reinforcement and Evolutionary Learning (강화 및 진화 학습 기능을 갖는 에이전트 기반 함정 교전 시뮬레이션)

  • Jung, Chan-Ho;Park, Cheol-Young;Chi, Sung-Do;Kim, Jae-Ick
    • Journal of the Korea Society for Simulation
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    • v.21 no.4
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    • pp.65-73
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    • 2012
  • Due to the development of technology related to a weapon system and the info-communication, the battle system of a warship has to manage many kinds of human intervention tactics according to the complicated battlefield environment. Therefore, many kinds of studies about M&S(Modeling & Simulation) have been carried out recently. The previous M&S system based on an agent, however, has simply used non-flexible(or fixed) tactics. In this paper, we propose an agent modeling methodology which has reinforcement learning function for spontaneous(active) reaction and generation evolution learning Function using Genetic Algorithm for more proper reaction for warship battle. We experiment with virtual 1:1 warship combat simulation on the west sea so as to test validity of our proposed methodology. We consequently show the possibility of both reinforcement and evolution learning in a warship battle.

A Quantative Evaluation Method of the Quality of Natural Language Sentences based on Genetic Algorithm (유전자 알고리즘에 기반한 자연언어 문장의 정량적 질 평가 방법)

  • Yang, Seung-Hyeon;Kim, Yeong-Seom
    • Journal of KIISE:Software and Applications
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    • v.26 no.11
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    • pp.1372-1380
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    • 1999
  • 본 논문에서는 자연언어 문장의 객관적 정량적인 질 측정 방법의 구축에 대해 설명하고, 이를 문장 퇴고 시스템의 사례에 적용해 본다. 문장의 질을 평가한다는 것은 본질적으로 주관적이고 정량화가 어려운 작업이기 때문에, 이 과정에서 질의 객관적 계량화가 가능한지 여부가 가장 중요한 문제가 된다. 이 논문에서는 이러한 문제를 해결하기 위해 유전자 알고리즘을 이용한 진화적 접근 방법을 통해 객관적이고 정량적인 질의 측정 공식을 유도하는 방법론을 제시하였다. 이 논문에서 제시한 방법론의 핵심은 간단히 말해서 사람이 행하는 정성적인 판단을, 이에 가장 근접하는 정량적 측정 체계로 전환시키는 것이라고 보면 된다. 이것을 위해 정량화 문제를 문장의 단순 언어 특징들의 변화값을 이용한 최적화 문제로 환원시키고, 다시 이 최적화 문제를 유전자 알고리즘을 이용해 해결함으로써 문제를 효과적으로 해결할 수 있었다. 실험 결과를 보면, 본 논문에서 제시한 최적화 방법은 주어진 훈련용 예제와 검증용 예제 중 각각 99.84%, 99.88%를 만족시키는 해를 찾아내었으므로 정량적 질 평가 공식의 유도에 매우 효과적임을 알 수 있었다. 또한 도출된 측정 공식을 이용해서 실제 퇴고 시스템 평가에 적용한 결과 문장 질의 측정에 매우 유용하게 이용될 수 있음을 알 수 있었다. 이와 같이 질의 정량적 평가가 가능하다는 사실이 갖는 또 한가지 중요한 의미는 최종 사용자의 구매 의사나 개발자의 공학적 의사 결정을 위한 객관적 성능 평가 자료의 제공에 이 방법이 유용하게 사용될 수 있다는 점이다.Abstract This paper describes a method of building a quantitative measure of the quality of natural language sentences, particularly produced by document revision systems. Evaluating the quality of natural language sentences is intrinsically subjective, so what is most important as to the evaluation is whether the quality can be measured objectively. To solve such problem of objective measurability, genetic algorithm, an evolutionary learning method, is employed in this paper. The underlying standpoint of this approach is that building the quality measures is a task of constructing a formulae that produces as close results as can to the qualitative decisions made by humans. For doing this, the problem of measurability has been simply reduced to an optimization problem using the change of the values of simple linguistic parameters found in sentences, and the reduced problem has been solved effectively by the genetic algorithm. Experimental result shows that the optimization task satisfied 99.84% and 99.88% of the given objectives for training and validation samples, respectively, which means the method is quite effective in constructing the quantitative measure of the quality of natural language sentences. The actual evaluation result of a revision system shows that the measure is useful to quantize the quality of sentences. Another important contribution of this measure would be to provide an objective performance evaluation data of natural language systems on a basis of which end-users and developers can make their decision to fit their own needs.

Feature Selection to Predict Very Short-term Heavy Rainfall Based on Differential Evolution (미분진화 기반의 초단기 호우예측을 위한 특징 선택)

  • Seo, Jae-Hyun;Lee, Yong Hee;Kim, Yong-Hyuk
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.6
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    • pp.706-714
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    • 2012
  • The Korea Meteorological Administration provided the recent four-years records of weather dataset for our very short-term heavy rainfall prediction. We divided the dataset into three parts: train, validation and test set. Through feature selection, we select only important features among 72 features to avoid significant increase of solution space that arises when growing exponentially with the dimensionality. We used a differential evolution algorithm and two classifiers as the fitness function of evolutionary computation to select more accurate feature subset. One of the classifiers is Support Vector Machine (SVM) that shows high performance, and the other is k-Nearest Neighbor (k-NN) that is fast in general. The test results of SVM were more prominent than those of k-NN in our experiments. Also we processed the weather data using undersampling and normalization techniques. The test results of our differential evolution algorithm performed about five times better than those using all features and about 1.36 times better than those using a genetic algorithm, which is the best known. Running times when using a genetic algorithm were about twenty times longer than those when using a differential evolution algorithm.

School Bus Routing Problem with Mixed-Load and Dynamic Arrivals (혼승 및 시간대별 학생들의 동적유입을 고려한 스쿨버스 경로 문제)

  • Lee, Young-Ki;Jeong, Suk-Jae;Yun, Ho-Young;Kim, Kyung-Sup
    • Journal of the Korea Society for Simulation
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    • v.22 no.1
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    • pp.63-75
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    • 2013
  • The School Bus Routing Problem(SBRP) seeks to plan an efficient schedule of a fleet of school buses that must pick up student from various bus stops and deliver them by satisfying various constraints; maximum capacity of the bus, maximum riding time of students, arrival time between a school's time window. By extending the existing SBRP, we consider a case study of SBRP with allowance of mixed-loading and dynamic arrivals reflecting the school bus operation of university in Korea. Our solution procedure is based on constructing the initial solution using sweep algorithm and then improving solution within the framework of the evolutionary approach known as efficient meta-heuristics. By comparing the various scenarios through the constraints relaxation for reflecting the real operational strategies, we assess the merit of our proposed procedure.

Biologically inspired soft computing methods in structural mechanics and engineering

  • Ghaboussi, Jamshid
    • Structural Engineering and Mechanics
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    • v.11 no.5
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    • pp.485-502
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    • 2001
  • Modem soft computing methods, such as neural networks, evolutionary models and fuzzy logic, are mainly inspired by the problem solving strategies the biological systems use in nature. As such, the soft computing methods are fundamentally different from the conventional engineering problem solving methods, which are based on mathematics. In the author's opinion, these fundamental differences are the key to the full understanding of the soft computing methods and in the realization of their full potential in engineering applications. The main theme of this paper is to discuss the fundamental differences between the soft computing methods and the mathematically based conventional methods in engineering problems, and to explore the potential of soft computing methods in new ways of formulating and solving the otherwise intractable engineering problems. Inverse problems are identified as a class of particularly difficult engineering problems, and the special capabilities of the soft computing methods in inverse problems are discussed. Soft computing methods are especially suited for engineering design, which can be considered as a special class of inverse problems. Several examples from the research work of the author and his co-workers are presented and discussed to illustrate the main points raised in this paper.

Analysis on the Bargaining Game Using Artificial Agents (인공에이전트를 이용한 교섭게임에 관한 연구)

  • Chang, Seok-cheol;Soak, Sang-moon;Yun, Joung-il;Yoon, Jung-won;Ahn, Byung-ha
    • Journal of Korean Institute of Industrial Engineers
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    • v.32 no.3
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    • pp.172-179
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    • 2006
  • Over the past few years, a considerable number of studies have been conducted on modeling the bargaining game using artificial agents on within-model interaction. However, very few attempts have been made at study on between-model interaction. This paper investigates the interaction and co-evolutionary process among heterogeneous artificial agents in the bargaining game. We present two kinds of the artificial agents participating in the bargaining game. They play some bargaining games with their strategies based on genetic algorithm (GA) and reinforcement learning (RL). We compare agents' performance between two agents under various conditions which are the changes of the parameters of artificial agents and the maximal number of round in the bargaining game. Finally, we discuss which agents show better performance and why the results are produced.

Computational Method for Searching Human miRNA Precursors (인간 miRNA 전구체 탐색을 위한 계산학적 방법)

  • Nam, Jin-Wu;Joung, Je-Gun;Lee, Wha-Jin;Zhang, Byoung-Tak
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2003.10a
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    • pp.288-297
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    • 2003
  • 본 논문은 진화 알고리즘(Evolutionary algorithm)의 기법중의 하나인 유전자 프로그래밍(Genetic programming)을 이용하여 miRNA 유전자를 발굴하기 위한 알고리즘을 소개하고 있다 miRNA는 세포내에서 유전자의 전사를 중지시킴으로써 유전자의 발현을 직접적으로 조절하게 되는 작은 RNA 집단 중의 하나이다. 그러므로 miRNA를 유전체 데이터에서 동정해내는 작업은 생물학적으로 상당히 중요하다. 한편 유전체 데이터에서 miRNA를 동정해내는 알고리즘은 생물학적 실험에서의 시간과 비용을 상당히 절감할 수 있으며, 생물학적으로 miRNA를 동정하는 많은 어려움을 덜어주게 된다. 하지만 계산학적으로 miRNA의 동정은 1차 염기서열상의 통계적인 중요도가 부족하여 기존의 유전자 예측 알고리즘을 적용하기에는 어려움이 있다. 따라서 본 연구에서는 miRNA의 염기서열보다는 2차구조에서 더 많은 유사성을 갖는다는 점을 착안하여, 2차구조내에서 공통적인 구조를 찾아내고, 그 정보를 이용하여 miRNA를 동정해내는 방법으로 접근하였다. 이 알고리즘의 성능평가를 위해 우리는 test set을 이용하여 학습된 모델의 특이도(= 34/38)와 민감도(= 38/67)를 계산하였다. 평가결과 본 알고리즘이 기존의 miRNA 예측 프로그램보다 높은 특이도를 갖고 있으며, 유사한 수준의 민감도를 갖고 있음을 보여 주고 있다.

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Autonomous Bipedal Locomotion with Evolutionary Algorithm (진화적 알고리즘을 이용한 자율적 2족 보행생성)

  • Ok, Soo-Youl
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.5
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    • pp.610-616
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    • 2004
  • In the research of biomechanical engineering, robotics and neurophysiology, to clarify the mechanism of human bipedal walking is of major interest. It serves as a basis of developing several applications such as rehabilitation tools and humanoid robots. Nevertheless, because of complexity of the neuronal system that interacts with the body dynamics system to make walking movements, much is left unknown about the details of locomotion mechanism. Researchers were looking for the optimal model of the neuronal system by trials and errors. In this paper, we applied Genetic Programming to induce the model of the nervous system automatically and showed its effectiveness by simulating a human bipedal walking with the obtained model.

Probing Starch Biosynthesis Enzyme Isoforms by Visualization of Conserved Secondary Structure Patterns

  • Vorapreeda, Tayvich;Kittichotirat, Weerayuth;Meechai, Asawin;Bhumiratana, Sakarindr;Cheevadhanarak, Supapon
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2005.09a
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    • pp.215-220
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    • 2005
  • Generally, enzymes in the starch biosynthesis pathway exist in many isoforms, contributing to the difficulties in the dissection of their specific roles in controlling starch properties. In this study, we present an algorithm as an alternative method to classify isoforms of starch biosynthesis enzymes based on their conserved secondary structures. Analysis of the predicted secondary structure of plant soluble starch synthase I (SSI) and soluble starch synthase II (SSII) demonstrates that these two classes of isoform can be reclassified into three subsets, SS-A, SS-B and SS-C, according to the differences in the secondary structure of the protein at C-terminus. SS-A reveals unique structural features that are conserved only in cereal plants, while those of SS-B are found in all plants and SS-C is restricted to barley. These findings enable us to increase the accuracy in the estimation of evolutionary distance between isoforms of starch synthases. Moreover, it facilitates the elucidation of correlations between the functions of each enzyme isoforms and the properties of starches. Our secondary structure analysis tool can be applicable to study the functions of other plant enzyme isoforms of economical importance.

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