• Title/Summary/Keyword: learning trajectory

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Learning and Generation of Motion Trajectory in a Humanoid Robot (인간형 로봇의 동작궤적 학습 및 생성)

  • 진영규;사공준;최진영
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2001.05a
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    • pp.131-135
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    • 2001
  • 본 논문에서는 작업 변수 또는 동작의 의도에 따라 다양한 형태의 궤적을 생성할 수 있는 동적 궤적 메모리(MTM)와 로봇 관절의 속도 및 가속도 제약조건을 만족하는 동작 시간을 계산하는 방법인 제약 조건을 고려한 표본화 간격 계산법(STICCON)이라는 두 가지 방법을 제시한다. 그리고 그 방법은 인간형 로봇의 동작 궤적 생성을 위한 구조적인 틀을 제안한다. 제안된 방법은 인간형 로봇의 궤적 생성 방법이 가져야 하는 두 가지 특성, 즉 복잡하고 다양한 동작의 궤적 표현 능력과 제약 조건에 따른 동적 궤적의 변형 과정을 모두 가지고 있다.

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Velocity Control of DC Motor using Neural Network and Evolutionary Algorithm (신경망과 진화알고리즘을 이용한 DC 모터 속도 제어)

  • Hwang, G.H.;Mun, K.J.;Yang, S.O.;Lee, H.S.;Park, J.H.
    • Proceedings of the KIEE Conference
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    • 1994.11a
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    • pp.359-361
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    • 1994
  • This paper propose a Neural - GA-ES DC motor speed controller. The purpose is to achieve accurate trajectory control of the motor speed. A feedforward neural network structure is used for the controller. Genetic algorithm and evolution strategy is used for learning controller. Simulations are performed to demonstrate the effectiveness of proposed genetic algorithm and evolution strategy with neural structure.

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Pattern Recognition of Ship Navigational Data Using Support Vector Machine

  • Kim, Joo-Sung;Jeong, Jung Sik
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.15 no.4
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    • pp.268-276
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    • 2015
  • A ship's sailing route or plan is determined by the master as the decision maker of the vessel, and depends on the characteristics of the navigational environment and the conditions of the ship. The trajectory, which appears as a result of the ship's navigation, is monitored and stored by a Vessel Traffic Service center, and is used for an analysis of the ship's navigational pattern and risk assessment within a particular area. However, such an analysis is performed in the same manner, despite the different navigational environments between coastal areas and the harbor limits. The navigational environment within the harbor limits changes rapidly owing to construction of the port facilities, dredging operations, and so on. In this study, a support vector machine was used for processing and modeling the trajectory data. A K-fold cross-validation and a grid search were used for selecting the optimal parameters. A complicated traffic route similar to the circumstances of the harbor limits was constructed for a validation of the model. A group of vessels was composed, each vessel of which was given various speed and course changes along a specified route. As a result of the machine learning, the optimal route and voyage data model were obtained. Finally, the model was presented to Vessel Traffic Service operators to detect any anomalous vessel behaviors. Using the proposed data modeling method, we intend to support the decision-making of Vessel Traffic Service operators in terms of navigational patterns and their characteristics.

Generating Augmented Lifting Player using Pose Tracking

  • Choi, Jong-In;Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.5
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    • pp.19-26
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    • 2020
  • This paper proposes a framework for creating acrobatic scenes such as soccer ball lifting using various users' videos. The proposed method can generate a desired result within a few seconds using a general video of user recorded with a mobile phone. The framework of this paper is largely divided into three parts. The first is to analyze the posture by receiving the user's video. To do this, the user can calculate the pose of the user by analyzing the video using a deep learning technique, and track the movement of a selected body part. The second is to analyze the movement trajectory of the selected body part and calculate the location and time of hitting the object. Finally, the trajectory of the object is generated using the analyzed hitting information. Then, a natural object lifting scenes synchronized with the input user's video can be generated. Physical-based optimization was used to generate a realistic moving object. Using the method of this paper, we can produce various augmented reality applications.

Internal singular configuration analysis and adaptive fuzzy logic control implementatioin for a planar parallel manipulator (평면형 병렬 매니퓰레이터의 내부 특이형상 해석 및 적응 퍼지논리제어 구현)

  • Song, Nak-Yun;Cho, Whang
    • Journal of Institute of Control, Robotics and Systems
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    • v.6 no.1
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    • pp.81-90
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    • 2000
  • Parallel manipulator is suitable for the high precise task because it than has higher stiffness, larger load capacity and more excellent precision, due to the closed-lop structure, than serial manipulator. But the controller design for parallel manipulator is difficult because the parallel manipulator has both the complexity of structure and the interference of actuators. The precision improvement of parallel manipulator using a classical linear control scheme is difficult because the parallel manipulator has the tough nonlinear characteristics. In this paper, firstly, the kinematic analysis of a parallel manipulator used at the experiments is performed so as to show the controllability. The analysis of internal singular configuration of the workspace is performed using the kinematic isotropic index so a sto show the limitation of control performance of a simple linear controller with fixed control gains. Secondly, a control scheme is designed by using an adaptive fuzzy logic controller so that active joints of the parallel manipulator track more precisely the desired input trajectory. This adaptive fuzzy logic controller so that active joints of the parallel manipulator track more precisely the desired input trajectory. This adaptive fuzzy logic controller is often used for the control of nonlinear system because it has both the inference ability and the learning ability. Lastly, the effeciency of designed control scheme is demonstrated by the real-time control experiments with IBM PC interface logic H/W and S/W of my won making. The experimental results was a success.

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Learning Heuristics for Tactical Path-finding in Computer Games (컴퓨터 게임에서 전술적 경로 찾기를 위한 휴리스틱 학습)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1333-1341
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    • 2009
  • Tactical path-finding in computer games is path-finding where a path is selected by considering not only basic elements such as the shortest distance or the minimum time spend but also tactical information of surroundings when deciding character's moving trajectory. One way to include tactical information in path-finding is to represent a heuristic function as a sum of tactical quality multiplied by a weighting factor which is.. determined based on the degree of its importance. The choice of weighting factors for tactics is very important because it controls search performance and the characteristic of paths found. In this paper. we propose a method for improving a heuristic function by adjusting weights based on the difference between paths on examples given by a level designer and paths found during the search process based on the CUITent weighting factors. The proposed method includes the search algorithm modified to detect search errors and learn heuristics and the perceptron-like weight updating formular. Through simulations it is demonstrated how different paths found by tactical path-finding are from those by traditional path-finding. We analyze the factors that affect the performance of learning and show the example applied to the real game environments.

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Proposal of autonomous take-off drone algorithm using deep learning (딥러닝을 이용한 자율 이륙 드론 알고리즘 제안)

  • Lee, Jong-Gu;Jang, Min-Seok;Lee, Yon-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.187-192
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    • 2021
  • This study proposes a system for take-off in a forest or similar complex environment using an object detector. In the simulator, a raspberry pi is mounted on a quadcopter with a length of 550mm between motors on a diagonal line, and the experiment is conducted based on edge computing. As for the images to be used for learning, about 150 images of 640⁎480 size were obtained by selecting three points inside Kunsan University, and then converting them to black and white, and pre-processing the binarization by placing a boundary value of 127. After that, we trained the SSD_Inception model. In the simulation, as a result of the experiment of taking off the drone through the model trained with the verification image as an input, a trajectory similar to the takeoff was drawn using the label.

A Study on the Prediction of the Surface Drifter Trajectories in the Korean Strait (대한해협에서 표층 뜰개 이동 예측 연구)

  • Ha, Seung Yun;Yoon, Han-Sam;Kim, Young-Taeg
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.34 no.1
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    • pp.11-18
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    • 2022
  • In order to improve the accuracy of particle tracking prediction techniques near the Korean Strait, this study compared and analyzed a particle tracking model based on a seawater flow numerical model and a machine learning based on a particle tracking model using field observation data. The data used in the study were the surface drifter buoy movement trajectory data observed in the Korea Strait, prediction data by machine learning (linear regression, decision tree) using the tide and wind data from three observation stations (Gageo Island, Geoje Island, Gyoboncho), and prediciton data by numerical models (ROMS, MOHID). The above three data were compared through three error evaluation methods (Correlation Coefficient (CC), Root Mean Square Errors (RMSE), and Normalized Cumulative Lagrangian Separation (NCLS)). As a final result, the decision tree model had the best prediction accuracy in CC and RMSE, and the MOHID model had the best prediction results in NCLS.

Application of neural network for airship take-off and landing mode by buoyancy control (기낭 부력 제어에 의한 비행선 이착륙의 인공신경망 적용)

  • Chang, Yong-Jin;Woo, Gui-Ae;Kim, Jong-Kwon;Lee, Dae-Woo;Cho, Kyeum-Rae
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.33 no.2
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    • pp.84-91
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    • 2005
  • For long time, the takeoff and landing control of airship was worked by human handling. With the development of the autonomous control system, the exact controls during the takeoff and landing were required and lots of methods and algorithms were suggested. This paper presents the result of airship take-off and landing by buoyancy control using air ballonet volume change and performance control of pitch angle for stable flight within the desired altitude. For the complexity of airship's dynamics, firstly, simple PID controller was applied. Due to the various atmospheric conditions, this controller didn't give satisfactory results. Therefore, new control method was designed to reduce rapidly the error between designed trajectory and actual trajectory by learning algorithm using an artificial neural network. Generally, ANN has various weaknesses such as large training time, selection of neuron and hidden layer numbers required to deal with complex problem. To overcome these drawbacks, in this paper, the RBFN (radial basis function network) controller developed. The weight value of RBFN is acquired by learning which to reduce the error between desired input output through and airship dynamics to impress the disturbance. As a result of simulation, the controller using the RBFN is superior to PID controller which maximum error is 15M.

Efficient Approximation of State Space for Reinforcement Learning Using Complex Network Models (복잡계망 모델을 사용한 강화 학습 상태 공간의 효율적인 근사)

  • Yi, Seung-Joon;Eom, Jae-Hong;Zhang, Byoung-Tak
    • Journal of KIISE:Software and Applications
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    • v.36 no.6
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    • pp.479-490
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    • 2009
  • A number of temporal abstraction approaches have been suggested so far to handle the high computational complexity of Markov decision problems (MDPs). Although the structure of temporal abstraction can significantly affect the efficiency of solving the MDP, to our knowledge none of current temporal abstraction approaches explicitly consider the relationship between topology and efficiency. In this paper, we first show that a topological measurement from complex network literature, mean geodesic distance, can reflect the efficiency of solving MDP. Based on this, we build an incremental method to systematically build temporal abstractions using a network model that guarantees a small mean geodesic distance. We test our algorithm on a realistic 3D game environment, and experimental results show that our model has subpolynomial growth of mean geodesic distance according to problem size, which enables efficient solving of resulting MDP.