• Title/Summary/Keyword: multi-agent 시뮬레이션

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The Effects of Cooperativeness and Information Redundancy on Team Performance : A Simulation Study (협동성과 정보 여분의 팀 성과에 대한 효과 : 시뮬레이션 연구)

  • Kang, Min-Cheol
    • Asia pacific journal of information systems
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    • v.12 no.2
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    • pp.197-216
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    • 2002
  • Cooperativeness within an organization can be conceptualized as the degree of members' willingness to work with others. The simulation study investigates the relationships of cooperativeness with team performance at different levels of information redundancy by using a multi-agents model called Team-Soar. The model consists of a group of four individual Al agents situated in a network, which models a naval command and control team consisting of four members. The study used a $9{\times}3$ design in which agent cooperativeness was manipulated at nine levels by gradually replacing selfish team members with increasing numbers of neutral and cooperative members, while information redundancy was controlled at three different levels(i.e., low, medium, and high). Results of the Team-Soar simulation show that cooperation has positive impacts on team performance. Further, the results reveal that the impact of agent cooperativeness on team performance depends on the amount of information needed to be processed during the decision making process.

A Multi-Agent Simulation Approach to Investigating the Influence of Members' Heterogeneity on Team-Level Digital Creativity and Corporate Performance (구성원 다양성에 따른 팀단위 디지털 창의성 변화와 경영성과에 미치는 영향에 관한 연구 : 다중 에이전트 시뮬레이션 접근방법을 중심으로)

  • Lee, Kun-Chang;Seo, Young-Wook
    • Knowledge Management Research
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    • v.9 no.3
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    • pp.159-172
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    • 2008
  • 기업의 지적자산을 효과적으로 관리하는 지식경영 차원에서 기업들은 디지털 시대에 부합되도록 다양한 종류의 지식을 창조해내는 디지털 창의성을 기반으로 한 지식 경쟁력 향상 방안을 요구하고 있다. 이에 본 연구에서는 디지털창의성의 개념을 정의하고 이들에게 영향을 미치는 구성요인으로 디지털환경, 전문성영역, 디지털리스트성향을 제시하고 구성원의 다양성에 따른 디지털 창의성 변화와 경영성과에 미치는 영향을 다중 에이전트 시뮬레이션 접근방법을 사용하여 분석 하였다. 분석결과 구성원의 다양성이 높은 집단일 경우 시간의 흐름에 따라 구성원의 다양성이 낮은 집단, 즉 동질성이 높은 집단 보다 지식관리시스템 (KMS)을 이용한 지식의 생성 및 공유와 디지털창의성에 영향을 주는 강도가 높은 것으로 나타났다. 또한, 전문성영역, 디지털리스트성향이 디지털 창의성에 유의한 영향을 미치며, 디지털 창의성도 경영성과에 유의한 영향을 미치는 것으로 나타났다. 이러한 결과를 바탕으로 디지털 창의성과 경영성과 향상에 대한 시사점 및 향후 연구방향을 제시하였다.

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Simulation of MultiAgent-based Emergency Medical System Using ARENA (ARENA를 이용한 멀티 에이전트 기반 응급 의료 시스템 시뮬레이션)

  • Noh, Seon-Taek;Yi, Keun-Sang;Choi, Young-Keun
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.408-413
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    • 2007
  • 최근 인구와 기계문명의 발달로 예전에 비해 좀더 복잡한 응급 사고가 발생하고 있다. 현재 응급 구조 시스템은 타인에 의한 신고나 정적인 웹페이지로 수집된 정보를 통해 당시 상황에 맞춰 응급 체계를 수립하고 있다. 이는 비전문 의료인인 구급대원의 현장 판단과 의료기관으로의 부적절한 판단으로 인해 응급 환자의 적절한 치료의 가능성을 낮추는 요인이 될 수 있다. 따라서 선행연구로써 기존의 응급 의료 시스템에 멀티 에이전트 개념을 도입하여 멀티 에이전트 기반의 응급 의료 시스템(MAEMS)을 모델링하였다. 멀티 에이전트 시스템은 독립적인 성격과 자율적인 성격으로 않은 부분에 응용되어 설계되고 있다. 특히 에이전트의 독립적인 성격은 이질적인 환경에서 동일한 목적의 행위를 수행할 수 있으며, 동적으로 많은 변화가 있는 상황에서 자율적으로 판단하여 행동할 수 있다. 본 논문에서는 MAEMS에 구성되어 있는 각 에이전트를 구현하며, ARENA를 통해 시뮬레이션함으로써 실제 통계자료와 비교하여 멀티 에이전트를 도입한 응급 의료 시스템의 효율성에 대해 연구한다.

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Design Healthcare Mobility Agent Module in Sensor Network (센서 네트워크에서 헬스케어 이동성 에이전트 모듈 설계)

  • Nam, Jin-Woo;Chung, Yeong-Jee
    • Journal of Korea Multimedia Society
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    • v.11 no.4
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    • pp.544-553
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    • 2008
  • The general sensor network uses bundle method to collect fixed information from sensor node. However, this method is difficult to actively cope with major sensing objects in healthcare environment including status and position change of person and change of surrounding environment. In order to support the healthcare environment, certain information should be provided in accordance with the change of status of person and surrounding circumstance and also must cope with the change of network type by movement of person. This paper analyzes LEACH protocol which guarantees effectiveness of network as it constitutes clusters between Agilla model that is a representative multi agent middle ware and surrounding nodes. Based on the result of this analysis, it suggests LEACH_Mobile protocol which guarantees node mobility that is the weakest point of LEACH protocol. Moreover, it designs mobility agent middleware which supports dynamic function change of node and mobility agent module which supports dynamic function change of mobile node as components of LEACH_Mobile routing module. In addition, it is definitely increase performance which in mobile node of transfer data rate through LEACH_Mobile protocol of simulation result.

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A Multi-agent based Cooperation System for an Intelligent Earthwork (지능형 토공을 위한 멀티에이전트 기반 협업시스템)

  • Kim, Sung-Keun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.34 no.5
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    • pp.1609-1623
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    • 2014
  • A number of studies have been conducted recently regarding the development of automation systems for the construction sector. Much of this attention has focused on earthwork because it is highly dependent on construction machines and is regarded as being basic for the construction of buildings and civil works. For example, technologies are being developed in order to enable earthwork planning based on construction site models that are constructed by automatic systems and to enable construction equipment to perform the work based on the plan and the environment. There are many problems that need to be solved in order to enable the use of automatic earthwork systems in construction sites. For example, technologies are needed for enabling collaborations between similar and different kinds of construction equipment. This study aims to develop a construction system that imitates collaborative systems and decision-making methods that are used by humans. The proposed system relies on the multi-agent concept from the field of artificial intelligence. In order to develop a multi-agent-based system, configurations and functions are proposed for the agents and a framework for collaboration and arbitration between agents is presented. Furthermore, methods are introduced for preventing duplicate work and minimizing interference effects during the collaboration process. Methods are also presented for performing advance planning for the excavators and compactors that are involved in the construction. The current study suggests a theoretical framework and evaluates the results using virtual simulations. However, in the future, an empirical study will be conducted in order to apply these concepts to actual construction sites through the development of a physical system.

Design of the Agent-based Network-Centric Warfare Modeling System (에이전트 기반의 NCW 전투모델링 시스템 설계)

  • Park, Se-Youn;Shin, Ha-Yong;Lee, Tae-Sik;Choi, Bong-Wan
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.271-280
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    • 2010
  • While the future warfare is expected to be appeared as network-centric, effect-based, and coordinated cooperative, most current M&S systems reflect only the unit behaviors and interactions of each weapon system. There are limitations to analyze the behaviors of managing weapons cooperatively and sharing the situational awareness over the networks of distributed sensors, C2, and shooters using them. Therefore, we introduce the new design of the networkcentric warfare modeling system using the agent-based modeling and simulation approach. We have developed a system for engagement-level warfare models and tested with multi-platform battleship warfare. In this paper, we propose the method to design battle agents, environments, and networks for network centric warfare modeling.

The Effect Analysis of One-side Walking Behavior Using MDPM(Multi-directional Pedestrian Model) (다방향보행자모형(MDPM)을 이용한 편측보행 효과분석)

  • Lee, Jun;Cho, Han-Seon;Hyun, Kyung;Chung, Jin-Hyuk
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.5
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    • pp.151-159
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    • 2009
  • Network models for pedestrian flows have been studied in various ways. However, because of the simplicity and application, a number of researchers prefer the CA Model to analyze pedestrian's complicated behavior. These kinds of models based on Agent are being used as a microscopic analyzing method since it can easily adapt individuals' various characters and movement types. However, because pedestrians' movement can be (easily) effected by where they are and where they head, some models using the same rules have limit when considering pedestrians' every different movement. In this research, homogeneous section is defined as a similar movement type of individuals. With MDPM, we suggest simulation method explaining one-way walk and side-walk which could not be done in past.

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Multi-Object Goal Visual Navigation Based on Multimodal Context Fusion (멀티모달 맥락정보 융합에 기초한 다중 물체 목표 시각적 탐색 이동)

  • Jeong Hyun Choi;In Cheol Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.9
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    • pp.407-418
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    • 2023
  • The Multi-Object Goal Visual Navigation(MultiOn) is a visual navigation task in which an agent must visit to multiple object goals in an unknown indoor environment in a given order. Existing models for the MultiOn task suffer from the limitation that they cannot utilize an integrated view of multimodal context because use only a unimodal context map. To overcome this limitation, in this paper, we propose a novel deep neural network-based agent model for MultiOn task. The proposed model, MCFMO, uses a multimodal context map, containing visual appearance features, semantic features of environmental objects, and goal object features. Moreover, the proposed model effectively fuses these three heterogeneous features into a global multimodal context map by using a point-wise convolutional neural network module. Lastly, the proposed model adopts an auxiliary task learning module to predict the observation status, goal direction and the goal distance, which can guide to learn the navigational policy efficiently. Conducting various quantitative and qualitative experiments using the Habitat-Matterport3D simulation environment and scene dataset, we demonstrate the superiority of the proposed model.

Developing artificial football agents based upon multi-agent techniques in the AI world cup (AI World Cup 환경을 이용한 멀티 에이전트 기반 지능형 가상 축구 에이전트 구현)

  • Lee, Eunhoo;Seong, Hyeon-ah;Jung, Minji;Lee, Hye-in;Joung, Jinoo;Lee, Eui Chul;Lee, Jee Hang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.819-822
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    • 2021
  • AI World Cup 환경은 다수 가상 에이전트들이 팀을 이뤄서 서로 상호작용하며 대전이 가능한 가상 축구 환경이다. 본 논문에서는 AI World Cup 환경에서 멀티 에이전트기반 학습/추론 기술을 사용하여 다양한 전략과 전술을 구사하는 가상 축구 에이전트 구현과 시뮬레이션 결과를 소개한다. 먼저, 역할을 바탕으로 협동하여 상대방과 대전할 수 있는 논리 기반 추론형 멀티 에이전트 기술이 적용된 Dynamic planning 축구 에이전트 9 세트를 구현하였다. 이후, 강화학습 에이전트 기반, 단일 에이전트를 조합한 Independent Q-Learning 방식의 학습형 축구 에이전트를 구현한 후, 이를 멀티 에이전트 강화학습으로 확장하여 역할 기반 전략 학습이 가능한 가상 축구 에이전트를 구현하고 시뮬레이션 하였다. 구현된 가상 축구 에이전트들 간 대전을 통해 승률을 확인하고, 전략의 우수성을 분석하였다. 시뮬레이션 예제는 다음에서 확인할 수 있다 (https://github.com/I-hate-Soccer/Simulation).

Design of Knowledge Information Transfer Method in Groups (집단 내의 지식 정보 전수 방법의 설계)

  • Jung, Nam-Chae
    • Journal of the Institute of Convergence Signal Processing
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    • v.15 no.4
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    • pp.119-127
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    • 2014
  • Recently, various methods derived from the experiences and the practices to manage knowledge have been proposed. However, the effects of the most of those methods have not been demonstrated quantitatively, but only the successful cases reported. In this paper, a method for knowledge transfer in a group is proposed to evaluate the effect of knowledge management and to express a shape that knowledge is transferred in the group by the multi-agent simulation. Simulation results show that the performance of the entire group is improved by introducing a knowledge database and a knowledge manager. In addition, the experience knowledge of the entire group is shown to be lost by reviewing results of the social issues by the proposed method. As a countermeasure for that, it was confirmed that the introduction of the knowledge database and the knowledge manager is more effective than those of an extension of the retirement age and of an increase of the intermediate recruitment.