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A Research for the Realness of Game Risks based on ANT (ANT를 통한 게임 위험의 실재성에 대한 연구)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.7-22
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    • 2016
  • The risk is subjectively perceived by the subject to judge. In the case of the game, game organizations and watchdog groups also recognized differently occurrence probability and intensity of risk to form a physical relationships of the game with each. Thus, we look only at the risk of their own subjective opinion, the fundamental solution is not possible. In this paper, we conducted a study on the form, occurrence point, and generating processes of risk by analyzing the physical components that make up the network of the game based on ATN in order to confirm definitely the substance and the presence of the game risk. In view of ANT, the game and humans constitute a network through their ability to act as each actor. If the gamer does not clearly recognize the nature of the ability to act of the game, the reverse control and the excess flow occur through remediation properties of the game. Therefore, it requires a more in-depth study in the future with respect to complex structure and relationships of the game-gamer network.

A Study on Buzz Margin and Thrust Control of Supersonic Engine using PI Controller (PI 제어기를 이용한 초음속 엔진 버즈마진 및 추력제어에 관한 연구)

  • Kong, Chang-Duk;Ki, Ja-Young;Kho, Seong-Hee
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2009.11a
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    • pp.573-577
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    • 2009
  • Dynamic behavior simulation of supersonic engine was performed and PI control algorithm was studied for the buzz control in the inlet and the thrust control. Firstly, required thrust was tracked according to the fuel flow control and then inlet pressure was regulated through the nozzle throat area control so that the buzz margin has the positive all the time. The control was performed according to the change of flight Mach number, altitude and angle of attack. The proportional gain and the integral gain for regulating the buzz margin was induced and simulated. In the results, it was confirmed and satisfied that control target in the operating area was changed the angle of attack from $0^{\circ}$ to $10^{\circ}$ at the flight Mach number of 2.1~3.0.

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인공지능 엔진

  • 이지형;윤태복
    • CDE review
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    • v.10 no.2
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    • pp.34-39
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    • 2004
  • 포괄적인 개념에서, 게임에서 인공지능이란 PC(Player Character, 사용자에 의해서 조정되는 게임 오브젝트)를 제외한 모든 것들을 제어하기 위해 사용되는 일련의 기술이라고 정의할 수 있다. 예를 들면, PC를 둘러싸고 있는 환경, PC를 대적하거나 경쟁관계에 있는 NPC(Non-Player Character), PC에 조언을 해주는 조언자 NPC 등을 제어하고 사용자가 느끼기에 지능적이면서 실제적인 것으로 보이도록 하여 게임의 흥미를 더하기 위한 기술들이다. (중략)

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Game Theory for Transmission Power Control of Cognitive Radio (CR의 송신 전력 제어를 위한 게임 이론 연구)

  • Hwang, In-Kwan;Lee, Ryoung-Kyoung;Cho, Hae-Keun;Lim, Yeon-Jun;Ko, Eun-Kyoung;Song, Myoung-Sun
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.18 no.4 s.119
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    • pp.448-454
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    • 2007
  • In this paper, the game theory based power control for CDMA system is studied, which has attained intensive interest as a core artificial intelligent technology fur cognitive Radio and its efficiency is evaluated using performance metrics such as system throughput and fairness. Utility Function for joint user centric and network centric power control is defined and simulation results show that game theory based power control is far better than closed loop power control. The contribution of this raper is to formalize the game theory based power control toward the cognitive radio that recognizes and adapts to the radio communication environments.

A Study on the Dynamic Positioning Control Algorithm Using Fuzzy Gain Scheduling PID Control Theory (퍼지게인 스케쥴링 PID 제어이론을 이용한 동적 위치 유지 제어기법에 관한 연구)

  • Jeon, Ma-Ro;Kim, Hee-Su;Kim, Jae-Hak;Kim, Su-Jeong;Song, Soon-Seok;Kim, Sang-Hyun
    • Journal of the Society of Naval Architects of Korea
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    • v.54 no.2
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    • pp.102-112
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    • 2017
  • Many studies on dynamic positioning control algorithms using fixed feedback gains have been carried out to improve station keeping performance of dynamically positioned vessels. However, the control algorithms have disadvantages in that it can not cope with changes in environmental disturbances and response characteristics of vessels motion in real time. In this paper, the Fuzzy Gain Scheduling - PID(FGS - PID) control algorithm that can tune PID gains in real time was proposed. The FGS - PID controller that consists of fuzzy system and a PID controller uses weighted values of PID gains from fuzzy system and fixed PID gains from Ziegler - Nichols method to tune final PID gains in real time. Firstly, FGS - PID controller, control allocation algorithm, FPSO and environmental disturbances were modeled using Matlab/Simulink to evaluate station keeping performance of the proposed control algorithm. In addition, simulations that keep positions and a heading angle of vessel with wind, wave, current disturbances were carried out. From simulation results, the FGS - PID controller was confirmed to have better performances of keeping positions and a heading angle and consuming power than those of the PID controller. As a consequence, the proposed FGS - PID controller in this paper was validated to have more effectiveness to keep position and heading angle than that of PID controller.

A Study on the Arc Control of Welder Based on Fuzzy Logic (퍼지논리에 의한 용접기의 아크제어연구)

  • 송준호;석진욱;조성원
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1997.10a
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    • pp.194-198
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    • 1997
  • 본 연구는 용접게에 퍼지이론을 적용하여 작업자의 비숙련성 및 용접모재의 형상에 따라 변동되는 아크상태에 항상 일정하게 유지되도록 하는 제어방식ㅇ르 제안한다. 기존의 방식은 작업자 스스로 아크상태를 판단하고 아크길이의 변화를 주었다. 이에 비하여, 퍼지 용접기는 적업자가 기준 용접전압 및 용접전류를 설정한 후, 용접을 할 때 발생하는 아크상태를 숙련자의 경험에 바탕을 둔 퍼지제어기를 이용한다. 그러므로써 퍼지제어기의 출력부가 출력전압을 조절하여 균일한 용접효과가 나오도록 하는데 목적을 두었다.

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A Study on Position and Force Control of A Robot Manipulator with Artificial Rubber Muscle (고무인공근 로보트 매니퓨레이터의 위치 및 힘 제어에 관한 연구)

  • Jin, Sang-Ho;Watanabe, Keigo;Lee, Suck-Gyu
    • Journal of the Korean Society for Precision Engineering
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    • v.12 no.1
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    • pp.97-103
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    • 1995
  • This paper describes position and force hybrid control for a robot manipulator with artificial rubber muscle actuators. The controller using two control laws such as PID control and fuzzy logic control methods is designed. This paper concludes to show the effectiveness of the proposed controller by some experiments for a two-link manipulator.

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The Stability Improvement of Brushless DC Motor by Digital PI Control (디지털 PI제어에 의한 브러시리스 직류모터의 안정도 향상)

  • Yoon, Shin-Yong;Baek, Soo-Hyun;Kim, Yong;Kim, Cherl-Jin;Im, Tae-Bin
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.14 no.1
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    • pp.38-46
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    • 2000
  • This study have established proper mathematical equivalent model of Brushless DC (BLDC) motor and estimated the motor parameter by means of the back-emf measurement as being the step input to the controlled target BLDC motor. And the validity of proposed estimation method is confirmed by the test result of step response. As well, we have designed the reasonable digital controller as a consequence of the root locus method which is obtained from the open-loop transfer function of BLDC motor with hall sensor, and the determination of control gain for variable speed control. Here, revised Ziegler-Nichols tuning method is applied for the proper digital gain establishment, and the system stability is verified by the frequency domain analysis with Bode-plot and experimentation.

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On the Development of Agent-Based Online Game Characters (에이전트 기반 지능형 게임 캐릭터 구현에 관한 연구)

  • 이재호;박인준
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.379-384
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    • 2002
  • 개발적인 측면에서 온라인 게임 환경에서의 NPC(Non Playable Character)들은 환경인식능력, 이동능력, 특수 능력 및 아이템의 소유 배분 등을 원활히 하기 위한 능력들을 소유해야 하며, 게임 환경을 인식, 저장하기 위한 데이터구조와 자신만의 독특한 임무(mission)를 달성하기 위한 계획을 갖고 행위를 해야 한다. 이런 의미에서 NPC는 자신만의 고유한 규칙과 행동 패턴, 그리고 목표(Goal)와 이를 실행하기 위한 계획(plan)을 소유하는 에이전트로 인식되어야 할 것이다. 그러나, 기존 게임의 NPC 제어 구조나 구현 방법은 이러한 요구조건에 부합되지 못한 부분이 많았다. C/C++ 같은 컴퓨터 언어들을 이용한 구현은 NPC의 유연성이나, 행위에 많은 문제점이 있었다. 이들 언어의 switch 문법은 NPC의 몇몇 특정 상태를 묘사하고, 그에 대한 행위를 지정하는 방법으로 사용되었으나, 게임 환경이 복잡해지면서, 더욱더 방대한 코드를 만들어야 했고, 해석하는데 많은 어려움을 주었으며, 동일한 NPC에 다른 행동패턴을 적용시키기도 어려웠다. 또한, 대부분의 제어권을 게임 서버 폭에서 도맡아 함으로써, 서버측에 많은 과부하 요인이 되기도 하였다. 이러한 어려움을 제거하기 위해서 게임 스크립트를 사용하기도 하였지만, 그 또한 단순 반복적인 패턴에 사용되거나, 캐릭터의 속성적인 측면만을 기술 할 수 있을 뿐이었다 이러한 어려움을 해소하기 위해서는 NPC들의 작업에 필요한 지식의 계층적 분화를 해야 하고, 현재 상황과 목표 변화에 적합한 반응을 표현할 수 있는 스크립트의 개발이 필수 적이라 할 수 있다 또한 스크립트의 실행도 게임 서버 측이 아닌 클라이언트 측에서 수행됨으로써, 서버에 걸리는 많은 부하를 줄일 수 있어야 할 것이다. 본 논문에서는, 대표적인 반응형 에이전트 시스템인 UMPRS/JAM을 이용하여, 에이전트 기반의 게임 캐릭터 구현 방법론에 대해 알아본다.퓨터 부품조립을 사용해서 Template-based reasoning 예를 보인다 본 방법론은 검색노력을 줄이고, 검색에 있어 Feasibility와 Admissibility를 보장한다.매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without complexity of computation. Adaptive transversal filter with proposed data recycling buffer algorithm could efficiently reject ISI of channel and increase speed of convergence in avoidance burden of computational complexity in reality when it was experimented having

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