• Title/Summary/Keyword: 다개체군 유전자 알고리즘

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The Migration Scheme in the Multi-population Genetic Algorithms using Fuzzy Logic Controller (퍼지 논리 제어를 이용한 다 개체군 유전자 알고리즘의 이주 기법)

  • 전향신;권기호
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10a
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    • pp.76-78
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    • 2003
  • 다 개체군 유전자 알고리즘에서는 여러 개의 개체군을 사용하여 각 개체군을 독립적으로 진화를 시키는데, 이 논문에서는 퍼지 논리 제어를 이용하여 독립적으로 개체군을 진화시켜 집단으로 이주시키는 새로운 코딩방법을 제안한다. 이 퍼지 논리 제어는 최적화과정 동안 교배 비율과 돌연변이 비율을 적합하게 조절하여 수행하는 두 퍼지 논리 제어를 나타낸다. 제안하는 방식을 성능평가해서 기존의 방식과 비교해 보았다. 제안하는 방식이 수렴속도를 향상시킬 수 있다는 장점을 보여준다.

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A Design of Fuzzy Controllers using Genetic Algorithm (다개체군 유전자 알고리즘을 이용한 퍼지 제어기의 설계)

  • Sohn, Ho-Seung;Kwon, Key-Ho
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.49 no.11
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    • pp.632-636
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    • 2000
  • Fuzzy controllers show good performance in case of the systems being nonlinear and difficult to solve. But these fuzzy controllers have problems which have to decide suitable rules and membership functions. In general, we decide those using the heuristic methods or the experience of experts. Recently, G.A. have been studied in this field. The number of rules increase exponentially when the number of input and output increase. It also makes hard to decide the rules and membership functions even though we use G.A. In this paper, we suggest parallel fuzzy controllers, and also the method to decrease the number of rules. The excellent performance of these methods is confirmed through simulations.

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Image Segmentation by applying Genetic Algorithm to Multi-Resolution Image (유전자 알고리즘을 다단계 영상에 적용한 영상 분할)

  • Oh, Jae-Seung;Kim, Hwang-Su
    • Journal of KIISE:Software and Applications
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    • v.27 no.12
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    • pp.1219-1226
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    • 2000
  • 본 논문에서는 유전자 알고리즘과 피라미드(다단계 또는 다 해상도)를 결합한 새로운 영상분할 방법을 제안하다. 먼저, 영상을 피라미드의 해상도가 낮은 상위 단계로 분할하고 좋은 적합도를 가진 염색체의 개체군을 얻는다. 둘째, 해상도를 높인 다음 단계의 입력으로 앞 단계에서 얻은 염색체들을 사용하며, 더욱 세분화된 분할이 이루어지도록 염색체를 진화시키다. 유전자 알고리즘의 적합함수는 각 영역의 규질성과 peakiness를 이용하여 정의하였다. 교차는 교차점을 중심으로 영상을 2분하여 서로 교환하는 1점 교환법을 사용하였으며, 돌연변이는 병합과 분할이 이루어지도록 설계하였다. 본 논문은 저 해상도에서 가능성(적합성)이 큰 유전자를 신속히 구한 훙 단계적으로고 해상도에서 적합한 유전자로 진화시켜 나가는 방법으로 처음부터 최고 해상도에 유전자 알고리즘을 적용하는 종전의 방법보다 훨씬 더 효율적이며 유전자 알고리즘과 다단계 기법의 이상적인 결합이라 할 수 있다. 분할 결과에서도 타 알고리즘에 비하여 우수하거나 비슷한 결과를 얻었다.

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The Migration Scheme between Groups in the Multi-population Genetic Algorithms (다개체군 유전자 알고리즘의 집단간 이주 기법)

  • 차성민;권기호
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.9-12
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    • 2000
  • Genetic algorithm is a searching method which based on the law of the survival of the fittest. Multi-population Genetic Algorithm is a modified form of Genetic Algorithm, which was devised for covering the defect of general genetic algorithm. The core of multi-population genetic algorithm is said to be the migration schemes. The fitness-based migration scheme and the random migration scheme are currently used. In this paper, a new migration scheme, ‘the migration scheme between groups’, is suggested, and compared to the general two migration schemes.

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A Simple Stereo Matching Algorithm using PBIL and its Alternative (PBIL을 이용한 소형 스테레오 정합 및 대안 알고리즘)

  • Han Kyu-Phil
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.429-436
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    • 2005
  • A simple stereo matching algorithm using population-based incremental learning(PBIL) is proposed in this paper to decrease the general problem of genetic algorithms, such as memory consumption and inefficiency of search. PBIL is a variation of genetic algorithms using stochastic search and competitive teaming based on a probability vector. The structure of PBIL is simpler than that of other genetic algorithm families, such as serial and parallel ones, due to the use of a probability vector. The PBIL strategy is simplified and adapted for stereo matching circumstances. Thus, gene pool, chromosome crossover, and gene mutation we removed, while the evolution rule, that fitter chromosomes should have higher survival probabilities, is preserved. As a result, memory space is decreased, matching rules are simplified and computation cost is reduced. In addition, a scheme controlling the distance of neighbors for disparity smoothness is inserted to obtain a wide-area consistency of disparities, like a result of coarse-to-fine matchers. Because of this scheme, the proposed algorithm can produce a stable disparity map with a small fixed-size window. Finally, an alterative version of the proposed algorithm without using probability vector is also presented for simpler set-ups.

Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.