• Title/Summary/Keyword: 선택시뮬레이션

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LCCA-embedded Monte Carlo Approach for Modeling Pay Adjustment at the State DOTs (도로공사에서 생애주기비용을 사용한 지급조정모델 개발에 관한 연구)

  • Choi Jae-ho
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.72-77
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    • 2002
  • The development of a Pay Adjustment (PA) procedure for implementing Performance-related Specifications (PRS) is known to be a difficult task faced by most State Highway Agencies (SHAs) due to the difficulty in such areas as selecting pay factor items, modeling the relationship between stochastic variability of pay factor items and pavement performance, and determining an overall lot pay adjustment. This led to the need for an effective way of developing a scientific pay adjustment procedure by incorporating Life Cycle Cost Analysis (LCCA) embedded Monte Carlo approach. In this work, we propose a prototype system to determine a PA specifically using the data in the pavement management information systems at Wisconsin Department of Transportation (WisDOT) as an exemplary to other SHAs. It is believed that the PRS methodology demonstrated in this study can be used in real projects by incorporating the more accurate and reliable performance prediction models and LCC model.

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Load Balancing Schemes in the MANET with Multiple Internet Gateways (다중 인터넷 게이트웨이를 갖는 MANET의 부하 균등화 기법)

  • Kim, Young-Min;Lim, Yu-Jin;Yu, Hyun;Lee, Jae-Hwoon;Ahn, Sang-Hyun
    • The KIPS Transactions:PartC
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    • v.13C no.5 s.108
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    • pp.621-626
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    • 2006
  • A mobile ad hoc network (MANET) is an infrastructureless network that supports multi-hop communication. For the MANET nodes wishing to communicate with nodes in the wired Internet, the global Internet connectivity is required and this functionality can be achieved with the help of the Internet gateway. For the support of reliability and flexibility, multiple Internet gateways can be provisioned for a MANET. In this case, load-balancing becomes one of the important issues since the network performance such as the network throughput can be improved if the loads of the gateways are well-balanced. In this paper, we categorize the load-balancing mechanisms and propose a new metric for load-balancing. Simulation results show that our proposed mechanism using the hop distance and the number of routing table entries as a load-balancing metric enhances the overall network throughput.

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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A Level System Design for Achievement-assessing of Serious Game (기능성게임의 성취도 평가를 위한 레벨시스템 설계)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.9
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    • pp.2038-2044
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    • 2011
  • Serious games are selected by users according to the original goals such as education, treatment, training and so on. Therefore, those type of games are evaluated inside and outside the game about whether the goals are archived or not. Among quality test elements of serious game, assessment is about whether, in games, ability to verify goal achievement is included or not. In this paper, we examined the achievement-assessing function of serious game through several cases. Furthermore, to utilize for developing serious games for English learning, we designed a level system which achievement-assessing function is applied to. In this level system, we used 'competition and reward' as the core elements of game, and designed the system through simulation of which grades are level-designed along the user's English proficiency level based on notice of MEST(Ministry of Education, Science and Technology). This paper is expected to be useful reference for designing English learning game containing achievement assessing function.

Neural Network PID Controller for Angle and Speed Control of Two Wheeled Inverted Pendulum Robot (이륜 역진자 로봇의 각도 및 속도 제어를 위한 신경회로망 PID 제어기)

  • Kim, Young-Doo;An, Tae-Hee;Jung, Gun-Oo;Choi, Young-Kiu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.9
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    • pp.1871-1880
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    • 2011
  • In this paper, a controller for two wheeled inverted pendulum robot, i.e., Segway type robot that is a convenient and easily handled vehicle is designed to have more stable balancing and faster velocity control compared to the conventional method. First, a widely used PID control structure is applied to the two wheeled inverted pendulum robot and proper PID control gains for some specified weights of users are obtained to get accurate balancing and velocity control by use of experimental trial-and-error method. Next, neural network is employed to generate appropriate PID control gains for arbitrarily selected weight. Here the PID gains based on the trial-and-error method are used as training data. Simulation study has been carried out to find that the performance of the designed controller using the neural network is more excellent than the conventional PID controller in terms of faster balancing and velocity control.

Prediction and Measurement of Propagation Path Loss in Underground Environments (지하공간에서의 전파 경로손실의 예측 및 측정)

  • 김영문;진용옥;강명구
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.4
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    • pp.736-742
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    • 2003
  • This paper presents the propagation path loss in a tunnel which is a kinds of underground environments. To predict propagation path loss more accurately, we choose a straight tunnel with rectangular cross-section. The simulated receiver powers that are using a hybrid waveguide model and a Ray-Tracing method, are compared with the measured ones as a function of distance between TX and RX antennas in tunnel. The attenuation value of regression analysis for measured power in the tunnel is 0.0238dB/m which is similar to the one of the EH1.2 mode, 0.0246dB/m in hybrid waveguide model. By comparing simulation with measurement in tunnels, it has been shown that the measured values are approximate to the simulated results of ray-tracing model. In the analysis of wide-band channel characteristics of the tunnel, the more the distance between TX and RX antennas in tunnel increases, RMS delay spread increases and coherence bandwidth decreases.

Node Density Based Routing in Ad Hoc Networks (노드 밀집도 기반 애드학 라우팅)

  • Kim Sang-Kyung;Choi Seung-Sik
    • The KIPS Transactions:PartC
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    • v.12C no.4 s.100
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    • pp.535-542
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    • 2005
  • This paper proposes an on-demand ad hoc routing protocol, Node Density Based Routing (NDBR), which enhances the routing performance applying a new method to establish alternate patlis. It is important to reserve alternate paths for the route from source to destination in mobile ad hoc networks that are susceptible to failure due to the movement or the power exhaustion of mobile nodes. NDBR aims to establish a route that contains more alternate paths toward the destination by involving intermediate nodes with relatively more adjacent nodes in a possible route, and introduces a new routing criterion called 'node density.' This approach can localize the effects of route failures, and reduce control traffic overhead and route reconfiguration time by enhancing the reachability to the destination node without source-initiated route re-discoveries at route failures. This paper describes the route setup procedure using node density and the route re-configuration procedures employing alternate path information at the intermediate nodes. We show the performance of our routing schemes through a series of simulations using the Network Simulator 2 (ns-2).

A Study of SSA Routing Protocol using Utilization Metric in Ad Hoc Networks (Ad Hoc 환경에서의 Utilization Metric을 이용한 SSA 라우팅 프로토콜에 관한 연구)

  • Ji Jong-Bok;Park Joo-Ha;Lee Kaug-Seok;Song Joo-Seok
    • The KIPS Transactions:PartC
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    • v.12C no.4 s.100
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    • pp.543-550
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    • 2005
  • Many routing algorithms, proposed for ad-hoc wireless networks, we based on source routing scheme and shortest path route has short lifetime especially in highly dense ad-hoc wireless networks. So some routing protocols such as SSA and ABR are considering the link stability and try finding more stable route. In this paper we propose a new routing algorithm considering utilization metric based on SSA routing algerian in Ad-Hoc networks. To reduce the bottleneck by specific metric of SSA, proposed scheme makes load balancing in networks by distributing the connections to several routes. For the evaluation of the performance we compare our scheme with existent routing protocol AODV and SSA. And the results, obtained using the ns-2 network simulation platform, show good performance that reduced the number of reconstructions remarkably by distributing the whole traffic to several routes when there are several stable routes.

Frequency Band Selection for WLAN Using Multiple Bands of 5 GHz/60 GHz (5 GHz/60 GHz 다중대역을 사용하는 WLAN을 위한 대역이동 결정 기법)

  • Jeong, Tae Hun;Jeong, Dong Geun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39A no.12
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    • pp.718-728
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    • 2014
  • The multi-band wireless local area network (WLAN) using 60 GHz band and the lower band (typically 2.4 GHz/5 GHz band) can support the very high data rate in short-distance communication using 60 GHz band and the long-distance communication using the lower band. For heightening the efficiency of multi-band WLAN, an band selection scheme is a necessity. In this paper, we propose an effective frequency band selection scheme for multi-band WLANs. By using computer simulation with NS-3, we show the performance of the proposed schemes when the stations suffer from the human blockage and the log-normal shadowing.

DANCE : Small AP On/Off Algorithms in Ultra Dense Wireless Network (DANCE : 초고밀도 통신망에서의 소형기지국 온-오프 알고리즘)

  • Lee, Gilsoo;Kim, Hongseok;Kim, Young-Tae;Kim, Byoung-Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.12
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    • pp.1135-1144
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    • 2013
  • Deploying small cells is a reliable and influential solution to handle the skyrocketing traffic increase in the cellular network, and the small cell technology is evolving to ultra-dense network (UDN). In this paper we propose a small cell on/off algorithm with a simple but essential framework composed of access point (AP), user equipment (UE), and small cell controller (SCC). We propose Device-Assisted Networking for Cellular grEening (DANCE) algorithms that save the energy consumption by tying to minimize the number of turned-on APs while maintaining the network throughput. In doing so, SCC firstly gathers the feedback messages from UEs and then makes a decision including a set of turned-on APs and user association. DANCE algorithm has several variations depending on the number of bits of the UE's feedback message (1 bit vs. N bit), and is divided into AP-first, UE-first, or Proximity ON according to the criteria of selecting the turned-on APs. We perform extensive simulations under the realistic UDN environment, and the results confirm that the proposed algorithms, compared to the baseline, can significantly enhance the energy efficiency, e.g., more than a factor of 10.