• Title/Summary/Keyword: 행동적 상태

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State Space Tiling and Probabilistic Action Selection for Multi-Agent Reinforcement Learning (다중 에이전트 강화 학습을 위한 상태 공간 타일링과 확률적 행동 선택)

  • Duk Kwon-Ki;Cheol Kim-In
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.106-108
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    • 2006
  • 강화 학습은 누적 보상 값을 최대화할 수 있는 행동 선택 전략을 학습하는 온라인 학습의 한 형태이다. 효과적인 강화학습을 위해 학습 에이전트가 매 순간 고민해야 하는 문제가 탐험(exploitation)과 탐색(exploration)의 문제이다. 경험과 학습이 충분치 않은 상태의 에이전트는 어느 정도의 보상 값을 보장하는 과거에 경험한 행동을 선택하느냐 아니면 보상 값을 예측할 수 없는 새로운 행동을 시도해봄으로써 학습의 폭을 넓힐 것이냐를 고민하게 된다. 특히 단일 에이전트에 비해 상태공간과 행동공간이 더욱 커지는 다중 에이전트 시스템의 경우, 효과적인 강화학습을 위해서는 상태 공간 축소방법과 더불어 탐색의 기회가 많은 행동 선택 전략이 마련되어야 한다. 본 논문에서는 로봇축구 Keepaway를 위한 효율적인 다중 에이전트 강화학습 방법을 설명한다. 이 방법의 특징은 상태 공간 축소를 위해 함수근사방법의 하나인 타일 코딩을 적용하였고, 다양한 행동 선택을 위해 룰렛 휠 선택 전략을 적용한 것이다. 본 논문에서는 이 방법의 효과를 입증하기 위한 실험결과를 소개한다.

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The relationships among Dietary Behaviors, Life styles and Perceived Physical Health Status of Female Middle Students (일부 여중생의 식행동, 생활습관과 주관적 신체건강상태와의 관계)

  • Kang, Hyun-Sook;Jang, Mi-Hwa
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.287-296
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    • 2015
  • This study was purposed to figure out current situation of part of 273 middle-school girls' dietary behavior and problems, then provide baseline data which helps to develop desirable eating behavior and life style. It appeared that suitable amount of eating(F=6.378, p=.002), degree of unbalanced diet(F=3.542, p=.030), Nutrients intake(F=6.780, p=.001), and life style(F=4.291, p=.015) differs between groups depending on student's subjective physical health status. It turned up that perceived physical health status is related to moderate amount of eating, degree of unbalanced diet, and Nutrients intake(p<0.05). As a results, in the period of adolescent which is a rapid growth period, there should be a systematic and endurable practice of right eating behavior, foods for formation of lifestyle, and convergence education in health area.

Influence of exercise self efficacy and perceived health status according to the stage of change for exercise behaviors in older adults (운동행동 변화단계에 따른 노인의 운동 자기효능감과 지각된 건강상태 수준 변화)

  • Kim, Woo-Cheol
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.549-559
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    • 2015
  • The purpose of this study was to verify whether there are any differences in the level of exercise self-efficacy and perceived health status according to the stage of change for exercise behaviors in older adults. The subjects consisted of 231 older adults (91 male, 140 female) by convenience sampling residing in city D. The collected dates were analyzed using one-way ANOVA, Tukey HSD, and simple regression analysis by SPSS WIN 21.0 program. Moreover, all statistical significance level was set at a=.05. The study results were as follows: Analysis of variance showed that exercise self-efficacy showed significant differences according to the stage of change for exercise behaviors, and as a result of the posthoc analysis, it was found that as the stage became higher, their exercise self-efficacy became higher as well. Perceived health status showed significant differences according to the stage of change for exercise behaviors, and as a result of the posthoc analysis, it was found that as the stage became higher, their perceived health status became higher as well. Analysis of variance showed that exercise self-efficacy and perceived health status were significantly associated with the stages of exercise behavior change. This study identified that exercise self-efficacy and perceived health status were significant variables to explain a possible relationship with exercise stages of older adults. This study provides new information to influence the development of the better health promotion and exercise intervention for older adults in the community.

The Behavioral Patterns of Neutral Affective State for Service Robot Using Video Ethnography (비디오 에스노그래피를 이용한 서비스 로봇의 대기상태 행동패턴 연구)

  • Song, Hyun-Soo;Kim, Min-Joong;Jeong, Sang-Hoon;Suk, Hyeon-Jeong;Kwon, Dong-Soo;Kim, Myung-Suk
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.629-636
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    • 2008
  • In recent years, a large number of robots have been developed in several countries, and these robots have been built for the purpose to appeal to users by well designed human-robot interaction. In case of the robots developed so far, they show proper reactions only when there is a certain input. On the other hands, they cannot perform in a standby mode which means there is no input. In other words, if a robot does not make any motion in standby mode, users may feel that the robot is being turned-off or even out of work. Especially, the social service robots maintain the standby status after finishing a certain task. In this period of time, if the robots can make human-like behavioral patterns such like a person in help desk, then they are expected to make people feels that they are alive and is more likely to interact with them. It is said that even if there is no interaction with others or the environment, people normally reacts to internal or external stimuli which are created by themselves such as moving their eyes or bodies. In order to create robotic behavioral patterns for standby mode, we analyze the actual facial expression and behavior from people who are in neutral affective emotion based on ethnographic methodology and apply extracted characteristics to our robots. Moreover, by using the robots which can show those series of expression and action, our research needs to find that people can feel like they are alive.

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A Study on Implementation of Behavioral Patterns of Enemy Characters Following Behavioral Patterns of the Gamer (게이머의 행동패턴 예측을 통한 적 캐릭터의 행동패턴 구현에 관한 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.43-47
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    • 2004
  • Fast games such as first person shooting games and action games gives notiming surplus to analyze both states of enemys and my status normally. Behavioral of enemy characters in these games are generally produced by patterns. However It was weekpoints of exposure of patterns when gamers try many times. In this paper, we study the new patterns of enemy characters after analysing patterns of gamers

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The Convergence Relationship on Stress, Sugar Intake Behaviors, and Oral Health Status in High school Students (고등학생의 스트레스, 당류섭취행동 및 주관적 구강건강상태와의 융합적 관계)

  • Ji, Min-Gyeong;Lee, Mi-Ra
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.118-129
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    • 2019
  • This study aimed to analyze the association among stress, sugar intake behaviors and subjective oral health status and provide basic data for oral health care program related to nutrition education to practice reducing sugar intake. The subjects of this study were 273 high school students, research tool was structured, anonymous, self-administrated questionnaire. The data were analyzed using SPSSWIN version 18.0. Significant positive correlation was found between stress and sugar intake behaviors. Significant negative correlation was between stress and subjective oral health status and between sugar intake behaviors and subjective oral health status. Stress and sugar intake behaviors are related to oral health status. So it is very important to develop oral health program in order to improve eating habit and oral health status of high school students.

Human Behavior Recognition based on Gaze Direction In Office Environment (실내 환경에서 시선 방향을 고려한 사람 행동 인식)

  • Kong, Byung-Yong;Jung, Do-Joon;Kim, Hang-Joon
    • Proceedings of the KIEE Conference
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    • 2007.10a
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    • pp.119-120
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    • 2007
  • 본 논문에서는 실내의 고정된 단일 칼라 카메라에서 획득된 비디오 스트림으로부터 사람의 행동을 인식하기 위한 시스템을 제안한다. 제안된 시스템은 사람의 시공간적 상태 변화와 사람의 시선 방향을 이용하여 규칙기반으로 행동을 인식한다. 사람의 의미 있는 상태변화를 이벤트로, 이벤트의 시퀀스 즉, 사람의 행동을 시나리오로 정의하였다. 따라서 입력비디오 스트림에서 사람의 상태변화로 이벤트를 검출하고, 검출된 이벤트의 시퀀스로 사람의 행동을 인식한다. 사람의 시선은 얼굴과 머리 영역의 색정보를 이용한 시선 방향 추정 방법으로 찾아지며, 사람의 상태 변화는 사람의 위치와 키 등을 이용하여 검출된다. 본 시스템은 실내 환경에서 획득한 비디오에서 실험하였으며, 실험결과 시선 방향에 의해 서로 다른 행동을 구분하여 인식할 수 있었다.

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12 Months Follow-Up Study of Group Cognitive Behavioral Therapy for Panic Disorder (공황장애 집단인지행동치료의 12개월 추적 연구)

  • Choi, Young-Hee;Park, Kee-Hwan;Woo, Young-Jae;Yoon, Haye-Young
    • Korean Journal of Psychosomatic Medicine
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    • v.11 no.2
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    • pp.205-213
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    • 2003
  • Objectives: The authors intended to evaluate long-term outcome of group cognitive behavioral therapy(GCBT) for panic disorder and examined the variables to predict high end-state functioning in 12 months follow-up. Methods: 236 patients meeting DSM-IV criteria for panic disorder were assessed by STAI, ASI, BDI, BSQ, PBQ, ACQ at pre & post treatment, and were asked about the frequency of panic attacks during recent one month. We executed stepwise discriminant analysis on the clinical variables at pre treatment assessment to find the variables for discriminating between high end-state function(HES) and low end-state function(LES). Results: After GCBT, 82.6% of panic patients maintained high end-state functioning at 12 months follow-up. The results of discriminant analysis showed that BDI and BSQ at pre treatment assessment were significant variables to predict end-state functioning at 12 months follow-up. The hit ratio of discriminant analysis was 69.2%. Conclusion: These results suggest that the therapeutic effect of GCBT can be maintained through 12 months. Especially, it is likely that patients who were less depressed and who had less experienced the fear of physical symptoms at pre-treatment can maintain HES.

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Relationship Between Health Behaviors of Health Status types : Using 2008 KNHANES (건강상태 인식유형에 따른 건강행동과의 관련)

  • Ahn, Hye-Lan;Lee, Moo-Sik;Na, Baeg-Ju;Lee, Jin-Yong;Hong, Jee-Young;Choi, Young-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.736-739
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    • 2011
  • 이 연구는 스스로 건강상태를 올바르게 인식하고 있는지 알아보고 건강상태 인식 유형에 따른 건강행동과의 관계를 살펴봄으로 건강수준의 향상과 더불어 건강한 노후를 맞이할 수 있도록 하고자 하였다. 2008년 1월부터 12월까지 실시된 국민건강영양조사 제4기 2차년도(2008) 자료원을 사용하였으며, 200개 조사구 약 4600가구의 만1세 이상 9,744명중 만19세 미만을 제외하고 건강설문 및 검진조사에 참여한 4,688 명을 최종대상자로 분석하였다. 자료는 SPSS 18.0을 이용하여 성별에 따른 인구사회학적 특성, 건강상태 인식 유형별 분포, 주관적 건강상태에 따른 객관적 건강상태와 일반적특성 및 건강행동을 교차분석관적 시에 카이제곱검정을 하였으며, 단변량 분석에서 의미 있는 변수들을 독립변수로 하고 올바른 인식군과 그릇된 인식군으로 나눈 건강상태인식유형을 종속변수로 하여 로지스틱회귀분석을 실시하였다. 이 연구의 주요 결과를 요약하면 다음과 같다. 주관적 건강상태에 따라 실제 객관적인 건강상태를 살펴본 결과, 건강상태를 과대평가하는 사람의 비율이 가장 높았으며, 건강상태를 올바르게 인식하는 사람보다 그릇되게 인식하는 사람이 더 많았다. 2. 주관적 건강상태를 좋음으로 인식하는 군에서 객관적 건강상태는 여자보다 남자가 건강을 과대평가하였고, 연령이 증가할수록, 읍/면지역에서, 결혼상태는 별거 사별 이혼상태에서, 교육수준은 낮아질수록 건강을 그릇되게 인식하여 과대평가하였다. 3. 주관적 건강상태를 나쁨으로 인식하는 군에서 객관적 건강상태는 연령이 낮아질수록 건강을 과소평가하는 경향이었고, 읍/면지역보다 동지역에서, 미혼일 경우, 교육수준은 높아질수록 건강상태를 그릇되게 인식하여 과소평가하였다. 4. 건강상태 인식 유형별로 건강행동을 살펴본 결과 주관적 건강상태를 좋음으로 인식하는 군에서는 체중조절, 월간음주, 우울증상경험, 건강검진에서 유의한 결과를 나타냈고, 주관적 건강상태를 나쁨으로 인식하는 군에서는 현재흡연과 월간음주에서 유의한 결과를 나타내었다. 5. 주관적 건강상태를 좋음으로 인식한 군에서 객관적 건강상태를 종속변수로한 로지스틱회귀분석결과를 살펴보면, 건강을 과대평가하는 그릇된 인식군으로 될 위험도가 남자보다 여자에서 감소하였고, 70대에 비하여 연령이 낮아질수록 위험도가 감소하였으며, 미혼에 비하여 기혼, 별거 사별 이혼에서 위험도가 증가하였고, 체중조절을 하는 사람이 체중조절을 하지 않은 사람보다 위험도가 높았다. 6. 주관적 건강상태를 나쁨으로 인식한 군에서 객관적 건강상태를 종속변수로한 로지스틱 회귀분석결과를 살펴보면, 연령을 제외한 모든 변수에서 통계적으로 유의하지 않았다.

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Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.