• 제목/요약/키워드: Action Decision

검색결과 413건 처리시간 0.028초

Risk Based Decision Support for Final Closing Section of a Sea Dike

  • Jee, Sung Hyun;Kang, Seong Hae;Kim, Jeong Hwan;Seo, Jong Won
    • Journal of Construction Engineering and Project Management
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    • 제3권2호
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    • pp.49-57
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    • 2013
  • A sea dike construction has been increased in Korea because of the actively deployed reclamation project in basis of efficient application in land. The degree of completion in sea dike construction is affected by final closing construction, which has a lot of uncertainty that often results in higher accidents rate. Therefore, this research identified risk factors of final closing construction and classified them. This research examines the likelihood and its impact for each risk factor and calculates the risk degree as to the risk matrix. Based on this, the impact and the environmental conditions that affect to risk factors are investigated and further responsive methods are established for each risk factor. Ultimately, this research attempts to provide the risk retrenchment method for inspectors by proposing risk estimation model, responsive action list, and risk management process.

A Learning AI Algorithm for Poker with Embedded Opponent Modeling

  • Kim, Seong-Gon;Kim, Yong-Gi
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제10권3호
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    • pp.170-177
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    • 2010
  • Poker is a game of imperfect information where competing players must deal with multiple risk factors stemming from unknown information while making the best decision to win, and this makes it an interesting test-bed for artificial intelligence research. This paper introduces a new learning AI algorithm with embedded opponent modeling that can be used for these types of situations and we use this AI and apply it to a poker program. The new AI will be based on several graphs with each of its nodes representing inputs, and the algorithm will learn the optimal decision to make by updating the weight of the edges connecting these nodes and returning a probability for each action the graphs represent.

GIS 기반 의사결정 분석에 AHP의 적용 - 홍수재해관리 중심으로 (Application of AHP in GIS-based Decision Analysis - with emphasis in Flood Hazard management)

  • 김수정;염재홍;이동천
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2004년도 추계학술발표회 논문집
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    • pp.423-428
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    • 2004
  • Flooding is one of the main causes of loss of lives and properties among various natural disasters in Korea. Flood risk maps are currently being produced in Korea but the progress is slow considering the necessity to map at nationwide scale. In this study, GIS-based multi-criteria decision making process which is normally used for resource management and site analysis was applied to locate flood vulnerable areas. Past records of flooding maps were analysed to extract topographic characteristics of flooded areas. The extracted characteristics were then set as criteria for flooding analysis using the Fuzzy and Analytic Hierarchy Process(AHP) methodology. Results from this study showed that an improved phased action plan was possible, because the flood vulnerable areas are shown in varying degrees of uncertainty unlike the conventional Boolean type GIS layer superimposition analysis.

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SWOT분석을 통한 경기 북부 바이오 산업 육성방안 및 입지선정에 관한 연구 (- A Study on the Bio-Industry Development Plan and Selecting Location in the Northern Kyonggi Province of SWOT Analysis -)

  • 임총규;박주식;강경식
    • 대한안전경영과학회지
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    • 제5권2호
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    • pp.225-238
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    • 2003
  • This study shows that the SWOT is efficient to select a factor which is valuable as worth consideration when a decision making is necessary. Such processing of information is able to present the policy for the development of bio-industry in northern area of Kyonggi province, and create the pragmatic value and effect in carrying out the policy. The object of this study is to survey present conditions, to analyze the development of bio-industry in northern area of Kyonggi province by the decision making method of the SWOT model, to suggest a plan for the prospect of continued development field and the location of industry, and to extract fundamental data for establishment of annual action and investment plan which can develop bio-industry.

A Personalized Recommender based on Collaborative Filtering and Association Rule Mining

  • Kim Jae Kyeong;Suh Ji Hae;Cho Yoon Ho;Ahn Do Hyun
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 2002년도 춘계공동학술대회
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    • pp.312-319
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    • 2002
  • A recommendation system tracks past action of a group of users to make a recommendation to individual members of the group. The computer-mediated marking and commerce have grown rapidly nowadays so the concerns about various recommendation procedure are increasing. We introduce a recommendation methodology by which Korean department store suggests products and services to their customers. The suggested methodology is based on decision tree, product taxonomy, and association rule mining. Decision tree is to select target customers, who have high purchase possibility of recommended products. Product taxonomy and association rule mining are used to select proper products. The validity of our recommendation methodology is discussed with the analysis of a real Korean department store.

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AI를 적용한 전략 게임에 관한 연구 (A Research About Strategy Game that Apply AI)

  • 김제민;박영택
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2003년도 춘계학술발표논문집 (상)
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    • pp.305-308
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    • 2003
  • 요즘 사람들이 많이 즐기는 전략 게임은 전략 시뮬레이션이라는 말이 무색할 정도로 장르가 가지는 특성 을 이행하지 못하고 있다. 그래서 게이머들은 별다른 전략 없이 쉽게 컴퓨터를 상대로 쉽게 게임을 승리 할 수 있게 됐다. 이것은 게임의 재미를 크게 반감시키는 한 요인이 된다. 전략 게임의 컴퓨터 플레이어에게 상황 판단과 학습 능력을 갖게 하면, 게이머가 보다 재미있게 컴퓨터와 대전을 할 수 있다. 본 논문에서는 인공지능을 가지는 컴퓨터 플레이어에 사용될 Default 추론 엔진과 컴퓨터 플레이어의 작전과 행동을 결정하기 위한 action & strategy generator 시스템을 연구한다. Default 추론 엔진은 귀납적 학습방법을 통 해서 컴퓨터 플레이어가 추론 및 학습을 할 수 있는 정보를 생성하게 된다. 이렇게 생성된 정보를 바탕으로 컴퓨터 캐릭터의 행동과 전략을 결정한다. 이에 본 논문에서는 전략 게임에 인공 지능으로 machine leaning 기법 중의 하나인 decision Tree 틀 사용하였다. decision Tree를 적용하여 기존 컴퓨터 플레이어의 행위와 어떻게 다른지 차별성을 밝혀내고, 컴퓨터 플레이어가 향상된 전략을 구사할 수 있게 하는 것이 주된 목표다.

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심층 큐 신경망을 이용한 게임 에이전트 구현 (Deep Q-Network based Game Agents)

  • 한동기;김명섭;김재윤;김정수
    • 로봇학회논문지
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    • 제14권3호
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    • pp.157-162
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    • 2019
  • The video game Tetris is one of most popular game and it is well known that its game rule can be modelled as MDP (Markov Decision Process). This paper presents a DQN (Deep Q-Network) based game agent for Tetris game. To this end, the state is defined as the captured image of the Tetris game board and the reward is designed as a function of cleared lines by the game agent. The action is defined as left, right, rotate, drop, and their finite number of combinations. In addition to this, PER (Prioritized Experience Replay) is employed in order to enhance learning performance. To train the network more than 500000 episodes are used. The game agent employs the trained network to make a decision. The performance of the developed algorithm is validated via not only simulation but also real Tetris robot agent which is made of a camera, two Arduinos, 4 servo motors, and artificial fingers by 3D printing.

복수 개의 웨어러블 디바이스들의 융합지향 그룹 디스플레이를 위한 그룹결정 알고리즘 (Group Decision Algorithm for Convergence Oriented Group Display of Several Wearable Devices)

  • 김용길;김용기;김미혜
    • 한국융합학회논문지
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    • 제8권8호
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    • pp.27-32
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    • 2017
  • 복수 개의 웨어러블 디바이스는 휴대성 때문에 유선으로 통신하는 것이 적합하지 않다. 복수 개의 웨어러블 디바이스가 서로 통신 할 때 우수한 통신 품질과 그룹 활동 특징 때문에 무선통신 방법을 이용한다. 본 논문에서 복수 개의 웨어러블 디바이스들의 그룹형 디스플레이를 위한 그룹결정 알고리즘을 제안하였다. 이것은 무선통신 환경에서 여러 개의 웨어러블 디바이스들이 단체동작 디스플레이를 할 때 거리측정을 통하여 그룹멤버로 인지하는 그룹결정 알고리즘을 의미한다. 실험결과 복수 개의 웨어러블 디바이스들의 그룹 디스플레이가 단일 웨어러블 디스플레이의 한계를 극복하였음을 보여주었다.

간호대학생의 진로결정 경험 (Experience of Career Decision of Korean Nursing Students)

  • 구현영;박옥경;조계화
    • Child Health Nursing Research
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    • 제23권2호
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    • pp.168-178
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    • 2017
  • Purpose: The purpose of this study was to explore and describe the experiences of career decision making by Korean nursing students. Methods: The participants were 18 nursing students from one nursing college. Data were collected through in-depth individual interviews, and the main question was, "Could you describe your experience of making a career decision?" Data from the field and transcribed notes were analyzed using Strauss and Corbin's grounded theory methodology. Results: Core category of nursing students' experiences in making career decisions was 'trying to find the way of being a nurse'. Action/interaction strategies were 'becoming one's own self', 'actively exploring the way of being a nurse', and 'experiencing one's own achievement as a future nurse'. Consequences were 'deciding on the career on one's own' and 'career indecision on one's own'. Conclusion: The findings indicate that nursing students tried to know themselves, explore careers and experience their achievements, and that their efforts were influenced by real situations and support systems. Therefore, nurse educators should develop systems and programs to help students in nursing make career decisions.

Intelligent Fault Diagnosis System for Enhancing Reliability of Coil-Spring Manufacturing Process

  • 허준;백준걸;이홍철
    • 대한안전경영과학회지
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    • 제6권3호
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    • pp.237-247
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    • 2004
  • The condition of the manufacturing process in a factory should be diagnosed and maintained efficiently because any unexpected disorder in the process will be reason to decrease the efficiency of the overall system. However, if an expert experienced in this system leaves, there will be a problem for the efficient process diagnosis and maintenance, because disorder diagnosis within the process is normally dependent on the expert's experience. This paper suggests a process diagnosis using data mining based on the collected data from the coil-spring manufacturing process. The rules are generated for the relations between the attributes of the process and the output class of the product using a decision tree after selecting the effective attributes. Using the generated rules from decision tree, the condition of the current process is diagnosed and the possible maintenance actions are identified to correct any abnormal condition. Then, the appropriate maintenance action is recommended using the decision network.