• Title/Summary/Keyword: Action Decision

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Fault-tolerant control system for once-through steam generator based on reinforcement learning algorithm

  • Li, Cheng;Yu, Ren;Yu, Wenmin;Wang, Tianshu
    • Nuclear Engineering and Technology
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    • v.54 no.9
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    • pp.3283-3292
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    • 2022
  • Based on the Deep Q-Network(DQN) algorithm of reinforcement learning, an active fault-tolerance method with incremental action is proposed for the control system with sensor faults of the once-through steam generator(OTSG). In this paper, we first establish the OTSG model as the interaction environment for the agent of reinforcement learning. The reinforcement learning agent chooses an action according to the system state obtained by the pressure sensor, the incremental action can gradually approach the optimal strategy for the current fault, and then the agent updates the network by different rewards obtained in the interaction process. In this way, we can transform the active fault tolerant control process of the OTSG to the reinforcement learning agent's decision-making process. The comparison experiments compared with the traditional reinforcement learning algorithm(RL) with fixed strategies show that the active fault-tolerant controller designed in this paper can accurately and rapidly control under sensor faults so that the pressure of the OTSG can be stabilized near the set-point value, and the OTSG can run normally and stably.

An Implementation of Neural Networks Intelligent Characters for Fighting Action Games (대전 액션 게임을 위한 신경망 지능 캐릭터의 구현)

  • Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.383-389
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    • 2004
  • This paper proposes a method to provide intelligence for characters in fighting action games by using a neural network. Each action takes several time units in general fighting action games. Thus the results of a character's action are not exposed immediately but some time units later. To design a suitable neural network for such characters, it is very important to decide when the neural network is taught and which values are used to teach the neural network. The fitness of a character's action is determined according to the scores. For learning, the decision causing the score is identified, and then the neural network is taught by using the score change, the previous input and output values which were applied when the decision was fixed. To evaluate the performance of the proposed algorithm, many experiments are executed on a simple action game (but very similar to the actual fighting action games) environment. The results show that the intelligent character trained by the proposed algorithm outperforms random characters by 3.6 times at most. Thus we can conclude that the intelligent character properly reacts against the action of the opponent. The proposed method can be applied to various games in which characters confront each other, e.g. massively multiple online games.

A Decision Support System using Multiattribute Utility Model

  • Song, Soo-Sup
    • Journal of the military operations research society of Korea
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    • v.16 no.2
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    • pp.43-55
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    • 1990
  • When people choose one way of action from various alternatives, they make value judgement. Due to limited capacity of human information processing, however, a decision maker cannot reflect his true subjective utility in evaluating alternatives especially for a problem which has multiattribute. The analytic hierachy model is a tool which converts scores derived from pairwise comparison with respect to each attribute to overall scores of the alternatives. Then the overall scores are utilized to choose an alternative. Therefore this model can be used to support people's value judgement.

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Vision-based garbage dumping action detection for real-world surveillance platform

  • Yun, Kimin;Kwon, Yongjin;Oh, Sungchan;Moon, Jinyoung;Park, Jongyoul
    • ETRI Journal
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    • v.41 no.4
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    • pp.494-505
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    • 2019
  • In this paper, we propose a new framework for detecting the unauthorized dumping of garbage in real-world surveillance camera. Although several action/behavior recognition methods have been investigated, these studies are hardly applicable to real-world scenarios because they are mainly focused on well-refined datasets. Because the dumping actions in the real-world take a variety of forms, building a new method to disclose the actions instead of exploiting previous approaches is a better strategy. We detected the dumping action by the change in relation between a person and the object being held by them. To find the person-held object of indefinite form, we used a background subtraction algorithm and human joint estimation. The person-held object was then tracked and the relation model between the joints and objects was built. Finally, the dumping action was detected through the voting-based decision module. In the experiments, we show the effectiveness of the proposed method by testing on real-world videos containing various dumping actions. In addition, the proposed framework is implemented in a real-time monitoring system through a fast online algorithm.

Emotion Evaluation algorithm of Brain Information System using Dynamic Genitive Maps (동적인지 맵을 이용한 뇌 정보 처리 시스템의 감정 평가 알고리즘)

  • 홍인택;김성주;서재용;김용택;전홍태
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1243-1246
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    • 2003
  • It is known that structure of Human's brain information system is controlled by cerebral cortex mainly. Cerebral cortex is divided by sensory area, motor area and associated area largely. Sensory area takes part in information from environment and motor area is actuation by decision as associated area determined. It is possible to copy brain information system by input-output pattern. but there is difficulty in modeling of memorizing new information. Such action is performed by Limbic Lobe and Papez circuit which is controlled by intrinsic emotion. So we need of definition of emotion's role in decision. In this paper, we define roles of emotion in intrinsic decision using Dynamic Cognitive Maps(DCMs). The emotion is evaluated by outside information then intrinsic decision performed as how much emotion variated. The dynamic cognitive maps take part in emotion evaluating process.

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An Intelligent DSS to Assist in Multi-Attributed Managerial Decision Under Fuzziness (불명확한 상황에서의 다중속성 경영의사결정을 지원하기 위한 지능적 의사결정지원시스템)

  • Hong, Il-Yu
    • Asia pacific journal of information systems
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    • v.5 no.1
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    • pp.52-85
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    • 1995
  • This paper develops a new approach to dealing with qualitative reasoning processes involved in managerial decisions, drawing upon choice strategies that have been developed within the general framework of multi-criteria decision making. Issues such as choices under uncertainty and preference formulation are addressed. An MCDM DSS intended to assist in high-level management decisions must focus on helping the decision maker to properly define the problem by providing a structure to it and to dynamically evaluate the alternative courses of action. A conceptual architecture is developed and presented to propose a general model for designing decision support systems specifically designed to assist in MCDM in a managerial context. A commercial loan approval judgment case is described to illustrate the real-world situation where decisions are made under fuzziness and usually require a high degree of intuition and subjective judgment. Development of a prototype system intended to partially represent application of the architecture is described.

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Integrity Assessment for Reinforced Concrete Structures Using Fuzzy Decision Making (퍼지의사결정을 이용한 RC구조물의 건전성평가)

  • 박철수;손용우;이증빈
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2002.04a
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    • pp.274-283
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    • 2002
  • This paper presents an efficient models for reinforeced concrete structures using CART-ANFIS(classification and regression tree-adaptive neuro fuzzy inference system). a fuzzy decision tree parttitions the input space of a data set into mutually exclusive regions, each of which is assigned a label, a value, or an action to characterize its data points. Fuzzy decision trees used for classification problems are often called fuzzy classification trees, and each terminal node contains a label that indicates the predicted class of a given feature vector. In the same vein, decision trees used for regression problems are often called fuzzy regression trees, and the terminal node labels may be constants or equations that specify the Predicted output value of a given input vector. Note that CART can select relevant inputs and do tree partitioning of the input space, while ANFIS refines the regression and makes it everywhere continuous and smooth. Thus it can be seen that CART and ANFIS are complementary and their combination constitutes a solid approach to fuzzy modeling.

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Seamless Mobility of Heterogeneous Networks Based on Markov Decision Process

  • Preethi, G.A.;Chandrasekar, C.
    • Journal of Information Processing Systems
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    • v.11 no.4
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    • pp.616-629
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    • 2015
  • A mobile terminal will expect a number of handoffs within its call duration. In the event of a mobile call, when a mobile node moves from one cell to another, it should connect to another access point within its range. In case there is a lack of support of its own network, it must changeover to another base station. In the event of moving on to another network, quality of service parameters need to be considered. In our study we have used the Markov decision process approach for a seamless handoff as it gives the optimum results for selecting a network when compared to other multiple attribute decision making processes. We have used the network cost function for selecting the network for handoff and the connection reward function, which is based on the values of the quality of service parameters. We have also examined the constant bit rate and transmission control protocol packet delivery ratio. We used the policy iteration algorithm for determining the optimal policy. Our enhanced handoff algorithm outperforms other previous multiple attribute decision making methods.

Decision Criteria and Affecting Factors in Information Technology Adoption - Innovation Characteristics and Critical Mass Perspective - (정보기술 도입 결정기준 및 영향 요인 - 혁신특성과 핵심집단 관점 -)

  • Park, J.-Hun
    • Asia pacific journal of information systems
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    • v.9 no.4
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    • pp.125-142
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    • 1999
  • The increased investment in technological innovations makes the investigation of factors affecting technology adoption more interesting. Several perspectives have been proposed to explain the determinants of information technology adoption. While the traditional innovation diffusion research streams try to explain and predict adoption behavior with the adopter's perceptions about the characteristics of the innovation itself, critical mass theorists argue that adoption behavior as a collective action is based on what their business partners are doing and whether there exists enough critical mass to justify the investment. Drawing on theses two perspectives, this study investigates the decision criteria in the adoption of information technology as innovation and factors affecting the decision criteria. The survey results reveal that the adoption behavior is affected both by innovation characteristics and by critical mass's activity. Correlation analysis, t-test, and stepwise regression models also show that as the environmental uncertainty is getting higher, adoption decision is affected more by what others are doing, and that highly competitive organizations seem to play the role of critical mass.

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Affordance Perception And Behavior Planning Based on Analytic Hierarchy Process (로봇의 어포던스 지각 과정 및 계층 분석법을 이용한 우선 순위 동작 결정)

  • Lee, Geun-Ho;Kwon, Chul-Min;Ikeda, Akihiro;Chong, Nak-Young
    • The Journal of Korea Robotics Society
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    • v.7 no.3
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    • pp.182-193
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    • 2012
  • This paper presents a new behavior planning scheme for autonomous robots, allowing them to handle various objects used in our daily lives. The key idea underlying the proposed scheme is to use affordance concepts that provide a robot with action possibilities triggered by a relation between the robot and objects around it. Specifically, the robot attempts to find the affordances and to determine the most adequate action among them. Through a series of the perception processes, robot motions can be planned and performed to complete assigned tasks. What is of particular importance from the practical point of view is a decision making capability to determine the best choice by comparing the human's body characteristics and behavioral patterns as criteria with action possibilities as alternatives. For this, the analytic hierarchy process (AHP) technique is employed to systematically evaluate the correlation between the criteria and the alternatives. Moreover, the alternatives arranged in order of priority through the decision making process enable the robot to have redundant solutions for the assigned task, resulting in flexible motion generation. The effectiveness and validity of the proposed scheme are verified by performing extensive simulations using objects of our daily use.