• Title/Summary/Keyword: Artificial Agent

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Agent for Home Server Management in Intelligent Smart Home Network

  • Moon, Seok-Jae;Shin, HyoYoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.225-230
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    • 2022
  • The intelligent home network system integrates various devices in the home into one communication network to provide information sharing, control, and operation environment between devices. This intelligent home network system operates around a home server. Home appliances in the era of the 4th industrial revolution will have numerous home servers in logical areas as the intelligent home network in the home accelerates. Therefore, the need for systematic management of home servers is emerging. We propose an agent system for efficient intelligent smart home server management. The agent system monitors the home server and operating environment for home server management of the intelligent smart home network. By referring to this monitored information, the service module of the home server is managed, and the home server is dealt with whether it is normal or not. In addition, by referring to the information collected by the service agent created in the group management server while migrating the home server, it is possible to deal with integrated meter reading, crime prevention, and topics. And when a new service is applied to the home server, it is registered in the management server and distributed to the home server through the agent, so that the intelligent smart home network can be efficiently managed.

Analysis on the Bargaining Game Using Artificial Agents (인공에이전트를 이용한 교섭게임에 관한 연구)

  • Chang, Seok-cheol;Soak, Sang-moon;Yun, Joung-il;Yoon, Jung-won;Ahn, Byung-ha
    • Journal of Korean Institute of Industrial Engineers
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    • v.32 no.3
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    • pp.172-179
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    • 2006
  • Over the past few years, a considerable number of studies have been conducted on modeling the bargaining game using artificial agents on within-model interaction. However, very few attempts have been made at study on between-model interaction. This paper investigates the interaction and co-evolutionary process among heterogeneous artificial agents in the bargaining game. We present two kinds of the artificial agents participating in the bargaining game. They play some bargaining games with their strategies based on genetic algorithm (GA) and reinforcement learning (RL). We compare agents' performance between two agents under various conditions which are the changes of the parameters of artificial agents and the maximal number of round in the bargaining game. Finally, we discuss which agents show better performance and why the results are produced.

Measuring gameplay similarity between human and reinforcement learning artificial intelligence (사람과 강화학습 인공지능의 게임플레이 유사도 측정)

  • Heo, Min-Gu;Park, Chang-Hoon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.63-74
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    • 2020
  • Recently, research on automating game tests using artificial intelligence agents instead of humans is attracting attention. This paper aims to collect play data from human and artificial intelligence and analyze their similarity as a preliminary study for game balancing automation. At this time, constraints were added at the learning stage in order to create artificial intelligence that can play similar to humans. Play datas obtained 14 people and 60 artificial intelligence by playing Flippy bird games 10 times each. The collected datas compared and analyzed for movement trajectory, action position, and dead position using the cosine similarity method. As a result of the analysis, an artificial intelligence agent with a similarity of 0.9 or more with humans was found.

Modeling and Simulation on One-vs-One Air Combat with Deep Reinforcement Learning (깊은강화학습 기반 1-vs-1 공중전 모델링 및 시뮬레이션)

  • Moon, Il-Chul;Jung, Minjae;Kim, Dongjun
    • Journal of the Korea Society for Simulation
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    • v.29 no.1
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    • pp.39-46
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    • 2020
  • The utilization of artificial intelligence (AI) in the engagement has been a key research topic in the defense field during the last decade. To pursue this utilization, it is imperative to acquire a realistic simulation to train an AI engagement agent with a synthetic, but realistic field. This paper is a case study of training an AI agent to operate with a hardware realism in the air-warfare dog-fighting. Particularly, this paper models the pursuit of an opponent in the dog-fighting setting with a gun-only engagement. In this context, the AI agent requires to make a decision on the pursuit style and intensity. We developed a realistic hardware simulator and trained the agent with a reinforcement learning. Our training shows a success resulting in a lead pursuit with a decreased engagement time and a high reward.

Development of anti-wrinkle agent with Artificial Skin Culture Broth (DA-3711) (인공피부배양물(DA-3711)을 이용한 주름개선제 개발)

  • Kim Hee Jung;Lee Mi Youn;Ahn Byoung Ok;Lee Jung Hwan;Kim Byung Moon;Lee Sung Hee;Kwon Jong Won;Kim Won Bae
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.30 no.4 s.48
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    • pp.463-470
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    • 2004
  • Artificial skin culture broth (DA-3711) was developed by using Dong-A pharmaceutical's artificial skin culture technique, and it contains plenty of nutrients, natural extracellular matrix proteins and human growth factors, which may improve aged skin conditions. The anti-aging effect of DA-3711 was investigated both in vitro and in vivo. Furthermore the clinical studies showed that DA-3711 had been very effective in improving firmness and reducing wrinkles. The results suggest that the novel anti-wrinkle agent. DA-3711, may have anti-aging and anti-wrinkle effects by stimulating skin regeneration.

An interactive teachable agent system for EFL learners (대화형 Teachable Agent를 이용한 영어말하기학습 시스템)

  • Kyung A Lee;Sun-Bum Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.797-802
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    • 2023
  • In an environment where English is a foreign language, English learners can use AI voice chatbots in English-speaking practice activities to enhance their speaking motivation, provide opportunities for communication practice, and improve their English speaking ability. In this study, we propose a teaching-style AI voice chatbot that can be easily utilized by lower elementary school students and enhance their learning. To apply the Teachable Agent system to language learning, which is an activity based on tense, context, and memory, we proposed a new method of TA by applying the Teachable Agent to reflect the learner's English pronunciation and level and generate the agent's answers according to the learner's errors and implemented a Teachable Agent AI chatbot prototype. We conducted usability evaluations with actual elementary English teachers and elementary school students to demonstrate learning effects. The results of this study can be applied to motivate students who are not interested in learning or elementary school students to voluntarily participate in learning through role-switching.

Development of a Synthetic Multi-Agent System;The KMITL Cadence 2003 Robotic Soccer Simulation Team, Intelligent and AI Based Control

  • Chitipalungsri, Thunyawat;Jirawatsiwaporn, Chawit;Tangchupong, Thanapon;Kittitornkun, Surin
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.879-884
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    • 2004
  • This paper describes the development of a synthetic multi-agent called KMITL Cadence 2003. KMITL Cadence 2003 is a robotic soccer simulation team consisting of eleven autonomous software agents. Each agent operates in a physical soccer simulation model called Robocup Soccer Server which provides fully distributed and real-time multi-agent system environment. All teammates have to cooperate to achieve the common goal of winning the game. The simulation models many aspects of the football field such as noise in ball movements, noisy sensors, unreliable communication channel between teammates and actuators, limited physical abilities and restricted communication. This paper addresses the algorithm to develop the soccer agents to perform basic actions which are scoring, passing ball and blocking the opponents effectively. The result of this development is satisfactory because the successful scoring attempts is increased from 11.1% to 33.3%, successful passing ball attempts is increased from 22.08% to 63.64%, and also, successful intercepting attempts is increased from 88% to 97.73%.

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A Question Answering Agent for Effective Web Information Providing Service: Implementation and Application (효과적인 웹 경보 제공 서비스를 위한 질의응답 에이전트의 구현과 응용)

  • Kim Kyoung-Min;Cho Sung-Bae
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.35-44
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    • 2004
  • As the use of internet becomes proliferated, a great amount of information is provided through diverse channels. Users require effective information providing service and we have studied the conversational agent that exchanges information between users and agents using natural language dialogue. In this paper, we develop a question answering agent providing the corresponding answer by analyzing the user's intention using artificial intelligence techniques such as pattern matching and Bayesian network We work out various problems in knowledge representation of users by constructing keyword synonym database. The proposed method is applied to designing an agent for the introduction of a fashion web site, which confirms that it responds more flexibly to the user's queries.

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Effects of Emoticons on Intention to Use in Online Financial Counseling Service: Moderating Roles of Agent Type and Subjective Financial Knowledge (온라인 금융 상담 서비스에서 이모티콘 사용이 서비스 사용의도에 미치는 영향: 상담원 유형과 주관적 금융지식의 조절 효과)

  • Kang, Yeong Seon;Choi, Boreum
    • Knowledge Management Research
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    • v.20 no.4
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    • pp.99-118
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    • 2019
  • Online financial counseling services are increasingly expanding with the rise of artificial intelligence-based chatbots. It is very important to examine the effects of emoticons noted as alternatives for communicating emotions in online communication between consumers and companies. In this paper, we examine how the use of emoticons affects the consumer's response and investigate the moderating roles of type of counseling agents (human vs. chatbot) and the consumer's subjective financial knowledge. The results show that the use of emoticon in the conversation brings a positive effect on the consumer's intention to use of online chat counseling service. When participants had relatively low subjective financial knowledge, they had higher intention to use online chat counseling services with emoticons only when the agent type was chatbot. When the type of counseling agent was human, this positive effect of the emoticon did not occur. On the other hand, when participants had relatively high subjective financial knowledge, they had higher intention to use online chat counseling service with emoticons only when the agent type was human. This study contributes to providing practical implications to build online chat counseling service using chatbot in the financial industry by studying users' intention depending on the type of agents and the level of their subjective knowledge.

Agent based real-time fault diagnosis simulation (에이젼트기반 실시간 고장진단 시뮬레이션기법)

  • 배용환;이석희;배태용;이형국
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1994.10a
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    • pp.670-675
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    • 1994
  • Yhis paper describes a fault diagnosis simulation of the Real-Time Multiple Fault Dignosis System (RTMFDS) for forcasting faults in a system and deciding current machine state from signal information. Comparing with other diagnosis system for single fault,the system developed deals with multiple fault diagnosis,comprising two main parts. One is a remotesignal generating and transimission terminal and the other is a host system for fault diagnosis. Signal generator generate the random fault signal and the image information, and send this information to host. Host consists of various modules and agents such as Signal Processing Module(SPM) for sinal preprocessing, Performence Monotoring Module(PMM) for subsystem performance monitoring, Trigger Module(TM) for multi-triggering subsystem fault diagnosis, Subsystem Fault Diagnosis Agent(SFDA) for receiving trigger signal, formulating subsystem fault D\ulcornerB and initiating diagnosis, Fault Diagnosis Module(FDM) for simulating component fault with Hierarchical Artificial Neural Network (HANN), numerical models and Hofield network,Result Agent(RA) for receiving simulation result and sending to Treatment solver and Graphic Agent(GA). Each agent represents a separate process in UNIX operating system, information exchange and cooperation between agents was doen by IPC(Inter Process Communication : message queue, semaphore, signal, pipe). Numerical models are used to deseribe structure, function and behavior of total system, subsystems and their components. Hierarchical data structure for diagnosing the fault system is implemented by HANN. Signal generation and transmittion was performed on PC. As a host, SUN workstation with X-Windows(Motif)is used for graphic representation.

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