• 제목/요약/키워드: Artificial Life Algorithm

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The Growth and Behavior of a Virtual Life by using Genetic Algorithm

  • Kwon, Min-Su;Kim, Do-Wan;Hoon Kang
    • 한국지능시스템학회논문지
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    • 제13권5호
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    • pp.621-626
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    • 2003
  • In this paper, we modeled a virtual life (VL) that reacts to the user s action according to its own behavioral characteristics and grows itself. We established some conditions with which such a VL is designed. Genetic Algorithm is used for the growth process that changes the VL s properties. In this process, the parameter values of the VL s properties are encoded as one chromosome, and the GA operations change this chromosome. The VL s reaction to the user s action is determined by these properties as well as the general expectation of each reaction. These properties are evaluated through 5 fitness measures so as to deal with multi-objective criteria. Here, we present the simulation of the growth Process, and show some experimental results.

Learning of Emergent Behaviors in Collective Virtual Robots using ANN and Genetic Algorithm

  • Cho, Kyung-Dal
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제4권3호
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    • pp.327-336
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    • 2004
  • In distributed autonomous mobile robot system, each robot (predator or prey) must behave by itself according to its states and environments, and if necessary, must cooperate with other robots in order to carry out a given task. Therefore it is essential that each robot have both learning and evolution ability to adapt to dynamic environment. This paper proposes a pursuing system utilizing the artificial life concept where virtual robots emulate social behaviors of animals and insects and realize their group behaviors. Each robot contains sensors to perceive other robots in several directions and decides its behavior based on the information obtained by the sensors. In this paper, a neural network is used for behavior decision controller. The input of the neural network is decided by the existence of other robots and the distance to the other robots. The output determines the directions in which the robot moves. The connection weight values of this neural network are encoded as genes, and the fitness individuals are determined using a genetic algorithm. Here, the fitness values imply how much group behaviors fit adequately to the goal and can express group behaviors. The validity of the system is verified through simulation. Besides, in this paper, we could have observed the robots' emergent behaviors during simulation.

Estrus Detection in Sows Based on Texture Analysis of Pudendal Images and Neural Network Analysis

  • Seo, Kwang-Wook;Min, Byung-Ro;Kim, Dong-Woo;Fwa, Yoon-Il;Lee, Min-Young;Lee, Bong-Ki;Lee, Dae-Weon
    • Journal of Biosystems Engineering
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    • 제37권4호
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    • pp.271-278
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    • 2012
  • Worldwide trends in animal welfare have resulted in an increased interest in individual management of sows housed in groups within hog barns. Estrus detection has been shown to be one of the greatest determinants of sow productivity. Purpose: We conducted this study to develop a method that can automatically detect the estrus state of a sow by selecting optimal texture parameters from images of a sow's pudendum and by optimizing the number of neurons in the hidden layer of an artificial neural network. Methods: Texture parameters were analyzed according to changes in a sow's pudendum in estrus such as mucus secretion and expansion. Of the texture parameters, eight gray level co-occurrence matrix (GLCM) parameters were used for image analysis. The image states were classified into ten grades for each GLCM parameter, and an artificial neural network was formed using the values for each grade as inputs to discriminate the estrus state of sows. The number of hidden layer neurons in the artificial neural network is an important parameter in neural network design. Therefore, we determined the optimal number of hidden layer units using a trial and error method while increasing the number of neurons. Results: Fifteen hidden layers were determined to be optimal for use in the artificial neural network designed in this study. Thirty images of 10 sows were used for learning, and then 30 different images of 10 sows were used for verification. Conclusions: For learning, the back propagation neural network (BPN) algorithm was used to successful estimate six texture parameters (homogeneity, angular second moment, energy, maximum probability, entropy, and GLCM correlation). Based on the verification results, homogeneity was determined to be the most important texture parameter, and resulted in an estrus detection rate of 70%.

Automatic Creation of 3D Artificial Flowers with Interactive Evaluation on Evolutionary Engine

  • Min, Hyeun-Jeong;Cho, Sung-Bae
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2003년도 ISIS 2003
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    • pp.702-705
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    • 2003
  • Directed graph and Lindenmayer system (L-system) are two major encoding methods of representation to develop creatures in an application field of artificial life. It is difficult to structurally define real morphology using the L-systems which are a grammatical rewriting system because they represent genotype as loops, procedure calls, variables, and parameters. This paper defines a class of representations called structured directed graph and interactive genetic algorithm for automatically creating 3D flower morphology. The experimental results show that natural flower morphology can be created by the proposed method.

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Pilot Study - 고관절 각도 및 각속도 기반 기립(Sit-To-Stand) 및 착석(Stand-To-Sit) 근력 지원 웨어러블 로봇 알고리즘 개발 (Pilot Study - Development of Sit-To-Stand and Stand-To-Sit Muscle-Assisted Wearable Robot Algorithms in Elderly Patients with Hip Angle and Angular Velocity)

  • 이용현;최진탁;신동빈;지영훈;장혜연;한창수;이연준
    • 로봇학회논문지
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    • 제18권4호
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    • pp.385-391
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    • 2023
  • In the elderly population, sarcopenia occurs due to physical aging, leading to movement restrictions and loss of function. This results in dependence on daily activities and limitations in participation, ultimately decreasing the overall quality of life. In this study, we propose an algorithm designed to enable patients with sarcopenia to perform sit-to-stand and stand-to-sit movements seamlessly in their daily lives. The algorithm incorporates a wearable robot for muscle support and includes algorithms for standing and seated muscle strength support. To validate the algorithm's performance, EMG sensors were attached to the Rectus Femoris and Biceps Femoris muscles. The participants underwent two scenarios: one without wearing the device and one with the device providing muscle strength support, performing sit-to-stand and stand-to-sit motions for one minute in each case. The results showed a 16% increase in the EMG peak value of the Rectus Femoris muscle during standing motion (p=0.009). On the right side, there was a roughly 20% decrease (p=0.018) during standing and a 21% decrease (p=0.014) during sitting motion. In the future, we aim to gather additional data to further refine the algorithm. Our goal is to develop an optimal muscle strength support algorithm based on this data, making it applicable for real-life use by patients with sarcopenia.

Stroke Disease Identification System by using Machine Learning Algorithm

  • K.Veena Kumari ;K. Siva Kumar ;M.Sreelatha
    • International Journal of Computer Science & Network Security
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    • 제23권11호
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    • pp.183-189
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    • 2023
  • A stroke is a medical disease where a blood vessel in the brain ruptures, causes damage to the brain. If the flow of blood and different nutrients to the brain is intermittent, symptoms may occur. Stroke is other reason for loss of life and widespread disorder. The prevalence of stroke is high in growing countries, with ischemic stroke being the high usual category. Many of the forewarning signs of stroke can be recognized the seriousness of a stroke can be reduced. Most of the earlier stroke detections and prediction models uses image examination tools like CT (Computed Tomography) scan or MRI (Magnetic Resonance Imaging) which are costly and difficult to use for actual-time recognition. Machine learning (ML) is a part of artificial intelligence (AI) that makes software applications to gain the exact accuracy to predict the end results not having to be directly involved to get the work done. In recent times ML algorithms have gained lot of attention due to their accurate results in medical fields. Hence in this work, Stroke disease identification system by using Machine Learning algorithm is presented. The ML algorithm used in this work is Artificial Neural Network (ANN). The result analysis of presented ML algorithm is compared with different ML algorithms. The performance of the presented approach is compared to find the better algorithm for stroke identification.

Seismic retrofit of steel structures with re-centering friction devices using genetic algorithm and artificial neural network

  • Mohamed Noureldin;Masoum M. Gharagoz;Jinkoo Kim
    • Steel and Composite Structures
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    • 제47권2호
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    • pp.167-184
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    • 2023
  • In this study, a new recentering friction device (RFD) to retrofit steel moment frame structures is introduced. The device provides both self-centering and energy dissipation capabilities for the retrofitted structure. A hybrid performance-based seismic design procedure considering multiple limit states is proposed for designing the device and the retrofitted structure. The design of the RFD is achieved by modifying the conventional performance-based seismic design (PBSD) procedure using computational intelligence techniques, namely, genetic algorithm (GA) and artificial neural network (ANN). Numerous nonlinear time-history response analyses (NLTHAs) are conducted on multi-degree of freedom (MDOF) and single-degree of freedom (SDOF) systems to train and validate the ANN to achieve high prediction accuracy. The proposed procedure and the new RFD are assessed using 2D and 3D models globally and locally. Globally, the effectiveness of the proposed device is assessed by conducting NLTHAs to check the maximum inter-story drift ratio (MIDR). Seismic fragilities of the retrofitted models are investigated by constructing fragility curves of the models for different limit states. After that, seismic life cycle cost (LCC) is estimated for the models with and without the retrofit. Locally, the stress concentration at the contact point of the RFD and the existing steel frame is checked being within acceptable limits using finite element modeling (FEM). The RFD showed its effectiveness in minimizing MIDR and eliminating residual drift for low to mid-rise steel frames models tested. GA and ANN proved to be crucial integrated parts in the modified PBSD to achieve the required seismic performance at different limit states with reasonable computational cost. ANN showed a very high prediction accuracy for transformation between MDOF and SDOF systems. Also, the proposed retrofit showed its efficiency in enhancing the seismic fragility and reducing the LCC significantly compared to the un-retrofitted models.

Evolution of the Behavioral Knowledge for a Virtual Robot

  • Hwang Su-Chul;Cho Kyung-Dal
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제5권4호
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    • pp.302-309
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    • 2005
  • We have studied a model and application that evolves the behavioral knowledge of a virtual robot. The knowledge is represented in classification rules and a neural network, and is learned by a genetic algorithm. The model consists of a virtual robot with behavior knowledge, an environment that it moves in, and an evolution performer that includes a genetic algorithm. We have also applied our model to an environment where the robots gather food into a nest. When comparing our model with the conventional method on various test cases, our model showed superior overall learning.

제품설계 신뢰성 제고를 위한 LCC의 알고리즘 연구 (A Study on Algorithm of Life Cycle Cost for Improving Reliability in Product Design)

  • 김동관;정수일
    • 대한안전경영과학회지
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    • 제7권5호
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    • pp.155-174
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    • 2005
  • Parametric life-cycle cost(LCC) models have been integrated with traditional design tools, and used in prior work to demonstrate the rapid solution of holistic, analytical tradeoffs between detailed design variations. During early designs stages there may be competing concepts with dramatic differences. Additionally, detailed information is scarce, and decisions must be models. for a diverse range of concepts, and the lack of detailed information make the integration make the integration of traditional LCC models impractical. This paper explores an approximate method for providing preliminary life-cycle cost. Learning algorithms trained using the known characteristics of existing products be approximated quickly during conceptual design without the overhead of defining new models. Artificial neural networks are trained to generalize on product attributes and life cycle cost date from pre-existing LCC studies. The Product attribute data to quickly obtain and LCC for a new and then an application is provided. In additions, the statistical method, called regression analysis, is suggested to predict the LCC. Tests have shown it is possible to predict the life cycle cost, and the comparison results between a learning LCC model and a regression analysis is also shown

피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템 개발에 관한 연구 (A Study on the Development of Digital Yut Playing System Based on Physical Computing)

  • 고병오
    • 정보교육학회논문지
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    • 제21권3호
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    • pp.335-342
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    • 2017
  • 인간의 삶을 획기적으로 변환시키면서 부가가치를 창출하고 있는 인공지능, 로봇 기술, 사물인터넷, 그리고 생명과학 등이 이슈화되면서 차세대 산업혁명인 4차 산업혁명이 부각되고 있다. 이러한 4차 산업에 적응하도록 융합적사고와 컴퓨팅 사고력을 함양할 수 있는 교육이 필요한 실정이다. 따라서, 본 연구에서는 STEAM과 컴퓨팅 사고력의 구성요소인 분해, 패턴 인식, 추상화, 그리고 알고리즘 설계 등을 반영하여 피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템을 개발한다. 개발한 시스템을 체험하고, 이를 교육에 활용함으로서 프로그래밍 교육에 대한 관심과 흥미를 고취시키고, 융합적사고와 컴퓨팅 사고력을 위한 프로그래밍 수업을 개선한다.