• Title/Summary/Keyword: Game Optimal

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Design of a Reflector for LED Light Sources with Asymmetric Light Distribution (비대칭 배광을 갖는 LED 스포츠 조명 반사경 설계)

  • Seo, Jin-Hee;Jo, Ye-Ji;Lee, Hyun-Hwa;Seo, Jae-Yeong;Jun, Won-Kyoun;Lee, Han-Yul;Kang, Dong-Hwa;Jung, Mee-Suk
    • Korean Journal of Optics and Photonics
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    • v.29 no.6
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    • pp.253-261
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    • 2018
  • In this paper, we study a method of designing a reflector for LED light sources with an asymmetric light distribution. In a sports game, lighting with a symmetric distribution makes the athlete and spectators look directly at the light source, so it can cause glare. We derive the optimal tilt angle and design a reflector with asymmetric light distribution to solve these problems. Afterward, performance is analyzed according to the tennis-court lighting standard, and is confirmed to meet the class 1 European standard.

Q-Learning Policy and Reward Design for Efficient Path Selection (효율적인 경로 선택을 위한 Q-Learning 정책 및 보상 설계)

  • Yong, Sung-Jung;Park, Hyo-Gyeong;You, Yeon-Hwi;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.26 no.2
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    • pp.72-77
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    • 2022
  • Among the techniques of reinforcement learning, Q-Learning means learning optimal policies by learning Q functions that perform actionsin a given state and predict future efficient expectations. Q-Learning is widely used as a basic algorithm for reinforcement learning. In this paper, we studied the effectiveness of selecting and learning efficient paths by designing policies and rewards based on Q-Learning. In addition, the results of the existing algorithm and punishment compensation policy and the proposed punishment reinforcement policy were compared by applying the same number of times of learning to the 8x8 grid environment of the Frozen Lake game. Through this comparison, it was analyzed that the Q-Learning punishment reinforcement policy proposed in this paper can significantly increase the learning speed compared to the application of conventional algorithms.

Analysis on the a Self Adaptive Crossover for Iterated Prisoner's Dilemma Game of Evolutionary Convergence (자기 적응형 교배기법을 이용한 반복적 죄수 딜레마 게임의 진화적 협동 수렴 분석)

  • Kim, Chan Joong;Lee, Jong-Hyun;Ahn, Chang Wook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.478-481
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    • 2010
  • 본 논문에서는 경제학, 사회학, 수학 분야에서 수십년 전부터 연구해오던 죄수의 딜레마 게임의 협동진화에 대해 고찰해보고자 한다. 반복적 죄수의 딜레마 게임은 게임이론의 가장 기본적인 이론으로써, 사회적 상호작용, 경제활동, 국제관계 등 다양한 현상들을 모델링 하기 위한 하나의 방법이다. 그 중에 N명이 참가하는 반복적 죄수 딜레마 게임의 전략은 유전 알고리즘(Genetic Algorithms, GAs)을 통해 진화적으로 만들어 낼 수 있으며, 이 경우에 그 결과를 일반적인 내쉬 균형 이 아닌, 모든 개체들이 유전알고리즘을 통해 협동으로 수렴하도록 유도할 수 있다는 사실은 상당히 시사하는 바가 크다. 기존에 주로 연구되어오던 죄수의 딜레마 게임은 협동으로의 수렴과정에서 일반적으로 순위기반선택(Rank-based selection)과 1점 교배기법(1point crossover)을 사용한다. 그러나 순위기반선택은 모든 개체에 순위을 매겨야 하기 때문에, 개체수가 커질수록 성능이 저하되며, 1점 교배기법은 개체 값이 분산되어있을 경우, 최적해(Optimal solution)을 찾기 힘들다는 단점이 있어, 개체수가 많은 경우에 적용하기에는 비효율적이다. 본 논문에서는 토너먼트 선택기법(Tournament selection)과 자기 적응형 교배기법(Self-adaptive crossover)을 적용한 새로운 기법을 제안한다. 또한 기존 기법과 비교 실험을 통해 제안기법이 기존기법에 비해 평균 수렴시간과 수렴 횟수에서 뛰어난 성능을 보이고 있음을 확인하였다.

Improvement of Electroforming Process System Based on Double Hidden Layer Network (이중 비밀 다층구조 네트워크에 기반한 전기주조 공정 시스템의 개선)

  • Byung-Won Min
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.61-67
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    • 2023
  • In order to optimize the pulse electroforming copper process, a double hidden layer BP (Back Propagation) neural network is constructed. Through sample training, the mapping relationship between electroforming copper process conditions and target properties is accurately established, and the prediction of microhardness and tensile strength of the electroforming layer in the pulse electroforming copper process is realized. The predicted results are verified by electrodeposition copper test in copper pyrophosphate solution system with pulse power supply. The results show that the microhardness and tensile strength of copper layer predicted by "3-4-3-2" structure double hidden layer neural network are very close to the experimental values, and the relative error is less than 2.32%. In the parameter range, the microhardness of copper layer is between 100.3~205.6MPa and the tensile strength is between 112~485MPa.When the microhardness and tensile strength are optimal,the corresponding process conditions are as follows: current density is 2A-dm-2, pulse frequency is 2KHz and pulse duty cycle is 10%.

Analysis of error source in subjective evaluation results on Taekwondo Poomsae: Application of generalizability theory (태권도 품새 경기의 주관적 평가결과의 오차원 분석: 일반화가능도 이론 적용)

  • Cho, Eun Hyung
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.2
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    • pp.395-407
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    • 2016
  • This study aims to apply the G-theory for estimation of reliability of evaluation scores between raters on Taekwondo Poomsae rating categories. Selecting a number of game days and raters as multiple error sources, we analyzed the error sources caused by relative magnitude of error variances of interaction between the factors and proceeded with D-study based on the results of G-study for optimal determination of measurement condition. The results showed below. The estimated outcomes of variance component for accuracy among the Taekwondo Poomsae categories with G-theory showed that impact of error was the biggest influence factor in raters conditions and in order of interaction in subjects and between subjects, also impact of variance component estimation error on expression category was the major influence factor in interaction and in order of the between subjects and raters. Finally, the result of generalizability coefficient estimation via D-study showed that measurement condition of optimal level depend on the number of raters was 8 persons of raters on accuracy category, and stable reliability on expression category was gained when the raters were 7 persons.

A Study of Business Model Based on Intelligent Agents for Optimal Contract (최적의 매매계약을 위한 지능형 에이전트 기반의 비즈니스 모형에 관한 연구)

  • 정종진
    • Journal of the Korea Computer Industry Society
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    • v.5 no.1
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    • pp.131-146
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    • 2004
  • As Electronic Commerce(EC) has been emerged and has developed, many researchers have tried to establish EC framework for automated contract and negotiation using agent technologies. Traditional researches, however, often had limitations. They often enforced the user's participations during the automated contract process of agents. They also could only consider a few of the user's requirements for a specific goods and did not have supported the procedures and methodologies for making the best contract. In this paper, we propose business model on EC based on multiagents to overcome the defects of the previous researches. We apply CSP techniques to brokerage process to satisfy various preferential requirements from the user. We also propose efficient negotiation mechanism using negotiation model of game theory. The contract candidates automatically negotiate and mediate in terms of their benefits through the proposed negotiation mechanism. For the optimal brokerage and automated negotiation, the agents process activities for contract on three layers, which are called competition layer, constraint satisfaction layer and negotiation layer in the proposed model. We also design the message driven communication protocol to support the automated contract among the agents. Finally, we have implemented prototype systems applying the proposed model and have shown the various experimental results for efficiency of the proposed model.

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Underpricing of Initial Offerings and the Efficiency of Investments (신주(新株)의 저가상장현상(低價上場現象)과 투자(投資)의 효율성(效率成)에 대한 연구(硏究))

  • Nam, Il-chong
    • KDI Journal of Economic Policy
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    • v.12 no.2
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    • pp.95-120
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    • 1990
  • The underpricing of new shares of a firm that are offered to the public for the first time (initial offerings) is well known and has puzzled financial economists for a long time since it seems at odds with the optimal behavior of the owners of issuing firms. Past attempts by financial economists to explain this phenomenon have not been successful in the sense that the explanations given by them are either inconsistent with the equilibrium theory or implausible. Approaches by such authors as Welch or Allen and Faulhaber are no exceptions. In this paper, we develop a signalling model of capital investment to explain the underpricing phenomenon and also analyze the efficiency of investment. The model focuses on the information asymmetry between the owners of issuing firms and general investors. We consider a firm that has been owned and operated by a single owner and that has a profitable project but has no capital to develop it. The profit from the project depends on the capital invested in the project as well as a profitability parameter. The model also assumes that the financial market is represented by a single investor who maximizes the expected wealth. The owner has superior information as to the value of the firm to investors in the sense that it knows the true value of the parameter while investors have only a probability distribution about the parameter. The owner offers the representative investor a fraction of the ownership of the firm in return for a certain amount of investment in the firm. This offer condition is equivalent to the usual offer condition consisting of the number of issues to sell and the unit price of a share. Thus, the model is a signalling game. Using Kreps' criterion as the solution concept, we obtained an essentially unique separating equilibrium offer condition. Analysis of this separating equilibrium shows that the owner of the firm with high profitability chooses an offer condition that raises an amount of capital that is short of the amount that maximizes the potential profit from the project. It also reveals that the fraction of the ownership of the firm that the representative investor receives from the owner of the highly profitable firm in return for its investment has a value that exceeds the investment. In other words, the initial offering in the model is underpriced when the profitability of the firm is high. The source of underpricing and underinvestment is the signalling activity by the owner of the highly profitable firm who attempts to convince investors that his firm has a highly profitable project by choosing an offer condition that cannot be imitated by the owner of a firm with low profitability. Thus, we obtained two main results. First, underpricing is a result of a signalling activity by the owner of a firm with high profitability when there exists information asymmetry between the owner of the issuing firm and investors. Second, such information asymmetry also leads to underinvestment in a highly profitable project. Those results clearly show the underpricing entails underinvestment and that information asymmetry leads to a social cost as well as a private cost. The above results are quite general in the sense that they are based upon a neoclassical profit function and full rationality of economic agents. We believe that the results of this paper can be used as a basis for further research on the capital investment process. For instance, one can view the results of this paper as a subgame equilibrium in a larger game in which a firm chooses among diverse ways to raise capital. In addition, the method used in this paper can be used in analyzing a wide range of problems arising from information asymmetry that the Korean financial market faces.

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The Impact of Market Environments on Optimal Channel Strategy Involving an Internet Channel: A Game Theoretic Approach (시장 환경이 인터넷 경로를 포함한 다중 경로 관리에 미치는 영향에 관한 연구: 게임 이론적 접근방법)

  • Yoo, Weon-Sang
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.119-138
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    • 2011
  • Internet commerce has been growing at a rapid pace for the last decade. Many firms try to reach wider consumer markets by adding the Internet channel to the existing traditional channels. Despite the various benefits of the Internet channel, a significant number of firms failed in managing the new type of channel. Previous studies could not cleary explain these conflicting results associated with the Internet channel. One of the major reasons is most of the previous studies conducted analyses under a specific market condition and claimed that as the impact of Internet channel introduction. Therefore, their results are strongly influenced by the specific market settings. However, firms face various market conditions in the real worlddensity and disutility of using the Internet. The purpose of this study is to investigate the impact of various market environments on a firm's optimal channel strategy by employing a flexible game theory model. We capture various market conditions with consumer density and disutility of using the Internet.

    shows the channel structures analyzed in this study. Before the Internet channel is introduced, a monopoly manufacturer sells its products through an independent physical store. From this structure, the manufacturer could introduce its own Internet channel (MI). The independent physical store could also introduce its own Internet channel and coordinate it with the existing physical store (RI). An independent Internet retailer such as Amazon could enter this market (II). In this case, two types of independent retailers compete with each other. In this model, consumers are uniformly distributed on the two dimensional space. Consumer heterogeneity is captured by a consumer's geographical location (ci) and his disutility of using the Internet channel (${\delta}_{N_i}$).
    shows various market conditions captured by the two consumer heterogeneities.
    (a) illustrates a market with symmetric consumer distributions. The model captures explicitly the asymmetric distributions of consumer disutility in a market as well. In a market like that is represented in
    (c), the average consumer disutility of using an Internet store is relatively smaller than that of using a physical store. For example, this case represents the market in which 1) the product is suitable for Internet transactions (e.g., books) or 2) the level of E-Commerce readiness is high such as in Denmark or Finland. On the other hand, the average consumer disutility when using an Internet store is relatively greater than that of using a physical store in a market like (b). Countries like Ukraine and Bulgaria, or the market for "experience goods" such as shoes, could be examples of this market condition. summarizes the various scenarios of consumer distributions analyzed in this study. The range for disutility of using the Internet (${\delta}_{N_i}$) is held constant, while the range of consumer distribution (${\chi}_i$) varies from -25 to 25, from -50 to 50, from -100 to 100, from -150 to 150, and from -200 to 200.
    summarizes the analysis results. As the average travel cost in a market decreases while the average disutility of Internet use remains the same, average retail price, total quantity sold, physical store profit, monopoly manufacturer profit, and thus, total channel profit increase. On the other hand, the quantity sold through the Internet and the profit of the Internet store decrease with a decreasing average travel cost relative to the average disutility of Internet use. We find that a channel that has an advantage over the other kind of channel serves a larger portion of the market. In a market with a high average travel cost, in which the Internet store has a relative advantage over the physical store, for example, the Internet store becomes a mass-retailer serving a larger portion of the market. This result implies that the Internet becomes a more significant distribution channel in those markets characterized by greater geographical dispersion of buyers, or as consumers become more proficient in Internet usage. The results indicate that the degree of price discrimination also varies depending on the distribution of consumer disutility in a market. The manufacturer in a market in which the average travel cost is higher than the average disutility of using the Internet has a stronger incentive for price discrimination than the manufacturer in a market where the average travel cost is relatively lower. We also find that the manufacturer has a stronger incentive to maintain a high price level when the average travel cost in a market is relatively low. Additionally, the retail competition effect due to Internet channel introduction strengthens as average travel cost in a market decreases. This result indicates that a manufacturer's channel power relative to that of the independent physical retailer becomes stronger with a decreasing average travel cost. This implication is counter-intuitive, because it is widely believed that the negative impact of Internet channel introduction on a competing physical retailer is more significant in a market like Russia, where consumers are more geographically dispersed, than in a market like Hong Kong, that has a condensed geographic distribution of consumers.
    illustrates how this happens. When mangers consider the overall impact of the Internet channel, however, they should consider not only channel power, but also sales volume. When both are considered, the introduction of the Internet channel is revealed as more harmful to a physical retailer in Russia than one in Hong Kong, because the sales volume decrease for a physical store due to Internet channel competition is much greater in Russia than in Hong Kong. The results show that manufacturer is always better off with any type of Internet store introduction. The independent physical store benefits from opening its own Internet store when the average travel cost is higher relative to the disutility of using the Internet. Under an opposite market condition, however, the independent physical retailer could be worse off when it opens its own Internet outlet and coordinates both outlets (RI). This is because the low average travel cost significantly reduces the channel power of the independent physical retailer, further aggravating the already weak channel power caused by myopic inter-channel price coordination. The results implies that channel members and policy makers should explicitly consider the factors determining the relative distributions of both kinds of consumer disutility, when they make a channel decision involving an Internet channel. These factors include the suitability of a product for Internet shopping, the level of E-Commerce readiness of a market, and the degree of geographic dispersion of consumers in a market. Despite the academic contributions and managerial implications, this study is limited in the following ways. First, a series of numerical analyses were conducted to derive equilibrium solutions due to the complex forms of demand functions. In the process, we set up V=100, ${\lambda}$=1, and ${\beta}$=0.01. Future research may change this parameter value set to check the generalizability of this study. Second, the five different scenarios for market conditions were analyzed. Future research could try different sets of parameter ranges. Finally, the model setting allows only one monopoly manufacturer in the market. Accommodating competing multiple manufacturers (brands) would generate more realistic results.

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  • Real-Time, Simultaneous and Proportional Myoelectric Control for Robotic Rehabilitation Therapy of Stroke Survivors (뇌졸중 환자의 로봇 재활 치료를 위한 실시간, 동시 및 비례형 근전도 제어)

    • Jung, YoungJin;Park, Hae Yean;Maitra, Kinsuk;Prabakar, Nagarajan;Kim, Jong-Hoon
      • Therapeutic Science for Rehabilitation
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      • v.7 no.1
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      • pp.79-88
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      • 2018
    • Objective : Conventional therapy approaches for stroke survivors have required considerable demands on therapist's effort and patient's expense. Thus, new robotics rehabilitation therapy technologies have been proposed but they have suffered from less than optimal control algorithms. This article presents a novel technical healthcare solution for the real-time, simultaneous and propositional myoelectric control for stroke survivors' upper limb robotic rehabilitation therapy. Methods : To implement an appropriate computational algorithm for controlling a portable rehabilitative robot, a linear regression model was employed, and a simple game experiment was conducted to identify its potential of clinical utilization. Results : The results suggest that the proposed device and computational algorithm can be used for stroke robot rehabilitation. Conclusion : Moreover, we believe that these techniques will be used as a prominent tool in making a device or finding new therapy approaches in robot-assisted rehabilitation for stroke survivors.

    Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

    • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
      • The Journal of the Korea Contents Association
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      • v.17 no.4
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      • pp.200-208
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      • 2017
    • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.


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