• Title/Summary/Keyword: Real world problem

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Reinforcement Learning Control using Self-Organizing Map and Multi-layer Feed-Forward Neural Network

  • Lee, Jae-Kang;Kim, Il-Hwan
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.142-145
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    • 2003
  • Many control applications using Neural Network need a priori information about the objective system. But it is impossible to get exact information about the objective system in real world. To solve this problem, several control methods were proposed. Reinforcement learning control using neural network is one of them. Basically reinforcement learning control doesn't need a priori information of objective system. This method uses reinforcement signal from interaction of objective system and environment and observable states of objective system as input data. But many methods take too much time to apply to real-world. So we focus on faster learning to apply reinforcement learning control to real-world. Two data types are used for reinforcement learning. One is reinforcement signal data. It has only two fixed scalar values that are assigned for each success and fail state. The other is observable state data. There are infinitive states in real-world system. So the number of observable state data is also infinitive. This requires too much learning time for applying to real-world. So we try to reduce the number of observable states by classification of states with Self-Organizing Map. We also use neural dynamic programming for controller design. An inverted pendulum on the cart system is simulated. Failure signal is used for reinforcement signal. The failure signal occurs when the pendulum angle or cart position deviate from the defined control range. The control objective is to maintain the balanced pole and centered cart. And four states that is, position and velocity of cart, angle and angular velocity of pole are used for state signal. Learning controller is composed of serial connection of Self-Organizing Map and two Multi-layer Feed-Forward Neural Networks.

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Design of the Mathematics Curriculum through Mathematical Modelling (수학적 모델링을 통한 교육과정의 구성원리)

  • 신현성
    • Journal of the Korean School Mathematics Society
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    • v.4 no.2
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    • pp.27-32
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    • 2001
  • The paper describes some principles how we design the mathematics curriculum through mathematical Modelling. since the motivation for modelling is that it give us a cheap and rapid method of answering illposed problem concerning the real world situations. The experiment was focussed on the possibility that they can involved in modelling problem sets and carry modelling process. The main principles could be described as follows. principle 1. we as a teacher should introduce the modelling problems which have many constraints at the begining situation, but later eliminate those constraints possibly. principle 2. we should avoid the modelling real situations which contain the huge data collection in the classroom, but those could be involved in the mathematics club and job oriented problem solving. principle 3. Analysis of modelling situations should be much emphasized in those process of mathematics curriculum principle 4. As a matter of decision, the teachers should have their own activities that do mathematics curriculum free. principle 5. New strategies appropriate in solving modelling problem could be developed, so that these could contain those of polya's heusistics

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A Genetic Algorithm for Searching Shortest Path in Public Transportation Network (대중교통망에서의 최단경로 탐색을 위한 유전자 알고리즘)

  • 장인성;박승헌
    • Korean Management Science Review
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    • v.18 no.1
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    • pp.105-118
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    • 2001
  • The common shortest path problem is to find the shortest route between two specified nodes in a transportation network with only one traffic mode. The public transportation network with multiple traffic mode is a more realistic representation of the transportation system in the real world, but it is difficult for the conventional shortest path algorithms to deal with. The genetic algorithm (GA) is applied to solve this problem. The objective function is to minimize the sum of total service time and total transfer time. The individual description, the coding rule and the genetic operators are proposed for this problem.

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The Effect of Case-based Learning Program for Scientific Problem Solving (과학 문제 해결력 촉진을 위한 사례 기반 학습 프로그램의 효과)

  • Kwak, Ho-Sook;Jang, Shin-Ho
    • Journal of Korean Elementary Science Education
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    • v.28 no.3
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    • pp.340-351
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    • 2009
  • The purpose of this study was to investigate the effect of case-based learning program on three elementary students' scientific problem solving and attitudes in science class. For this study, case-based learning program was designed for bridging students' scientific knowledge and their personal experiences in real life through 4 stages: understanding the problem, planning for problem solving, conducting problem solving, and making conclusion. This study was carried out through 17 lessons of 4th grade for 6 weeks. The data was collected through close observation on three students in two groups in a class. The results include that cased-based learning program showed overall positive effects on the elementary students' scientific problem solving and attitudes in class. In particular, it turned out that the continuous emphasis of real world examples in case-based learning had powerful impacts on students' problem solving abtsity, motivation, and participation in classroom activities. The key factors to successful problem solving in school science was discussed.

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Integrating Conversational AI-Based Serious Games to Enhance Problem-Solving Skills of Construction Students

  • Aqsa Sabir;Rahat Hussain;Syed Farhan Alam Zaidi;Muhammad Sibtain Abbas;Nasrullah Khan;Doyeop Lee;Chansik Park
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1220-1229
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    • 2024
  • In the construction industry, professionals are required to have advanced problem-solving skills to adeptly handle the dynamic challenges inherent to project execution. These skills are crucial, as they enable professionals to effectively navigate the complexities and unpredictability of construction projects, ensuring timely and cost-effective completion. This paper explores an innovative approach to enhance the problem-solving skills of construction students through the integration of conversational AI-based serious games into their educational curriculum. The objective of this research was acquired by following three phases: hazard interaction, problem identification, and AI-guided text-based communication. This approach creates an engaging learning environment, simulating real-world construction challenges and problems, focusing on the excavation phase of a construction project as a case study for students to interact with and communicate with the Conversational AI agent through text-based prompts. In the future, the proposed study can be used to evaluate how AI agents can help enhance problem-solving skills by promoting emotional engagement among participants. This research sheds light on the potential of integrating conversational AI in education, providing valuable insights for educators designing construction management training programs by underscoring the importance of engagement in real-world problem-solving scenarios.

An Artificial Intelligence Evaluation on FSM-Based Game NPC (FSM 기반의 게임 NPC 인공 지능 평가)

  • Lee, MyounJae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.127-136
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    • 2014
  • NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.

A Study on the Optimal Gate Assignment with Transit Passenger in Hub Airport (허브 공항의 환승객을 고려한 최적 주기장 배정에 관한 연구)

  • Lee Hui Nam;Lee Chang Ho
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.402-408
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    • 2003
  • Now many major airports in the world which operate strategic alliance or Hub & Spoke system have met capacity restriction and confusion problems. And the time and the walking distance for boarding to flight are important standard to measure customer convenience. And the effective gate assignment guarantees customers convenience as well as increasing airport capacity without expanding established airport equipments. So it can be a major concern to manage airports. So this paper formulate gate assignment problem in the hub airport not quadratic assignment problem but a improved single-period integer problem which is minimize local and transit passengers I walking distance. As a result, this study will present a method producing optimal gate assignment result using optimization software. We use real flights and gates data in the national airport, so we will compare a assignment results with a real airport assignment results and previous researches and analyze those results.

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A study on the production and distribution problem in a supply chain network using genetic algorithm (유전자 알고리즘을 이용한 공급사슬 네트워크에서의 최적생산 분배에 관한 연구)

  • 임석진;정석재;김경섭;박면웅
    • Journal of the Korea Society for Simulation
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    • v.12 no.1
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    • pp.59-71
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    • 2003
  • Recently, a multi facility, multi product and multi period industrial problem has been widely investigated in Supply Chain Management (SCM). One of the key issues in the current SCM research area involves reducing both production and distribution costs. The purpose of this study is to determine the optimum quantity of production and transportation with minimum cost in the supply chain network. We have presented a mathematical model that deals with real world factors and constraints. Considering the complexity of solving such model, we have applied the genetic algorithm approach for solving this model using a commercial genetic algorithm based optimizer. The results for computational experiments show that the real size problems we encountered can be solved in reasonable time.

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Practical method to improve usage efficiency of bike-sharing systems

  • Lee, Chun-Hee;Lee, Jeong-Woo;Jung, YungJoon
    • ETRI Journal
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    • v.44 no.2
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    • pp.244-259
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    • 2022
  • Bicycle- or bike-sharing systems (BSSs) have received increasing attention as a secondary transportation mode due to their advantages, for example, accessibility, prevention of air pollution, and health promotion. However, in BSSs, due to bias in bike demands, the bike rebalancing problem should be solved. Various methods have been proposed to solve this problem; however, it is difficult to apply such methods to small cities because bike demand is sparse, and there are many practical issues to solve. Thus, we propose a demand prediction model using multiple classifiers, time grouping, categorization, weather analysis, and station correlation information. In addition, we analyze real-world relocation data by relocation managers and propose a relocation algorithm based on the analytical results to solve the bike rebalancing problem. The proposed system is compared experimentally with the results obtained by the real relocation managers.

Development and Application of Failure-Based Learning Conceptual Model for Construction Education

  • Lee, Do-Yeop;Yoon, Cheol-Hwan;Park, Chan-Sik
    • Journal of Construction Engineering and Project Management
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    • v.1 no.2
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    • pp.11-17
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    • 2011
  • Recent demands from construction industry have emphasized the capability for graduates to have improved skills both technical and non-technical such as problem solving, interpersonal communication. To satisfy these demands, problem-based learning that is an instructional method characterized by the use of real world problem has been adopted and has proven its effectiveness various disciplines. However, in spite of the importance of field senses and dealing with real problem, construction engineering education has generally focused on traditional lecture-oriented course. In order to improve limitations of current construction education and to satisfy recent demands from construction industry, this paper proposes a new educational approach that is Failure-Based Learning for using combination of the procedural characteristics of the problem-based learning theory in construction technology education utilizing failure information that has the educational value in the construction area by reinterpreting characteristics of construction industry and construction failure information. The major results of this study are summarized as follows. 1) Educational effect of problem-based learning methodology and limitation of application in construction area 2) The educational value of the information on construction failure and limitation in application of the information in construction sector 3) Anticipated effect from application of the failure-based learning 4) Development and application of the failure-based learning conceptual model.