• Title/Summary/Keyword: deep Q learning

Search Result 85, Processing Time 0.027 seconds

Digital Twin and Visual Object Tracking using Deep Reinforcement Learning (심층 강화학습을 이용한 디지털트윈 및 시각적 객체 추적)

  • Park, Jin Hyeok;Farkhodov, Khurshedjon;Choi, Piljoo;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.145-156
    • /
    • 2022
  • Nowadays, the complexity of object tracking models among hardware applications has become a more in-demand duty to complete in various indeterminable environment tracking situations with multifunctional algorithm skills. In this paper, we propose a virtual city environment using AirSim (Aerial Informatics and Robotics Simulation - AirSim, CityEnvironment) and use the DQN (Deep Q-Learning) model of deep reinforcement learning model in the virtual environment. The proposed object tracking DQN network observes the environment using a deep reinforcement learning model that receives continuous images taken by a virtual environment simulation system as input to control the operation of a virtual drone. The deep reinforcement learning model is pre-trained using various existing continuous image sets. Since the existing various continuous image sets are image data of real environments and objects, it is implemented in 3D to track virtual environments and moving objects in them.

Path selection algorithm for multi-path system based on deep Q learning (Deep Q 학습 기반의 다중경로 시스템 경로 선택 알고리즘)

  • Chung, Byung Chang;Park, Heasook
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.1
    • /
    • pp.50-55
    • /
    • 2021
  • Multi-path system is a system in which utilizes various networks simultaneously. It is expected that multi-path system can enhance communication speed, reliability, security of network. In this paper, we focus on path selection in multi-path system. To select optimal path, we propose deep reinforcement learning algorithm which is rewarded by the round-trip-time (RTT) of each networks. Unlike multi-armed bandit model, deep Q learning is applied to consider rapidly changing situations. Due to the delay of RTT data, we also suggest compensation algorithm of the delayed reward. Moreover, we implement testbed learning server to evaluate the performance of proposed algorithm. The learning server contains distributed database and tensorflow module to efficiently operate deep learning algorithm. By means of simulation, we showed that the proposed algorithm has better performance than lowest RTT about 20%.

Comparison of value-based Reinforcement Learning Algorithms in Cart-Pole Environment

  • Byeong-Chan Han;Ho-Chan Kim;Min-Jae Kang
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.3
    • /
    • pp.166-175
    • /
    • 2023
  • Reinforcement learning can be applied to a wide variety of problems. However, the fundamental limitation of reinforcement learning is that it is difficult to derive an answer within a given time because the problems in the real world are too complex. Then, with the development of neural network technology, research on deep reinforcement learning that combines deep learning with reinforcement learning is receiving lots of attention. In this paper, two types of neural networks are combined with reinforcement learning and their characteristics were compared and analyzed with existing value-based reinforcement learning algorithms. Two types of neural networks are FNN and CNN, and existing reinforcement learning algorithms are SARSA and Q-learning.

Real-Time Path Planning for Mobile Robots Using Q-Learning (Q-learning을 이용한 이동 로봇의 실시간 경로 계획)

  • Kim, Ho-Won;Lee, Won-Chang
    • Journal of IKEEE
    • /
    • v.24 no.4
    • /
    • pp.991-997
    • /
    • 2020
  • Reinforcement learning has been applied mainly in sequential decision-making problems. Especially in recent years, reinforcement learning combined with neural networks has brought successful results in previously unsolved fields. However, reinforcement learning using deep neural networks has the disadvantage that it is too complex for immediate use in the field. In this paper, we implemented path planning algorithm for mobile robots using Q-learning, one of the easy-to-learn reinforcement learning algorithms. We used real-time Q-learning to update the Q-table in real-time since the Q-learning method of generating Q-tables in advance has obvious limitations. By adjusting the exploration strategy, we were able to obtain the learning speed required for real-time Q-learning. Finally, we compared the performance of real-time Q-learning and DQN.

Path Planning of Unmanned Aerial Vehicle based Reinforcement Learning using Deep Q Network under Simulated Environment (시뮬레이션 환경에서의 DQN을 이용한 강화 학습 기반의 무인항공기 경로 계획)

  • Lee, Keun Hyoung;Kim, Shin Dug
    • Journal of the Semiconductor & Display Technology
    • /
    • v.16 no.3
    • /
    • pp.127-130
    • /
    • 2017
  • In this research, we present a path planning method for an autonomous flight of unmanned aerial vehicles (UAVs) through reinforcement learning under simulated environment. We design the simulator for reinforcement learning of uav. Also we implement interface for compatibility of Deep Q-Network(DQN) and simulator. In this paper, we perform reinforcement learning through the simulator and DQN, and use Q-learning algorithm, which is a kind of reinforcement learning algorithms. Through experimentation, we verify performance of DQN-simulator. Finally, we evaluated the learning results and suggest path planning strategy using reinforcement learning.

  • PDF

A Distributed Scheduling Algorithm based on Deep Reinforcement Learning for Device-to-Device communication networks (단말간 직접 통신 네트워크를 위한 심층 강화학습 기반 분산적 스케쥴링 알고리즘)

  • Jeong, Moo-Woong;Kim, Lyun Woo;Ban, Tae-Won
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.11
    • /
    • pp.1500-1506
    • /
    • 2020
  • In this paper, we study a scheduling problem based on reinforcement learning for overlay device-to-device (D2D) communication networks. Even though various technologies for D2D communication networks using Q-learning, which is one of reinforcement learning models, have been studied, Q-learning causes a tremendous complexity as the number of states and actions increases. In order to solve this problem, D2D communication technologies based on Deep Q Network (DQN) have been studied. In this paper, we thus design a DQN model by considering the characteristics of wireless communication systems, and propose a distributed scheduling scheme based on the DQN model that can reduce feedback and signaling overhead. The proposed model trains all parameters in a centralized manner, and transfers the final trained parameters to all mobiles. All mobiles individually determine their actions by using the transferred parameters. We analyze the performance of the proposed scheme by computer simulation and compare it with optimal scheme, opportunistic selection scheme and full transmission scheme.

Bi-directional Electricity Negotiation Scheme based on Deep Reinforcement Learning Algorithm in Smart Building Systems (스마트 빌딩 시스템을 위한 심층 강화학습 기반 양방향 전력거래 협상 기법)

  • Lee, Donggu;Lee, Jiyoung;Kyeong, Chanuk;Kim, Jin-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.21 no.5
    • /
    • pp.215-219
    • /
    • 2021
  • In this paper, we propose a deep reinforcement learning algorithm-based bi-directional electricity negotiation scheme that adjusts and propose the price they want to exchange for negotiation over smart building and utility grid. By employing a deep Q network algorithm, which is a kind of deep reinforcement learning algorithm, the proposed scheme adjusts the price proposal of smart building and utility grid. From the simulation results, it can be verified that consensus on electricity price negotiation requires average of 43.78 negotiation process. The negotiation process under simulation settings and scenario can also be confirmed through the simulation results.

Improving Dynamic Missile Defense Effectiveness Using Multi-Agent Deep Q-Network Model (멀티에이전트 기반 Deep Q-Network 모델을 이용한 동적 미사일 방어효과 개선)

  • Min Gook Kim;Dong Wook Hong;Bong Wan Choi;Ji Hoon Kyung
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.47 no.2
    • /
    • pp.74-83
    • /
    • 2024
  • The threat of North Korea's long-range firepower is recognized as a typical asymmetric threat, and South Korea is prioritizing the development of a Korean-style missile defense system to defend against it. To address this, previous research modeled North Korean long-range artillery attacks as a Markov Decision Process (MDP) and used Approximate Dynamic Programming as an algorithm for missile defense, but due to its limitations, there is an intention to apply deep reinforcement learning techniques that incorporate deep learning. In this paper, we aim to develop a missile defense system algorithm by applying a modified DQN with multi-agent-based deep reinforcement learning techniques. Through this, we have researched to ensure an efficient missile defense system can be implemented considering the style of attacks in recent wars, such as how effectively it can respond to enemy missile attacks, and have proven that the results learned through deep reinforcement learning show superior outcomes.

Deep Q-Network based Game Agents (심층 큐 신경망을 이용한 게임 에이전트 구현)

  • Han, Dongki;Kim, Myeongseop;Kim, Jaeyoun;Kim, Jung-Su
    • The Journal of Korea Robotics Society
    • /
    • v.14 no.3
    • /
    • pp.157-162
    • /
    • 2019
  • The video game Tetris is one of most popular game and it is well known that its game rule can be modelled as MDP (Markov Decision Process). This paper presents a DQN (Deep Q-Network) based game agent for Tetris game. To this end, the state is defined as the captured image of the Tetris game board and the reward is designed as a function of cleared lines by the game agent. The action is defined as left, right, rotate, drop, and their finite number of combinations. In addition to this, PER (Prioritized Experience Replay) is employed in order to enhance learning performance. To train the network more than 500000 episodes are used. The game agent employs the trained network to make a decision. The performance of the developed algorithm is validated via not only simulation but also real Tetris robot agent which is made of a camera, two Arduinos, 4 servo motors, and artificial fingers by 3D printing.

A Study on Cathodic Protection Rectifier Control of City Gas Pipes using Deep Learning (딥러닝을 활용한 도시가스배관의 전기방식(Cathodic Protection) 정류기 제어에 관한 연구)

  • Hyung-Min Lee;Gun-Tek Lim;Guy-Sun Cho
    • Journal of the Korean Institute of Gas
    • /
    • v.27 no.2
    • /
    • pp.49-56
    • /
    • 2023
  • As AI (Artificial Intelligence)-related technologies are highly developed due to the 4th industrial revolution, cases of applying AI in various fields are increasing. The main reason is that there are practical limits to direct processing and analysis of exponentially increasing data as information and communication technology develops, and the risk of human error can be reduced by applying new technologies. In this study, after collecting the data received from the 'remote potential measurement terminal (T/B, Test Box)' and the output of the 'remote rectifier' at that time, AI was trained. AI learning data was obtained through data augmentation through regression analysis of the initially collected data, and the learning model applied the value-based Q-Learning model among deep reinforcement learning (DRL) algorithms. did The AI that has completed data learning is put into the actual city gas supply area, and based on the received remote T/B data, it is verified that the AI responds appropriately, and through this, AI can be used as a suitable means for electricity management in the future. want to verify.