• Title/Summary/Keyword: emergent behavior

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Controller Design for Cooperative Robots in Unknown Environments using a Genetic Programming (유전 프로그래밍을 이용한 미지의 환경에서 상호 협력하는 로봇 제어기의 설계)

  • 정일권;이주장
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.48 no.9
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    • pp.1154-1160
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    • 1999
  • A rule based controller is constructed for multiple robots accomplishing a given task in unknown environments by using genetic programming. The example task is playing a simplified soccer game, and the controller for robots that governs emergent cooperative behavior is successfully found using the proposed procedure A neural network controller constructed using the rule based controller is shown to be applicable in a more complex environment.

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Evolving Cooperative Behavior of Autonomous Mobile Robots Using Genetic Programming (유전자 프로그래밍을 이용한 자율 이동 로봇군의 헙조행동 진화)

  • Cho, Dong-Yeon;Zhang, Byoung-Tak
    • Proceedings of the KIEE Conference
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    • 1998.07g
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    • pp.2197-2199
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    • 1998
  • Many multiagents cooperative problems, such as table transport problem, require several emergent behaviors and a proper coordination of these is essential for successful accompishment of the task. We study in this paper the genetic programming method, called fitness switching, to evolve cooperation strategies of robots in these kind of tasks and show simulation results to demonstrate its effectiveness.

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A study of emergent behaviors multiple cooperating agent using learning method (학습기법을 이용한 다중 협동 에이전트의 창발 행동에 관한 연구)

  • 박성수;안동언
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.137-140
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    • 2003
  • This paper proposes a pursuing system utilizing the learning method where multiple cooperating agents emulate social behaviors of animals and insects and realize their group behaviors. Each agent contains sensors to perceive other agents in several directions and decides its behavior based on the information obtained by the sensors. In this paper, a neural network is used fir behavior decision controller. The input of the neural network is decided by the existence of other agents and the distance to the other agents. The output determines the directions in which the agent 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.

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Large-Scale Realtime Crowd Simulation Using Image-Based Affordance and Navigation Potential Fields (이미지 기반의 유도장과 항해장을 활용한 실시간 대규모 군중 시뮬레이션)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1104-1114
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    • 2014
  • In large-scale crowd simulations, it is very important for the decision-making system of manipulating interactive behaviors to minimize the computational cost for controlling realistic behaviors such as collision avoidance. In this paper, we propose a large-scale realtime crowd simulation method using the affordance and navigation potential fields such as attractive and repulsive forces of electromagnetic fields. In particular, the model that we propose locally handles the realistic interactions between agents, and thus radically reduces the cost of expensive computation on interactions which has been the most problematic in crowd simulation. Our method is widely applicable to the expression and analysis of various crowd behaviors that are needed in behavior control in computer games, crowd scenes in movies, emergent behaviors of evacuation, etc.

Cellular Automata Transform based Invisible Digital Watermarking in Middle Domain for Gray Images

  • Li, Xiao-Wei;Kim, Seok-Tae
    • Journal of information and communication convergence engineering
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    • v.9 no.6
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    • pp.689-694
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    • 2011
  • Cellular automata are discrete dynamical systems, which provide the basis for the synthesis of complex emergent behavior. This paper proposes a new algorithm of digital watermarking based on cellular automata transform (CAT). The idea of two-dimensional CAT is introduced into the algorithm. After the original image is disassembled with 2D CAT, the watermark information is embedded into the Middle-frequency of the carrier picture. Cellular automata have a huge number of combinations, such as gateway values, rule numbers, initial configuration, boundary condition, etc. Using CAT, the robustness of the watermark will be tremendous strengthened as well as its imperceptibility. Experimental results show that this algorithm can resist some usual attacks such as compression, sharpening and so on. The proposed method is robust to different attacks and is more security.

Content Analysis of Family Phenomena Shown on TV Dramas Related to Low Birthrate (저출산과 관련된 TV드라마 속 가족현상)

  • Yoo, Gye-Sook;Jang, Bo-Hyun;Han, Ji-Sook
    • Journal of the Korean Home Economics Association
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    • v.44 no.8
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    • pp.63-78
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    • 2006
  • The nation's birthrate has been rapidly falling. The purpose of this study was to explore the factors related to low birthrate, by analyzing TV dramas dealing with childbirth and rearing. Content analysis is well suited to research probing widespread cultural notions or behavior. If any part or all of the dramas discussed an aspect of childbirth and rearing, we recorded verbatim quotes and paraphrased some specific points. Using the technique of multiple observers, inter rater as well as intra rater reliabilities were measured. The results showed that emergent themes in TV dramas on low birthrate are social environment, family context, and value changes. The conclusions and implications of these findings are discussed.

Prospect Theory based NPC Decision Making Model on Dynamic Terrain Analysis (동적 지형분석에서의 전망이론 기반 NPC 의사결정 모델)

  • Lee, Dong Hoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.37-44
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    • 2014
  • In this paper, we propose a NPC decision making model based on Prospect Theory which tries to model real-life choice, rather than optimal decision. For this purpose, we analyse the problems of reference point setting, diminishing sensitivity and loss aversion which are known as limitations of the utility theory and then apply these characteristics into the decision making in game. Dynamic Terrain Analysis is utilized to evaluate the proposed model and experimental result shows the method have effects on inducing diverse personality and emergent behavior on NPC.

Electronic and atomic structure control of epitaxial graphene

  • An, Jong-Ryeol
    • Proceedings of the Korean Vacuum Society Conference
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    • 2010.08a
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    • pp.53-53
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    • 2010
  • Graphene comes into the spotlight as an emergent device material on account of its high carrier mobility reflecting its massless Dirac fermion behavior. Chemical technique to control reversibly the carrier concentration of semiconducting graphene for the achievement of a large-area graphene device has been strongly required. Here we show that the adsorptions of a metal and a molecule can manipulate the carrier concentration of single-layer graphene, epitaxially grown on SiC, which was directly observed using angle-resolve photoemission spectroscopy. These results will shed light on the researches for the very large scale integration of a graphene device. Furthermore, the carrier concentration changes can be applied to a highly sensitive gas sensor or a detector for an specific binding between an antigen and an antibody.

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A Study on Applying EINSTein Model to guerrilla warfare (EINSTein모형의 비정규전 적용에 관한 연구)

  • 이기택;강성진
    • Journal of the military operations research society of Korea
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    • v.26 no.2
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    • pp.75-89
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    • 2000
  • This paper deals with complex system theory to describe guerrilla warfare situation using EINSTein (Enhanced ISAAC Neural Simulation Tool) simulation model. EINSTein model is an agent-based artificial "laboratory" for exploring self-organized emergent behavior in land combat. Many studies have shown that existing Lanchester equations used in most guerrilla warfare models do not describe changes of combat units, real guerrilla warfare situation and qualitative factors in combat. Future warfare will be information warfare with various weapon system and complex combat units. We have compared and tested results with Lanchester models and EINSTein model. And the EINSTein model has been applied and analyzed to guerrilla warfare model (C4I facilities, coastal, urbanized terrain critical facilities defense). The results show that the EINSTein model has a possibility to apply and analyze guerrilla warfare more properly than Lanchester models.

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Evolutionary Design of a Fuzzy Logic Controller for Multi-Agent Systems

  • Jeong, Il-Kwon;Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 1998.10a
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    • pp.507-512
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    • 1998
  • It is an interesting area in the field of artificial intelligence to and an analytic model of cooperative structure for multi-agent system accomplishing a given task. Usually it is difficult to design controllers for multi-agent systems without a comprehensive knowledge about the system. One of the way to overcome this limitation is to implement an evolutionary approach to design the controllers. This paper introduces the use of a genetic algorithm to discover a fuzzy logic controller with rules that govern emergent co-operative behavior: A modified genetic algorithm was applied to automating the discovery of a fuzzy logic controller jot multi-agents playing a pursuit game. Simulation results indicate that, given the complexity of the problem, an evolutionary approach to and the fuzzy logic controller seems to be promising.

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