• 제목/요약/키워드: modeling action

검색결과 327건 처리시간 0.031초

A Learning AI Algorithm for Poker with Embedded Opponent Modeling

  • Kim, Seong-Gon;Kim, Yong-Gi
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제10권3호
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    • pp.170-177
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    • 2010
  • Poker is a game of imperfect information where competing players must deal with multiple risk factors stemming from unknown information while making the best decision to win, and this makes it an interesting test-bed for artificial intelligence research. This paper introduces a new learning AI algorithm with embedded opponent modeling that can be used for these types of situations and we use this AI and apply it to a poker program. The new AI will be based on several graphs with each of its nodes representing inputs, and the algorithm will learn the optimal decision to make by updating the weight of the edges connecting these nodes and returning a probability for each action the graphs represent.

VIDEO TRAFFIC MODELING BASED ON $GEO^Y/G/{\infty}$ INPUT PROCESSES

  • Kang, Sang-Hyuk;Kim, Ba-Ra
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • 제12권3호
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    • pp.171-190
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    • 2008
  • With growing applications of wireless video streaming, an efficient video traffic model featuring modern high-compression techniques is more desirable than ever, because the wireless channel bandwidths are ever limited and time-varying. We propose a modeling and analysis method for video traffic by a class of stochastic processes, which we call '$GEO^Y/G/{\infty}$ input processes'. We model video traffic by $GEO^Y/G/{\infty}$ input process with gamma-distributed batch sizes Y and Weibull-like autocorrelation function. Using four real-encoded, full-length video traces including action movies, a drama, and an animation, we evaluate our modeling performance against existing model, transformed-M/G/${\infty}$ input process, which is one of most recently proposed video modeling methods in the literature. Our proposed $GEO^Y/G/{\infty}$ model is observed to consistently provide conservative performance predictions, in terms of packet loss ratio, within acceptable error at various traffic loads of interest in practical multimedia streaming systems, while the existing transformed-M/G/${\infty}$ fails. For real-time implementation of our model, we analyze G/D/1/K queueing systems with $GEO^Y/G/{\infty}$ input process to upper estimate the packet loss probabilities.

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Effect of staircase on seismic performance of RC frame building

  • Kumbhar, Onkar G.;Kumar, Ratnesh;Adhikary, Shrabony
    • Earthquakes and Structures
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    • 제9권2호
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    • pp.375-390
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    • 2015
  • Staircase is a vertical transportation element commonly used in every multistoried structure. Inclined flights of staircase are usually casted monolithically with RC frame. The structural configuration of stairs generally introduces discontinuities into the typical regular reinforced concrete frame composed of beams and columns. Inclined position of flight transfers both vertical as well as horizontal forces in the frame. Under lateral loading, staircase in a multistory RC frame building develops truss action creating a local stiffening effect. In case of seismic event the stiff area around staircase attracts larger force. Therefore, special attention is required while modeling and analyzing the building with staircase. However, in general design practice, designers usually ignore the staircase while modeling either due to ignorance or to avoid complexity. A numerical study has been conducted to examine the effect of ignoring staircase in modeling and design of RC frame buildings while they are really present in structure, may be at different locations. Linear dynamic analysis is performed on nine separate building models to evaluate influence of staircase on dynamic characteristics of building, followed by nonlinear static analysis on the same models to access their seismic performance. It is observed that effect of ignoring staircase in modeling is severe and leads to unsafe structure. Effect of location and orientation of staircase is also important in determining seismic performance of RC frame buildings.

전단이 지배하는 RC부재의 새로운 트러스 모델링 기법 연구 (전편) - 기본 개념 유도를 중심으로 - (A New Refined Truss Modeling for Shear-Critical RC Members (Part I) - lts derivation of Basic Concept -)

  • 김우;정제평;김대중
    • 콘크리트학회논문집
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    • 제16권6호
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    • pp.785-794
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    • 2004
  • 이 논문은 휨과 전단이 동시에 작용하고 있는 철근콘크리트 보에서 전단은 휨모멘트의 변화율(V=dM/dx)이라는 기본 관계식에 근거한 새로운 트러스모델링기법을 제안하는 것이다. 이 새로운 모델의 핵심은 보의 경간에서 내부 모멘트 팔길이의 변화를 고려함으로써, 보의 전단 저항 메커니즘을 아치작용과 보작용이라는 두 기본 성분의 합으로 표현할 수 있게 한 것이다. 이두 작용에 의한 전단 저항 구성비는 상호 변형 적합조건을 적용하여 계산하였는데, 이 때 수정압축장이론과 CEB/FIP MC-90의 인장강화효과 공식을 이용하였다. 이렇게 함으로써 전단과 모멘트 관계식 V=dM/dx을 수치적으로 복제할 수 있는 새로운 트러스모델을 결정하였다.

3D 게임 모델링을 위한 Spline 특성 연구 (A Study for properties of Spline to 3D game modeling)

  • 조형익
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2012년도 춘계학술대회
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    • pp.433-436
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    • 2012
  • 오늘날 기술의 발전으로 인해 3D는 game graphic의 필수요소가 되었다. 3D를 사용하여 게임을 만들면 게임유저는 2D게임에 비해 실사와 구분이 안 되는, 멋진 그래픽의 game 을 즐길 수 있고, 각종 이펙트 및 특수효과를 효과적으로 구현할 수 있어 게임 개발하는데 있어서도 유리한 점이 많기 때문에 업계에서 3D Game이 자리 잡게 되었다. 본 논문에서는 3D 게임 그래픽을 만드는데 필요한 각종 3D modeling의 기본을 이루는 2D spline의 특징과 각각의 spline 종류의 장단점에 대해 비교 분석하고 그 발전사에 대해 알아보도록 하겠다.

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Current Status and Applications of Integrated Safety Assessment and Simulation Code System for ISA

  • Izquierdo, J.M.;Hortal, J.;Sanchez Perea, M.;Melendez, E.;Queral, C.;Rivas-Lewicky, J.
    • Nuclear Engineering and Technology
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    • 제49권2호
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    • pp.295-305
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    • 2017
  • This paper reviews current status of the unified approach known as integrated safety assessment (ISA), as well as the associated SCAIS (simulation codes system for ISA) computer platform. These constitute a proposal, which is the result of collaborative action among the Nuclear Safety Council (CSN), University of Madrid (UPM), and NFQ Solutions S.L, aiming to allow independent regulatory verification of industry quantitative risk assessments. The content elaborates on discussions of the classical treatment of time in conventional probabilistic safety assessment (PSA) sequences and states important conclusions that can be used to avoid systematic and unacceptable underestimation of the failure exceedance frequencies. The unified ISA method meets this challenge by coupling deterministic and probabilistic mutual influences. The feasibility of the approach is illustrated with some examples of its application to a real size plant.

식품 품질관리를 위한 신호탐지이론(SDT) 감각차이식별분석 이론과 생수 품질관리에의 활용 (Food quality management using sensory discrimination method based on signal detection theory and its application to drinking water)

  • 김민아;심혜민;이혜성
    • 식품과학과 산업
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    • 제52권1호
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    • pp.20-31
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    • 2019
  • Sensory perception of food/beverage products is one of the most important quality factors to determine consumer acceptability and thus sensory discrimination methodology has been a vital tool for quality management. Signal detection theory(SDT) and Thurstonian modeling provide the most advanced psychometric approach to modeling various discrimination methods. In these theories, perceptual and cognitive decisional factors are considered so that, a fundamental measure of sensory difference (d') can be computed, independent of test methods used. In this paper, sensory discrimination analysis based on SDT and Thurstonian modeling is introduced for more accurate and systematic applications of sensory and hedonic quality management in industry. Ways to realize the statistical power and relative sensitivity of sensory discrimination methods theorized in SDT and Thurstonian modeling in practice, are also discussed by using a case study of the Nongshim quality management program for drinking water in which SDT A-Not A test methodology was further optimized.

온라인 게임 리뷰의 특성이 리뷰 유용성에 미치는 영향: 토픽모델링을 활용하여 (The Impacts of Online Game Reviews' Characteristics on Review Helpfulness: Based on Topic Modeling Analysis)

  • 배성훈;김현묵;이의준;이새롬
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권4호
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    • pp.161-187
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    • 2022
  • Purpose This study analyzed the topic of game review contents and how the characteristics of game reviews affect the reviews helpfulness. In addition, this study explore the content of game reviews according to the game's sales strategy such as early access strategy and releasing without early access. Design/methodology/approach We collected a list of 3,572 action genre games released in 2020. 58,336 online reviews were collected by random sampling 50 reviews in each games, and topic modeling was performed on those reviews. We dynamized the results of topic modeling and analyzed the effect on review helpfulness with multiple regression analysis. Findings The results of analysis indicate that the longer the review is or the shorter the time it is written, the more helpful the review is. In addition the topic with positive and negative review has a significant effect on the review helpfulness. As a result of exploratory analysis, games from early access had relatively fewer reviews of story-related topics than games that were released without early access. These findings can present direct guidelines for collecting specific opinions from customers in the game industry when releasing games.

마르코프 결정 과정에서 시뮬레이션 기반 정책 개선의 효율성 향상을 위한 시뮬레이션 샘플 누적 방법 연구 (A Simulation Sample Accumulation Method for Efficient Simulation-based Policy Improvement in Markov Decision Process)

  • 황시랑;최선한
    • 한국멀티미디어학회논문지
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    • 제23권7호
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    • pp.830-839
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    • 2020
  • As a popular mathematical framework for modeling decision making, Markov decision process (MDP) has been widely used to solve problem in many engineering fields. MDP consists of a set of discrete states, a finite set of actions, and rewards received after reaching a new state by taking action from the previous state. The objective of MDP is to find an optimal policy, that is, to find the best action to be taken in each state to maximize the expected discounted reward of policy (EDR). In practice, MDP is typically unknown, so simulation-based policy improvement (SBPI), which improves a given base policy sequentially by selecting the best action in each state depending on rewards observed via simulation, can be a practical way to find the optimal policy. However, the efficiency of SBPI is still a concern since many simulation samples are required to precisely estimate EDR for each action in each state. In this paper, we propose a method to select the best action accurately in each state using a small number of simulation samples, thereby improving the efficiency of SBPI. The proposed method accumulates the simulation samples observed in the previous states, so it is possible to precisely estimate EDR even with a small number of samples in the current state. The results of comparative experiments on the existing method demonstrate that the proposed method can improve the efficiency of SBPI.

VR체감형 액션콘텐츠의 시각적 몰입감 (The Study of Visual Immersion of Interactive Type of VR Action Contents)

  • 이영우
    • 한국콘텐츠학회논문지
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    • 제20권7호
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    • pp.525-533
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    • 2020
  • 최근 인간의 오감을 활용한 VR체감형 액션콘텐츠산업은 게임, 관광, 영화, 공연, 전시 등 지속적으로 성장해 가고 있는 반면 비현실적인 시각적 요소에 의해 한계점을 보이고 있다. 이에 본 연구는 체감형 VR콘텐츠의 한계를 극복하고자 시각적 몰입감에 주목하고 이를 높이기 위한 수단으로 평가요소가 몰입감에 미치는 영향에 관하여 분석하는 것을 목적으로 하고자 한다. 연구방법은 첫째, 선행연구를 조사한다. 둘째, 몰입감에 대한 평가요소 도출하고 가설을 설정한다. 셋째, 실증실험 수행하여 얻어진 데이터를 기반으로 연구결과 도출을 한다. 가설1 성별에 따라 근접감, 입체감, 선명감을 자각하는데 차이가 있을 것이다. 가설2 근접감, 입체감, 선명감은 몰입감 정도에 영향을 미칠 것이다. 연구결과, 근접감, 입체감, 선명감, 몰입감에 대한 남녀 간의 자각 차이는 없다. 또한 시각적 몰입감을 높이기 위해서는 가상세계 구현에 있어 캐릭터 및 사물에 대한 3D모델링은 매우 정교해야 하며 조명 등의 주변 환경을 잘 갖추어서 사용자로 하여금 현실세계와 착각하여 느낄 수 있도록 접근감과 입체감을 제공해야 한다.