• Title/Summary/Keyword: searching strategy

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Hierarchical Ann Classification Model Combined with the Adaptive Searching Strategy (적응적 탐색 전략을 갖춘 계층적 ART2 분류 모델)

  • 김도현;차의영
    • Journal of KIISE:Software and Applications
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    • v.30 no.7_8
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    • pp.649-658
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    • 2003
  • We propose a hierarchical architecture of ART2 Network for performance improvement and fast pattern classification model using fitness selection. This hierarchical network creates coarse clusters as first ART2 network layer by unsupervised learning, then creates fine clusters of the each first layer as second network layer by supervised learning. First, it compares input pattern with each clusters of first layer and select candidate clusters by fitness measure. We design a optimized fitness function for pruning clusters by measuring relative distance ratio between a input pattern and clusters. This makes it possible to improve speed and accuracy. Next, it compares input pattern with each clusters connected with selected clusters and finds winner cluster. Finally it classifies the pattern by a label of the winner cluster. Results of our experiments show that the proposed method is more accurate and fast than other approaches.

Agent-Based Game Platform with Cascade-Fuzzy System Strategy Module (단계적 퍼지 시스템 전략모듈을 지원하는 에이전트기반 게임 플랫폼)

  • Lee, Won-Hee;Kim, Won-Seop;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.76-87
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    • 2008
  • As hardware performance rises, game users demand higher computer graphic, more convenient UI(User Interface), faster network, and smarter AI(Artificial Intelligence). At this time, however, AI development is accomplished by a co-development team or only one developer. For that reason, it's hard to verify that AI performance and basic game AI technology is lacking for developing high-level AI. Searching the merits and demerits of existing game AI platforms, we investigate main points to consider when designing game AI platforms in this paper. From this we suggest Darwin, a game platform, based on agent that developers embody AI easily and capable of proposing AI test with module that makes them find strategic position. And then evaluate achievement results through making agent used strategic module that Darwin offers.

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Balance between Intensification and Diversification in Ant Colony Optimization (개미 집단 최적화에서 강화와 다양화의 조화)

  • Lee, Seung-Gwan;Choi, Jin-Hyuk
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.100-107
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    • 2011
  • One of the important fields for heuristic algorithm is how to balance between Intensification and Diversification. In this paper, we deal with the performance improvement techniques through balance the intensification and diversification in Ant Colony System(ACS) which is one of Ant Colony Optimization(ACO). In this paper, we propose the hybrid searching method between intensification strategy and diversification strategy. First, the length of the global optimal path does not improved within the limited iterations, we evaluates this state that fall into the local optimum and selects the next node using changed parameters in the state transition rule. And then we consider the overlapping edge of the global best path of the previous and the current, and, to enhance the pheromone for the overlapping edges increases the probability that the optimal path is configured. Finally, the performance of Best and Average-Best of proposed algorithm outperforms ACS-3-opt, ACS-Subpath, ACS-Iter and ACS-Global-Ovelap algorithms.

The Performance and Implication of Policy Coordination of Prime Minister's Office (국무총리실의 정책조정 성과와 함의)

  • Ha, Min-Cheol
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.73-83
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    • 2013
  • Effective policy coordination is necessary function for successful policy implementation. Korean government, for effective policy coordination, had developed the policy coordination system in the Prime Minister's Office. The Prime Minister's Office had successfully implemented policy coordination tasks during 35 years. The Prime Minister's Office had systemized policy coordination institutions and developed organizational capacity for effective coordination, and utilized various strategies, such as power, persuasion, and technical strategy. Based on the system, capacity, and various strategies, ]the Prime Minister's Office had achieved 90% of the asked policy conflict problems and completed 85% of coordination tasks within 6 months. The purpose of this study is for reviewing the performance of successful coordination of Prime Minister's Office and searching for some implications. For the study, the author analyzed the 429 policy conflict problems which had been recorded in 8 Policy Coordination White Papers.

Game Theory Based Coevolutionary Algorithm: A New Computational Coevolutionary Approach

  • Sim, Kwee-Bo;Lee, Dong-Wook;Kim, Ji-Yoon
    • International Journal of Control, Automation, and Systems
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    • v.2 no.4
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    • pp.463-474
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    • 2004
  • Game theory is a method of mathematical analysis developed to study the decision making process. In 1928, Von Neumann mathematically proved that every two-person, zero-sum game with many pure finite strategies for each player is deterministic. In the early 50's, Nash presented another concept as the basis for a generalization of Von Neumann's theorem. Another central achievement of game theory is the introduction of evolutionary game theory, by which agents can play optimal strategies in the absence of rationality. Through the process of Darwinian selection, a population of agents can evolve to an Evolutionary Stable Strategy (ESS) as introduced by Maynard Smith in 1982. Keeping pace with these game theoretical studies, the first computer simulation of coevolution was tried out by Hillis. Moreover, Kauffman proposed the NK model to analyze coevolutionary dynamics between different species. He showed how coevolutionary phenomenon reaches static states and that these states are either Nash equilibrium or ESS in game theory. Since studies concerning coevolutionary phenomenon were initiated, there have been numerous other researchers who have developed coevolutionary algorithms. In this paper we propose a new coevolutionary algorithm named Game theory based Coevolutionary Algorithm (GCEA) and we confirm that this algorithm can be a solution of evolutionary problems by searching the ESS. To evaluate this newly designed approach, we solve several test Multiobjective Optimization Problems (MOPs). From the results of these evaluations, we confirm that evolutionary game can be embodied by the coevolutionary algorithm and analyze the optimization performance of our algorithm by comparing the performance of our algorithm with that of other evolutionary optimization algorithms.

A Study on the Promotion Strategy for Internet Fashion Soho Shopping Mall (인터넷 패션 소호 쇼핑몰 활성화를 위한 촉진전략 연구)

  • Kim, Hee-Sun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.3
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    • pp.59-73
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    • 2007
  • The purpose of this study is to find out the promotion methods for successful management of 'the fashion saho internet shopping mall' with a small capital. This study analyze the research reports, the news items, the documents on the internet shopping mall and data on promotion method which are offered by the hosting companies of the internet shopping mall like 'Cafe 24', 'Make shop', 'Whoismall' and the promotion consulting companies like 'Whoisad', 'Naver keyword shop'. And also analyze the data that interviewed the administrator of internet shopping mall and directly observed the famous internet shopping mall sites. Generally speaking, the promotion mix, marketing communication program can classify 'advertisement', 'publicity', 'personal selling', and 'sales promotion'. This study analyze the research materials on the basis of advertisement, publicity, personal selling, and sales promotion. The result are as follows. 1. The promotion methods at the stage of information the shopping mall site to the consumer are advertisement, and publicity. ${\bigcirc}$ The methods of advertisement are 'searching engine registration', 'advertisement of key word', 'advertisement of overture', 'advertisement of banner', 'advertisement cooperation marketing', 'advertisement of e-mail'. ${\bigcirc}$ The methods of publicity are using 'cafe', 'blog', 'Naver information site', 'community bulletin board', 'the fashion magazine or a press report' and 'cosponsorship'. 2. The main promotion methods at the stage of inducing the purchase are 'personal selling', and various 'sales promotion'. ${\bigcirc}$ 'Personal selling' at the shopping mall have an effect on the communication at bulletin board over the internet and the telephone. ${\bigcirc}$ 'Sales promotion' are attempted by 'VMD', 'deposit system', 'sale', etc.

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A Study of Search Efficiency for Underwater Targets using HMS (HMS를 이용한 수중표적 탐색효과에 관한 연구)

  • Shin, Seoung-Chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.708-711
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    • 2011
  • The Navy is in the process of developing a sonar-operation strategy to increase the effectiveness of underwater target seeking capability. HMS is the basic strategy to detect underwater targets. The advantages of HMS is that, it has a short preparation time to operate and can be always used regardless of sea conditions and weather. However, it is difficult to effectively detect underwater targets due to the interaction between marine environments and sonar-operations. During the research, the effectiveness of the HMS system's underwater target seeking capability was analyzed by integrating various search patterns and environment conditions into the simulation. In the simulation the ship target an evasive target within a set region. The simulation presented results for an effective searching methods of underwater targets. These research results can be used as foundation for advancing and improving the sonar operational tactics.

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Dynamic Human Pose Tracking using Motion-based Search (모션 기반의 검색을 사용한 동적인 사람 자세 추적)

  • Jung, Do-Joon;Yoon, Jeong-Oh
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.7
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    • pp.2579-2585
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    • 2010
  • This paper proposes a dynamic human pose tracking method using motion-based search strategy from an image sequence obtained from a monocular camera. The proposed method compares the image features between 3D human model projections and real input images. The method repeats the process until predefined criteria and then estimates 3D human pose that generates the best match. When searching for the best matching configuration with respect to the input image, the search region is determined from the estimated 2D image motion and then search is performed randomly for the body configuration conducted within that search region. As the 2D image motion is highly constrained, this significantly reduces the dimensionality of the feasible space. This strategy have two advantages: the motion estimation leads to an efficient allocation of the search space, and the pose estimation method is adaptive to various kinds of motion.

A Collaborative Channel Strategy of Physical and Virtual Stores for Look-and-feel Products (물리적 상점과 가상 상점의 협업적 경로전략: 감각상품을 중심으로)

  • Kim, Jin-Baek;Oh, Chang-Gyu
    • Asia pacific journal of information systems
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    • v.16 no.3
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    • pp.67-93
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    • 2006
  • Some consumers prefer online and others prefer offline. What makes them prefer online or offline? There has been a lack of theoretical development to adequately explain consumers' channel switching behavior between traditional physical stores and new virtual stores. Through consumers' purchase decision processes, this study examined the reasons why consumers changed channels depending on purchase process stages. Consumer's purchase decision process could be divided into three stages: pre-purchase stage, purchase stage, and post-purchase stage. We used the intention of channel selection as a surrogate dependent variable of channel selection. And some constructs, that is, channel function, channel benefits, customer relationship benefits, and perceived behavioral control, were selected as independent variables. In buying look-and-feel products, it was identified that consumers preferred virtual stores to physical stores at pre-purchase stage. To put it concretely, all constructs except channel benefits were more influenced to consumers at virtual stores. This result implied that information searching function, which is a main function at pre-purchase stage, was better supported by virtual stores than physical stores. In purchase stage, consumers preferred physical stores to virtual stores. Specially, all constructs influenced much more to consumers at physical stores. This result implied that although escrow service and trusted third parties were introduced, consumers felt that financial risk, performance risk, social risk, etc. still remained highly online. Finally, consumers did not prefer any channel at post-purchase stage. But three independent variables, i.e. channel function, channel benefits, and customer relationship benefits, were significantly preferred at physical stores rather than virtual stores at post-purchase stage. So we concluded that physical stores were a little more preferred to virtual stores at post-purchase stage. Through this study, it was identified that most consumers might switch channels according to purchase process stages. So, first of all, sales representatives should decide that what benefits should be given them through virtual stores at the pre-purchase stage and through physical stores at the purchase and post-purchase stages, and then devise collaborative channel strategies.

Topic Modeling Analysis of Franchise Research Trends Using LDA Algorithm (LDA 알고리즘을 이용한 프랜차이즈 연구 동향에 대한 토픽모델링 분석)

  • YANG, Hoe-Chang
    • The Korean Journal of Franchise Management
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    • v.12 no.4
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    • pp.13-23
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    • 2021
  • Purpose: This study aimed to derive clues for the franchise industry to overcome difficulties such as various legal regulations and social responsibility demands and to continuously develop by analyzing the research trends related to franchises published in Korea. Research design, data and methodology: As a result of searching for 'franchise' in ScienceON, abstracts were collected from papers published in domestic academic journals from 1994 to June 2021. Keywords were extracted from the abstracts of 1,110 valid papers, and after preprocessing, keyword analysis, TF-IDF analysis, and topic modeling using LDA algorithm, along with trend analysis of the top 20 words in TF-IDF by year group was carried out using the R-package. Results: As a result of keyword analysis, it was found that businesses and brands were the subjects of research related to franchises, and interest in service and satisfaction was considerable, and food and coffee were prominently studied as industries. As a result of TF-IDF calculation, it was found that brand, satisfaction, franchisor, and coffee were ranked at the top. As a result of LDA-based topic modeling, a total of 12 topics including "growth strategy" were derived and visualized with LDAvis. On the other hand, the areas of Topic 1 (growth strategy) and Topic 9 (organizational culture), Topic 4 (consumption experience) and Topic 6 (contribution and loyalty), Topic 7 (brand image) and Topic 10 (commercial area) overlap significantly. Finally, the trend analysis results for the top 20 keywords with high TF-IDF showed that 10 keywords such as quality, brand, food, and trust would be more utilized overall. Conclusions: Through the results of this study, the direction of interest in the franchise industry was confirmed, and it was found that it was necessary to find a clue for continuous growth through research in more diverse fields. And it was also considered an important finding to suggest a technique that can supplement the problems of topic trend analysis. Therefore, the results of this study show that researchers will gain significant insights from the perspectives related to the selection of research topics, and practitioners from the perspectives related to future franchise changes.