Design and Implementation of Cognition Learning Algorithm for Humanoid Robot Playing 3 by 3 Square Baseball Game Using DBN and PSO

碩士 === 國立成功大學 === 電機工程學系 === 104 === This thesis aims to design a cognition learning algorithm that allows the robot to learn the posture of playing 3 by 3 square baseball game. The robot can hit the designated grid area accurately with this proposed algorithm. The overall system proposed in this th...

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Main Authors: Chien-YuChang, 張謙煜
Other Authors: Tzuu-Hseng S. Li
Format: Others
Language:en_US
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/48523134489305353867
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spelling ndltd-TW-104NCKU54420642017-10-01T04:30:03Z http://ndltd.ncl.edu.tw/handle/48523134489305353867 Design and Implementation of Cognition Learning Algorithm for Humanoid Robot Playing 3 by 3 Square Baseball Game Using DBN and PSO 基於深度信賴網路和粒子群最佳化演算法之認知學習演算法設計實現人形機器人九宮格投球 Chien-YuChang 張謙煜 碩士 國立成功大學 電機工程學系 104 This thesis aims to design a cognition learning algorithm that allows the robot to learn the posture of playing 3 by 3 square baseball game. The robot can hit the designated grid area accurately with this proposed algorithm. The overall system proposed in this thesis includes image processing algorithm and learning algorithm. In the image processing system, a CMOS webcam sensor is used on the robot as the eye. In order to catch the ball location efficiently, two internet protocol cameras are installed on the top and side of the 3 by 3 square. To recognize and track the objects, a simple searching algorithm is developed for the issue. Then, a novel learning algorithm is motivated by a human thinking conception proposed in “Thinking, Fast and Slow” by Daniel Kahneman. He is a psychologist who won the Nobel Memorial Prize in Economic Science 2002. This algorithm is based on cognitive psychology, which divides human thinking into two modes, fast and slow. The fast mode favors intuitive thinking while the slow mode favors rational thinking. Furthermore, we establish the fast mode by Deep Belief Network and the slow mode by Inertia Weight Particle Swarm Optimization Algorithm in the developed cognition learning algorithm. The proposed algorithm is implemented and applied on the robot, and then the robot performs the fast and slow mode in 3 by 3 square baseball game. Finally, experimental results demonstrate that the performance of the cognition learning method is very efficient. In other words, this learning algorithm also verifies that the thinking mode of the human being is reasonable and available on the robot. Tzuu-Hseng S. Li 李祖聖 2016 學位論文 ; thesis 90 en_US
collection NDLTD
language en_US
format Others
sources NDLTD
description 碩士 === 國立成功大學 === 電機工程學系 === 104 === This thesis aims to design a cognition learning algorithm that allows the robot to learn the posture of playing 3 by 3 square baseball game. The robot can hit the designated grid area accurately with this proposed algorithm. The overall system proposed in this thesis includes image processing algorithm and learning algorithm. In the image processing system, a CMOS webcam sensor is used on the robot as the eye. In order to catch the ball location efficiently, two internet protocol cameras are installed on the top and side of the 3 by 3 square. To recognize and track the objects, a simple searching algorithm is developed for the issue. Then, a novel learning algorithm is motivated by a human thinking conception proposed in “Thinking, Fast and Slow” by Daniel Kahneman. He is a psychologist who won the Nobel Memorial Prize in Economic Science 2002. This algorithm is based on cognitive psychology, which divides human thinking into two modes, fast and slow. The fast mode favors intuitive thinking while the slow mode favors rational thinking. Furthermore, we establish the fast mode by Deep Belief Network and the slow mode by Inertia Weight Particle Swarm Optimization Algorithm in the developed cognition learning algorithm. The proposed algorithm is implemented and applied on the robot, and then the robot performs the fast and slow mode in 3 by 3 square baseball game. Finally, experimental results demonstrate that the performance of the cognition learning method is very efficient. In other words, this learning algorithm also verifies that the thinking mode of the human being is reasonable and available on the robot.
author2 Tzuu-Hseng S. Li
author_facet Tzuu-Hseng S. Li
Chien-YuChang
張謙煜
author Chien-YuChang
張謙煜
spellingShingle Chien-YuChang
張謙煜
Design and Implementation of Cognition Learning Algorithm for Humanoid Robot Playing 3 by 3 Square Baseball Game Using DBN and PSO
author_sort Chien-YuChang
title Design and Implementation of Cognition Learning Algorithm for Humanoid Robot Playing 3 by 3 Square Baseball Game Using DBN and PSO
title_short Design and Implementation of Cognition Learning Algorithm for Humanoid Robot Playing 3 by 3 Square Baseball Game Using DBN and PSO
title_full Design and Implementation of Cognition Learning Algorithm for Humanoid Robot Playing 3 by 3 Square Baseball Game Using DBN and PSO
title_fullStr Design and Implementation of Cognition Learning Algorithm for Humanoid Robot Playing 3 by 3 Square Baseball Game Using DBN and PSO
title_full_unstemmed Design and Implementation of Cognition Learning Algorithm for Humanoid Robot Playing 3 by 3 Square Baseball Game Using DBN and PSO
title_sort design and implementation of cognition learning algorithm for humanoid robot playing 3 by 3 square baseball game using dbn and pso
publishDate 2016
url http://ndltd.ncl.edu.tw/handle/48523134489305353867
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