A Deep Reinforcement Learning Method for Solving Task Mapping Problems with Dynamic Traffic on Parallel Systems

Author(s):  
Yu-Cheng Wang ◽  
Jerry Chou ◽  
I-Hsin Chung
Author(s):  
Maria V. Stepanova ◽  
◽  
Oleg I. Eremin ◽  

The article describes issues of applying an adaptive approach based on reinforcement learning for assignment of the computing tasks to nodes of distributed Internet of Things (IoT) platform. The IoT platform consists of heterogeneous elements that are computing nodes. Classical approaches, methods, and algorithms for distributed and parallel systems are not suitable for task assignment in IoT systems due to its characteristics. The reinforcement learning method allows you to solve the problem of building a distributed system due to the adaptive formation of a sequence of computational nodes and the corresponding computational tasks. Thus, the article represents a method that makes IoT nodes capable of execution computing tasks, especially, which were previously designed for classical distributed and parallel systems.


2009 ◽  
Vol 129 (7) ◽  
pp. 1253-1263
Author(s):  
Toru Eguchi ◽  
Takaaki Sekiai ◽  
Akihiro Yamada ◽  
Satoru Shimizu ◽  
Masayuki Fukai

Author(s):  
Gokhan Demirkiran ◽  
Ozcan Erdener ◽  
Onay Akpinar ◽  
Pelin Demirtas ◽  
M. Yagiz Arik ◽  
...  

2021 ◽  
Vol 11 (3) ◽  
pp. 1291
Author(s):  
Bonwoo Gu ◽  
Yunsick Sung

Gomoku is a two-player board game that originated in ancient China. There are various cases of developing Gomoku using artificial intelligence, such as a genetic algorithm and a tree search algorithm. Alpha-Gomoku, Gomoku AI built with Alpha-Go’s algorithm, defines all possible situations in the Gomoku board using Monte-Carlo tree search (MCTS), and minimizes the probability of learning other correct answers in the duplicated Gomoku board situation. However, in the tree search algorithm, the accuracy drops, because the classification criteria are manually set. In this paper, we propose an improved reinforcement learning-based high-level decision approach using convolutional neural networks (CNN). The proposed algorithm expresses each state as One-Hot Encoding based vectors and determines the state of the Gomoku board by combining the similar state of One-Hot Encoding based vectors. Thus, in a case where a stone that is determined by CNN has already been placed or cannot be placed, we suggest a method for selecting an alternative. We verify the proposed method of Gomoku AI in GuPyEngine, a Python-based 3D simulation platform.


2020 ◽  
Vol 53 (2) ◽  
pp. 8157-8162
Author(s):  
Thomas Göhrt ◽  
Fritjof Griesing-Scheiwe ◽  
Pavel Osinenko ◽  
Stefan Streif

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