165 research outputs found

    DESIGN AND EVALUATION OF BUOYANT MATRIX SYSTEM OF NATEGLINIDE

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    The objective of the present study was to develop and optimize a buoyant tablet of Nateglinide to prolong the gastric residence time leading to reduce dose frequency which is an effective drug in the treatment of type II diabetes. The tablets were prepared by wet granulation technique using chitosan as a natural polymer in different ratios with sodium bicarbonate as gas generating agent. The compatibility of Nateglinide and all excipients were confirmed by FTIR spectroscopy. Pre-compression properties of granules are found within the prescribed limits and indicated good flow property. The tablets were evaluated for physical characteristics had shown that all of them comply with specifications of official pharmacopoeias. An optimized tablet formulation (F7) had less buoyancy lag time of 37 sec, total floating time of >12 hrs and higher the drug content of 100.16% and release of Nateglinide was 97.27 % after the end of 12 hours. From the kinetic modeling results, the drug release was Fickian diffusion controlled and followed zero order kinetics

    A two-armed bandit based scheme for accelerated decentralized learning

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    The two-armed bandit problem is a classical optimization problem where a decision maker sequentially pulls one of two arms attached to a gambling machine, with each pull resulting in a random reward. The reward distributions are unknown, and thus, one must balance between exploiting existing knowledge about the arms, and obtaining new information. Bandit problems are particularly fascinating because a large class of real world problems, including routing, QoS control, game playing, and resource allocation, can be solved in a decentralized manner when modeled as a system of interacting gambling machines. Although computationally intractable in many cases, Bayesian methods provide a standard for optimal decision making. This paper proposes a novel scheme for decentralized decision making based on the Goore Game in which each decision maker is inherently Bayesian in nature, yet avoids computational intractability by relying simply on updating the hyper parameters of sibling conjugate priors, and on random sampling from these posteriors. We further report theoretical results on the variance of the random rewards experienced by each individual decision maker. Based on these theoretical results, each decision maker is able to accelerate its own learning by taking advantage of the increasingly more reliable feedback that is obtained as exploration gradually turns into exploitation in bandit problem based learning. Extensive experiments demonstrate that the accelerated learning allows us to combine the benefits of conservative learning, which is high accuracy, with the benefits of hurried learning, which is fast convergence. In this manner, our scheme outperforms recently proposed Goore Game solution schemes, where one has to trade off accuracy with speed. We thus believe that our methodology opens avenues for improved performance in a number of applications of bandit based decentralized decision making

    A Learning Automata Based Solution to Service Selection in Stochastic Environments

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    With the abundance of services available in today’s world, identifying those of high quality is becoming increasingly difficult. Reputation systems can offer generic recommendations by aggregating user provided opinions about service quality, however, are prone to ballot stuffing and badmouthing . In general, unfair ratings may degrade the trustworthiness of reputation systems, and changes in service quality over time render previous ratings unreliable. In this paper, we provide a novel solution to the above problems based on Learning Automata (LA), which can learn the optimal action when operating in unknown stochastic environments. Furthermore, they combine rapid and accurate convergence with low computational complexity. In additional to its computational simplicity, unlike most reported approaches, our scheme does not require prior knowledge of the degree of any of the above mentioned problems with reputation systems. Instead, it gradually learns which users provide fair ratings, and which users provide unfair ratings, even when users unintentionally make mistakes. Comprehensive empirical results show that our LA based scheme efficiently handles any degree of unfair ratings (as long as ratings are binary). Furthermore, if the quality of services and/or the trustworthiness of users change, our scheme is able to robustly track such changes over time. Finally, the scheme is ideal for decentralized processing. Accordingly, we believe that our LA based scheme forms a promising basis for improving the performance of reputation systems in general

    Solving Non-Stationary Bandit Problems by Random Sampling from Sibling Kalman Filters

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    The multi-armed bandit problem is a classical optimization problem where an agent sequentially pulls one of multiple arms attached to a gambling machine, with each pull resulting in a random reward. The reward distributions are unknown, and thus, one must balance between exploiting existing knowledge about the arms, and obtaining new information. Dynamically changing (non-stationary) bandit problems are particularly challenging because each change of the reward distributions may progressively degrade the performance of any fixed strategy. Although computationally intractable in many cases, Bayesian methods provide a standard for optimal decision making. This paper proposes a novel solution scheme for bandit problems with non-stationary normally distributed rewards. The scheme is inherently Bayesian in nature, yet avoids computational intractability by relying simply on updating the hyper parameters of sibling Kalman Filters, and on random sampling from these posteriors. Furthermore, it is able to track the better actions, thus supporting non-stationary bandit problems. Extensive experiments demonstrate that our scheme outperforms recently proposed bandit playing algorithms, not only in non-stationary environments, but in stationary environments also. Furthermore, our scheme is robust to inexact parameter settings. We thus believe that our methodology opens avenues for obtaining improved novel solutions

    Using artificial intelligence techniques for strategy generation in the Commons game

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    In this paper, we consider the use of artificial intelligence techniques to aid in discovery of winning strategies for the Commons Game (CG). The game represents a common scenario in which multiple parties share the use of a self-replenishing resource. The resource deteriorates quickly if used indiscriminately. If used responsibly, however, the resource thrives. We consider the scenario one player uses hill climbing or particle swarm optimization to select the course of action, while the remaining N − 1 players use a fixed probability vector. We show that hill climbing and particle swarm optimization consistently generate winning strategies

    Discretized Bayesian pursuit – A new scheme for reinforcement learning

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    The success of Learning Automata (LA)-based estimator algorithms over the classical, Linear Reward-Inaction ( L RI )-like schemes, can be explained by their ability to pursue the actions with the highest reward probability estimates. Without access to reward probability estimates, it makes sense for schemes like the L RI to first make large exploring steps, and then to gradually turn exploration into exploitation by making progressively smaller learning steps. However, this behavior becomes counter-intuitive when pursuing actions based on their estimated reward probabilities. Learning should then ideally proceed in progressively larger steps, as the reward probability estimates turn more accurate. This paper introduces a new estimator algorithm, the Discretized Bayesian Pursuit Algorithm (DBPA), that achieves this. The DBPA is implemented by linearly discretizing the action probability space of the Bayesian Pursuit Algorithm (BPA) [1]. The key innovation is that the linear discrete updating rules mitigate the counter-intuitive behavior of the corresponding linear continuous updating rules, by augmenting them with the reward probability estimates. Extensive experimental results show the superiority of DBPA over previous estimator algorithms. Indeed, the DBPA is probably the fastest reported LA to date

    PENENTUAN MASSA FOTOKATALIS DAN SUHU OPTIMUM PADA PROSES FOTODEGRADASI ZAT WARNA RHODAMIN B MENGGUNAKAN FOTOKATALIS TiO2(DETERMINATION OF OPTIMUM TEMPERATURE AND PHOTOCATALYST MASS OF RHODAMINE B PHOTODEGRADATION PROCESS BY TiO2 PHOTOCATALYST)

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    Abstrak Telah dilakukan penelitian tentang penentuan massa fotokatalis dan suhu optimum pada proses fotodegradasi zat warna Rhodamin B menggunakan fotokatalis TiO2. Massa fotokatalis dan suhu optimum pada proses fotodegradasi zat warna Rhodamin B ditentukan dengan variasi massa 0 mg sampai 100 mg dan variasi suhu 30 oC sampai 60 oC. Fotodegradasi dilakukan dalam reaktor tertutup yang dilengkapi dengan lampu UV. Konsentrasi zat warna yang tersisa setelah fotodegradasi diukur dengan spektrofotometer UV-Vis. Kondisi maksimum pengukuran adalah pada panjang gelombang 553,40 nm.  Hasil penelitian menunjukkan bahwa massa fotokatalis optimum pada proses fotodegradasi zat warna Rhodamin B sebesar 70 mg dan suhu optimum pada 50 oC. Kata kunci: massa fotokatalis, suhu larutan, Rhodamin B, TiO2. Abstract The determination of optimum temperature and photocatalyst mass of Rhodamine B photodegradation process was studied using TiO2 as catalyst. Optimum temperature and photocatalyst mass of Rhodamine B photodegradation process was determined by variation of mass 0 mg to 100 mg and variation of temperature at 30 oC to 60 oC. Photodegradation carried out in a closed reactor completed with UV lamp. The remaining of Rhodamine B concentration after photodegradation was measured by UV-Vis spectrophotometer. Maximum condition of measurement was at wavelength of 553,40 nm. The result showed that optimum photocatalyst mass of Rhodamine B photodegradation process was 70 mg and optimum temperature was 50 oC. Key Words: photocatalyst mass, solution’s temperature, Rhodamine B, TiO

    Modeling a teacher in a tutorial-like system using Learning Automata

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    The goal of this paper is to present a novel approach to model the behavior of a Teacher in a Tutorial- like system. In this model, the Teacher is capable of presenting teaching material from a Socratic-type Domain model via multiple-choice questions. Since this knowledge is stored in the Domain model in chapters with different levels of complexity, the Teacher is able to present learning material of varying degrees of difficulty to the Students. In our model, we propose that the Teacher will be able to assist the Students to learn the more difficult material. In order to achieve this, he provides them with hints that are relative to the difficulty of the learning material presented. This enables the Students to cope with the process of handling more complex knowledge, and to be able to learn it appropriately. To our knowledge, the findings of this study are novel to the field of intelligent adaptation using Learning Automata (LA). The novelty lies in the fact that the learning system has a strategy by which it can deal with increasingly more complex/difficult Environments (or domains from which the learning as to be achieved). In our approach, the convergence of the Student models (represented by LA) is driven not only by the response of the Environment (Teacher), but also by the hints that are provided by the latter. Our proposed Teacher model has been tested against different benchmark Environments, and the results of these simulations have demonstrated the salient aspects of our model. The main conclusion is that Normal and Below-Normal learners benefited significantly from the hints provided by the Teacher, while the benefits to (brilliant) Fast learners were marginal. This seems to be in-line with our subjective understanding of the behavior of real-life Students

    Adaptivni estimator brzine za bezsenzorsko vektorsko upravljanje asinkronim motorom zasnovan na umjetnoj neuronskoj mreži

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    This paper presents an adaptive speed observer for an induction motor using an artificial neural network with a direct field-oriented control drive. The speed and rotor flux are estimated with the only assumption that from stator voltages and currents are measurable. The estimation algorithm uses a state observer combined with an intelligent adaptive mechanism based on a recurrent neural network (RNN) to estimate rotor speed. The stator and rotor resistances are estimated by a simple Proportional-Integrator (PI) controller, which reduces sensitivity to variations, due essentially to the influence of temperature. The proposed sensorless control scheme is tested for various operating conditions of the induction motor drive. Experimental results demonstrate a good robustness against load torque disturbances, the estimated fluxes and rotor speed converge to their true values, which guarantees that a precise trajectory tracking with the prescribed dynamics.Ovaj članak opisuje adaptivni estimator brzine temeljen na umjetnoj neuronskoj mreži, koji se primijenjuje na asinkroni motor pogonjen izravnim vektorskim upravljanjem. Brzina i magnetski tok rotora estimiraju se uz pretpostavku dostupnosti mjerenja napona i struja statora. Algoritam koristi estimator stanja u kombinaciji s inteligentnim adaptivnim mehanizmom temeljenim na povratnoj neuronskoj mreži (RNN) kako bi se estimirala brzina rotora. Otpori statora i rotora estimiraju se jednostavnim Proporcionalno-Integralnim (PI) regulatorom, čime se smanjuje osjetljivost na varijacije uzrokovane utjecajem temperature. Predložena bezsenzorska upravljačka shema testirana je za različite radne uvjete asinkronog motora. Eksperimentalni rezultati pokazuju visoki stupanj robusnosti s obzirom na poremećaj momenta tereta, a estimirani tokovi i brzina rotora konvergiraju prema stvarnim vrijednostima što garantira precizno praćenje trajektorija uz zahtijevanu dinamiku
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