Escolar Documentos
Profissional Documentos
Cultura Documentos
Softcomputing
Ir. W. Herulambang
AI and Softcomputing
User
Question
Explanation
Facility
Knowledge
Engineer
Human
Expert
ec af r et nI r es U
Response
Global
Database
KB: Fact
rules
Knowledge
Acquisition
Expert Systems
Ir. W. Herulambang -- SoftComputing
AI and Softcomputing
ANN
Learning and
adaptation
Genetic Algorithms
Systematic
Random Search
4
AI and Softcomputing
ANN
Learning and
adaptation
Genetic Algorithms
Systematic
Random Search
5
AI
Symbolic
Manipulation
AI and Softcomputing
cat
cut
Animal?
Neural character
recognition
knowledge
cat
From Conventional AI to
Computational Intelligence
Conventional AI:
Focuses on attempt to mimic human
intelligent behavior by expressing it in
language forms or symbolic rules
Manipulates symbols on the
assumption that such behavior can be
stored in symbolically structured
knowledge bases (physical symbol
system hypothesis)
Soft Computing :
Techniques and Application
Fuzzy Logic
Probabilistic Reasoning
(Genetic Algorithms
& Evolution Prog. )
8
Hybrid
Models
From Conventional AI to
Computational Intelligence
Perceptions
Intelligent Systems
Sensing Devices
(Vision)
Actions
Machine
Learning
Task
Generator
Inferencing
(Reasoning)
Natural
Language
Processor
Knowledge
Handler
Planning
Mechanical
Devices
Data
Handler
Knowledge
Base
Ir. W. Herulambang -- SoftComputing
Neural Networks
10
Neural Networks
f
yp(k+1)
z-1
u(k)
z-1
e(k+1)
y^p(k+1)
z-1
z-1
11
Neural Networks
Control
Current-driven
magnetic field
Controller
Iron ball
Ball-position
sensor
12
Neural Networks
13
Neural Networks
Experimental Results
Feedback control
only
14
15
16
Therefore, we
need a lighter
one
Boolean logic
Fuzzy logic
17
No
Name
Height
(cm)
Degree of Membership
of tall men
Crisp
Fuzzy
Boy
206
Martin
190
Dewanto
175
0.8
Joko
160
0.7
Kom
155
0.4
18
Membership value
Membership value
0
175
Height(cm)
175
Height(cm)
Universe of discourse
19
Jarak (JM)
Posisi Pedal Rem (PPR)
20
Membership function
Sangat Lambat
Sangat Dekat
Cukup
Cepat
Lambat
40
60
Kecepatan (km/jam)
21
Injak Penuh
Sedang
Agak Jauh
Agak
Dekat
Cepat Sekali
20
PPR
JM
KM
Injak
Sedikit
Injak Agak
Penuh
Injak Sedikit
Sekali
Jauh Sekali
80 0
Injak
Sedang
10
Jarak (m)
20
30
40
Fuzzy Rules
Aturan 1:
Bila kecepatan mobil cepat sekali dan jaraknya sangat dekat maka pedal
rem diinjak penuh
Aturan 2:
Bila kecepatan mobil cukup dan jaraknya agak dekat maka pedal rem
diinjak sedang
Aturan 3:
Bila kecepatan mobil cukup dan jaraknya sangat dekat maka pedal rem
diinjak agak penuh
22
Aturan 1:
Cepat Sekali
20
40
60
80
Kecepatan (km/jam)
23
Sangat Dekat
Injak Penuh
3
4
Jarak (m)
10
20
30
40
Aturan 2:
Cukup
20
40
60
80
Kecepatan (km/jam)
24
Agak Dekat
Injak Sedang
3
4
Jarak (m)
10
20
30
40
Aturan 3:
Cukup
20
40
60
80
Kecepatan (km/jam)
25
Sangat Dekat
Injak Agak
Penuh
3
4
Jarak (m)
10
20
30
40
COA
10x0,2+20x0,4
COA : PPR =
10
20
30
40
0,2+0,4
= 16,670
26