Discrete Events Modelling of a Person Behaviour at Home
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1 FMH606 Master's Thesis 2017 Industrial IT and Automa on Discrete Events Modelling of a Person Behaviour at Home Badreddine Cherradi Faculty of Technology, Natural Sciences and Mari me Sciences Campus Porsgrunn
2
3
4
5 Preface
6
7 Contents Preface 5 Contents 8 1 Introduc on 15 2 Theore cal background 21 3 Methodology 33
8 4 Results 53 5 Future work 59 6 Conclusion 63 References 65 Appendices 69
9 List of Figures
10
11 List of Tables
12
13 Nomenclature
14
15 1 Introduc on
16 1.1 Project Descrip on
17 The sensor detects the entrance in the Main Hall Sensor The sensor detects the entrance in the Bedroom Main hall The sensor detects the entrance in the Bathroom Bedroom Bathroom The sensor detects a presence in front of the sink
18 Activity ROOM POSITION TIME Unknown Unknown : 26 : 45 Hall Standing : 27 : 00 Hall Standing : 27 : 15 Bedroom Standing : 27 : 30 Bathroom Standing : 27 : 45 Bathroom Standing : 28 : 00 Bathroom Standing : 28 : 15 Simple behavior Complex behavior
19 1.2 Document structure
20
21 2 Theore cal background 2.1 Related Work Hidden Markov Models
22 2.1.2 Fuzzy Logic
23 2.1.3 Frequent Pa ern Mining e 1 e 2 e m Recurrent Neural Network
24 2.2 Stochas c methods for discrete events modelling p 1 p T 1 + t 1 T 2 + t 2 t 1 t Hidden Markov Models N S = {S 1 S 2 S N } M O = {O 1 O 2 O M } X t t A = {a i j } a i j = P(X t+1 = S j X t = S i ) t B = {b i j } b j (k) = P(O k X t = S j )k [1,M] X t t X(t) {X 1,X 2 } Y (t) {y 1,y 2,y 3 } a i j b i j
25 a 12 X 1 X 2 a 21 b 11 b 12 b 13 b 21 b 22b 23 y 1 y 2 y 3 S 1 S 2 y 1 y 2 y 3 X 3 t = 3 P(X 1 ) P(S 1 ) P(S 2 ) P(X 3 y 1:3 ) P(S 1 ) P(S 2 ) X 1 X 2 X 3 y 1 y 2 y 3
26 t=1 t=2 t=3 y 1 y 2 y 3 Init S 1 S 1 S 1 S 2 S 2 S 2
27 2.2.2 Agent Reac ve Agents Sensor Agent Inputs Rules Action
28 Cogni ve Agents Agent Desires Beliefs Knowledge of the environment Sensor Inputs Filter Intentions Rules Environment Action
29 Mul -Agent System MAS monitoring simple behaviours
30 Information about this activity E.g. «This activity occurs in average n time during the day» Database Agent A 1 Activity 1 Real-time Behavior 1 t 2start Behavior 2 t 2end Behavior 3 t 1start t 1end t 3start t 3end Agent A 2 Durations Information about the time shift of behavior 3 E.g. «Knowing that behavior 1 and behavior 2 are taking longer this 2 last days, behavior 3 may start at x» Fuzzy Logic
31 Fuzzy set Linguis c Variables Fuzzy Rules FuzzySet Opera ons µ A B (x) µ A B (x) µ A (x) µ A (x) µ B (x) µ A (x) µ B (x) µ A (x)
32 Fuzzy inference systems (Mamdani) Numerical input 0.28 Numerical input 0.7 Rule Strength Membership 1,0 degree 0,8 Membership 1,0 degree 0,8 Membership 1,0 degree 0,8 Rules 1 0,6 0,4 0,2 0,6 OR 0,4 0,2 MAX 0,6 0,4 0,2 0,0 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 1,0 LV1 0,0 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 1,0 LV2 0,0 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 1,0 LV3 Membership 1,0 degree Membership 1,0 degree Membership 1,0 degree 0,8 0,8 0,8 Rule 2 0,6 0,6 0,6 0,4 0,2 0,4 AND 0,2 MIN 0,4 0,2 0,0 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 1,0 LV1 0,0 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 1,0 LV2 0,0 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 1,0 1,0 LV3 0,8 0,6 Output distribution 0,4 0,2 0,0 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 1,0
33 3 Methodology 3.1 Introduc on 3.2 Development Process Waterfall Requirements Design Requirements Evaluation Design Scrum Code Code Integration/Testing Integration/Testing Iteration 1 Requirements Evaluation Design Code Deployement Integration/Testing Iteration 2 Continue
34 3.3 States Position Room LOA RoomSection Undefined Lying Sitting Standing None Undefined Bedroom Livingroom Bathroom Kitchen None Undefined Low Medium High None Undefined Door Chair Bed Sink Toilet None
35 3.4 Simula ng a morning rou ne Ac vity and Behavior Activity 1. Lying, Bedroom, Low, Bed 2. Standing, Bedroom, Medium, Door 3. Standing, Livingroom, Medium, Door Time [s] [400 ; 430] [2 ; 4] [2 ; 4] Instance of the class Human Integer between 2 and 4
36 3.4.2 Database Timer
37 Behavior tick counter = Random behavior's time The simulator switches and populates the database with the next behavior Number of behavior counter = Number of behavior in the routine The simulator switches to the next day
38
39 3.4.4 Codifica on Undefined Lying Sitting Standing None Position Varia on in the rou ne LIVING ROOM Lying Sitting Standing BEDROOM Lying Sitting Standing BATHROOM Sitting Standing
40 Activity Time 1. Lying, Bedroom, Low, Bed [200 ; 220] 2. Standing, Bathroom, Medium, Toilet [10 ; 20] 3 Lying, Bedroom, Low, Bed [200 ; 210] 4. Standing, Bedroom, Medium, Door [2 ; 4] Next possible room Bedroom Bathroom Livingroom Next possible position Next possible roomsection 5. Standing, Livingroom, Medium, Door [2 ; 4] Next possible level of activity
41 3.4.6 Cache database
42 3.5 Analysis Introduc on User Interface
43 Listbox of the Position status Enumerator Position from the class Human EventHandler
44
45 3.5.4 Agents Agent-oriented programming
46 Service-oriented architecture
47 Our approach Survival analysis - Exponen al Distribu on
48 λ F(t) = P(X t) = 1 e λt S(t) = 1 F(t) = P(T > t) = e λt λ 1/λ λ 5
49 λ λ
50
51 3.5.5 Classifica on
52 Membership degree 1,0 0,8 0,6 0,4 Bad Normal Good 0,2 0,0 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 1,0 Probability of survival
53 4 Results 4.1 Tes ng module
54
55 4.2 Situa on 1 : Normal rou ne
56 4.3 Situa on 2 : Irrelevant behaviour me
57 4.4 Situa on 3 : Abnormal behaviour me Two weeks routine One day
58
59 5 Future work Behaviour 3 Simulator Behaviour 2 Behaviour 1 Database new entry in the DB Analysis program EventHandler B1 Time Average Time Behavior 1 Survival probability Agent Average survival probability Fuzzy Rules Behavior 3 Agent Behavior 2 Agent Alert output 5.1 User-friendly rou ne adding system
60 5.2 Sequences analysis
61
62 5.3 Frequency of behaviour occurrence
63 6 Conclusion
64
65 References
66
67
68
69 Appendices
70 Appendix 1: Project task description 70
71
72
73
74
75
76
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