The design of multipass hot-rolling schedules is of great importance to steel industry and an effort is made to predict the microstructure evolution. In the present study, a multi-phase field model is employed for the simulation of the grain size evolution due to static recrystallization and grain growth during multipass hot-rolling of C-Mn steels. A variable stored energy per rolling pass, a temperature dependent interface mobility, and nucleation site density are considered. The model is compared with an extended JMAK model and validated with experimental data obtained from two hot-rolling schedules.The results indicate that both models describe the experimental data well, however the phase field model avoids certain discontinuities between static recrystallization and grain growth. A statistical analysis is conducted to investigate the effect of the microstructure domain size on the phase field results and grain size distributions. The effect of key process parameters on the kinetics of static recrystallization and grain growth are determined by the temporal evolution of equivalent circular grain diameter distributions. Both approaches have the potential to be used for the computational design of multipass hot-rolling processes in steels.
The game of chess is the most widely examined game in the field of artificial intelligence and machine learning. In this work, we propose a new method for obtaining the evaluation of a chess position without using tree search and examining each candidate move separately, like a chess engine does. Instead of exploring the search tree in order to look several moves ahead, we propose to use the much faster and less computationally demanding estimations of a properly trained neural network. Such an approach offers the benefit of having an estimation for the position evaluation in a matter of milliseconds, while the time needed by a chess engine may be several orders of magnitude longer. The proposed approach introduces models based on the radial basis function (RBF) neural network architecture trained with the fuzzy means algorithm, in conjunction with a novel set of input features; different methods of network training are also examined and compared, involving the multilayer perceptron (MLP) and convolutional neural network (CNN) architectures and a different set of input features. All methods were based upon a new dataset, which was developed in the context of this work, derived by a collection of over 1500 top-level chess games. A Java application was developed for processing the games and extracting certain features from the arising positions in order to construct the dataset, which contained data from over 80,000 positions. Various networks were trained and tested as we considered different variations of each method regarding input variable configurations and dataset filtering. Ultimately, the results indicated that the proposed approach was the best in performance. The models produced with the proposed approach are suitable for integration in model-based decision-making frameworks, e.g., model predictive control (MPC) schemes, which could form the basis for a fully-fledged chess-playing software.
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