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Fuzy Logic used in a comercial game

Started by April 30, 2008 04:17 AM
4 comments, last by IADaveMark 16 years, 6 months ago
I know that this might be a somewhat strange place to ask this question, but here I go anyway ;) Have any commercial games ever used fuzzy logic in their AI implementation ? I tried to google and wiki it, but I can't find any references to specific games. If you know any games, it would be swell to know, and even better if you had a source of your information. I hope you can help me out here, cause I need this for my master thesis. Best regards
Look for "Fuzzy State Machine" or FuSM instead.

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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Sure, I mean a lot of AI in commercial games is "fuzzy". Sometimes it's randomly fuzzy: do this action for between X and Y seconds. Sometimes it's "learning" fuzzy: I just built a lot of tanks, my tanks got annihilated, let's build something else instead.

A lot of RTS games use the latter in their Skirmish AI implementations (AI opponent in skirmish play). Inputs would be what units the opposing player has, how effective my units have been to date, etc.

-me
IIRC there are a few examples of the commercial application of fuzzy state machines presented in the earlier Game Programming Gems books... unfortunately I don't have my books available at the moment to confirm this or give more specific details... I'm going from memory (so I could be wrong).

Cheers,

Timkin
Quote: Original post by Palidine
Sure, I mean a lot of AI in commercial games is "fuzzy". Sometimes it's randomly fuzzy: do this action for between X and Y seconds. Sometimes it's "learning" fuzzy: I just built a lot of tanks, my tanks got annihilated, let's build something else instead.


That's not actual 'fuzzy logic' though, which has a specific meaning, ie. continuous degrees of truth between zero and one as opposed to binary logic which is either zero or one.

There are plenty of games where using non-binary numbers are used in decision making. Pretty much anything using weighted sums, for example, is a form of fuzzy logic. Even non-weighted sums... anything that uses a range of scores on one or more inputs.

Take the diplomacy of Civ 4. They add and subtract using a variety of inputs and end up with a single number that shows how a ruler feels about you. Based on what range that falls into, the ruler treats you differently. I choose the Civ example because many, many accumulators are exposed directly in the interface. Citizen happiness and health are other ones. The expected likely outcome of a battle is shown on screen... which directly affects the AI's willingness to attack, retreat, etc. Even using influence maps as a decicion control scheme is a form of fuzzy logic. ("Is this square mine, his, the other guy's, or a little of each?")

Your best bet is to read a little more on fuzzy logic... even the Wikipedia entry, play a few more games, and then reason out what may be going on behind the scenes. After all, playing games are in the name of Masters' research, right? ;-)

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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