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   comp.ai.fuzzy      Fuzzy logic... all warm and fuzzy-like      1,275 messages   

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   Message 192 of 1,275   
   Walter Banks to William Siler   
   Re: complexity of fuzzy rule bases   
   14 Feb 04 12:35:47   
   
   From: walter@bytecraft.com   
      
   The 70,000 rule system was generated by a rule generator they wrote for the   
   purpose. Fuzz-C is a C   
   pre-processor (compiler) and generates C  and the project compiled on a PC   
   generated < 0.5Meg of   
   code. Fuzz-C  looks  for repeated patterns in various ways. The <0.5M of code   
   70,000 rules means   
   that either Fuzz-C is better than I thought (I wrote it) or the 70,000 rules   
   just might have had a   
   little bit of redundancy.   
      
   The Lord of the Rings code is more interesting. You are correct " they just   
   had hundred of   
   instances of a few hundred rules" Actually there was an instance for each   
   animated warrior   
   thousands or tens of thousands in total. My understanding was they modeled   
   each warrior type ,   
   foot soldier, sergeant, corporal, general, bowman, battering ram holder (ranks   
   are mine) Perhaps   
   at most 20 or 30 basic warrior types.  The inputs were from orders, terrain,   
   surrounding warriors,   
   and battle objectives , rules defined behavior given a particular stimulus and   
   output was   
   information used by the drawing package to create the frame and information   
   passed down to   
   warriors of lower rank.   
      
   There is a sequence in the Twin Towers that is interesting in this regard, The   
   warriors are   
   marching and there is a big rock that they must divide ranks and march around.   
   I understand all   
   the animators did was put the rock on the ground and the behavior rules did   
   the rest, adjacent   
   ranks of warriors avoided the rock and adjacent warriors moved to avoid them   
   to a lessor degree.   
      
   For different reasons these are extreme examples. The first because it is a   
   single example with an   
   unduly large rule base. The second because behavior is modeled into a   
   relatively small rule set   
   and thousand of these individuals are then set loose where rules are   
   interactive.   
      
   w..   
      
   William Siler wrote:   
      
   > Walter Banks  wrote in message news:<402   
   DC9D.CA7A1568@bytecraft.com>...   
   > > I can give you two data points on the subject. The most complex application   
   > > that I know of using Fuzz-C had a total of 70,000 rules. (I am sure they   
   were   
   > > not all needed) In the Lord of the Rings film Fuzzy logic was used to   
   control   
   > > the behavior of each of the animated warriors, I believe that for each   
   > > warrior type there was rules in the low hundreds executed 10's of thousands   
   > > of times for the whole field of battle for each frame.   
   > >   
   > > W..   
   > >   
   > Lord have mercy on us, Walter. 70,000 rules? Do you know if they   
   > generated a number of rules from a basic rule pattern? If I wrote a   
   > rule a minute, it would take about 6 months to write them all. They   
   > must have generated the rules somehow. Of course, if the rule   
   > consequents can include a rule as in OPS5 or FLOPS, one can generate a   
   > number of rules from a single one, and I imagine that they might have   
   > done something like this. You mention "for each warrior type rules in   
   > the low hundreds", so maybe theyu just had hundred of instances of a   
   > few hundred rules.   
   >   
   > William Siler   
      
   --- SoupGate-Win32 v1.05   
    * Origin: you cannot sedate... all the things you hate (1:229/2)   

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