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|    comp.ai.fuzzy    |    Fuzzy logic... all warm and fuzzy-like    |    1,275 messages    |
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|    Message 803 of 1,275    |
|    Kirk Zurell to rsksmiles@gmail.com    |
|    Re: Fuzzy Logic for tactical wargame    |
|    05 Feb 09 10:48:57    |
      XPost: comp.ai       From: kirk@bytecraft.com              rsksmiles@gmail.com wrote:       > Hello, is anyone interested in discussing some fuzzy logic rules for a       > wargame tactical ai?       >       > I was thinking along the lines of (simplistic I know) :       >       > 1. If not close to objective and few enemy seen and have enough       > firepower advance to objective.       > 2. if close to objective and enemy seen and enemy has LOS to objective       > attack enemy.       >       > These are really simple I know but I am just trying to get started       > with the thought processes..              Sounds like a great application. Let's hear more about how you       came by this project. Is this for a computer-based wargame       simulation or something more...uh...visceral?              What's LOS? Line of sight?              "Attack enemy" is a little vague; start with "advance to enemy".       You can get to "open fire" or "unleash hell" later.              I'd love to see some rules designed to induce the enemy into       tactical mistakes:               IF enemy IS tracking_me AND enemy_cover IS good        THEN travel IS retreat AND speed IS variable_feign_damage()                            Kirk              --       Kirk Zurell       Byte Craft Limited       Waterloo, Ontario, Canada       http://www.bytecraft.com              [ comp.ai is moderated ... your article may take a while to appear. ]              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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