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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   
      
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