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Fuzzy Logic for tactical wargame...

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...
Posted: Wed Feb 04, 2009 5:34 pm
Guest
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..

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Dmitry A. Kazakov...
Posted: Thu Feb 05, 2009 4:48 pm
Guest
On Wed, 04 Feb 2009 11:34:47 GMT, rsksmiles at (no spam) gmail.com wrote:

Quote:
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..

You are welcome.

Have you looked at the Fuzzy Control Language (FCL)? It is designed to
express rules of this kind.

--
Regards,
Dmitry A. Kazakov
http://www.dmitry-kazakov.de

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Kirk Zurell...
Posted: Thu Feb 05, 2009 4:48 pm
Guest
rsksmiles at (no spam) gmail.com wrote:
Quote:
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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Walter Banks...
Posted: Thu Feb 05, 2009 4:50 pm
Guest
rsksmiles at (no spam) gmail.com wrote:

Quote:
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..


The rule set used in the Lord of the Rings to drive the fighting armies
was good for managing armies. It was broken down into a series of
ranks. Each rank had its own rule set. This rule set was written by
massivesoftware and was described in detail in a number of interviews.

http://www.bytecraft.com/Fuzzy_Logic

http://www.massivesoftware.com/

http://www.bytecraft.com/Tidbits

Regards,

--
Walter Banks
Byte Craft Limited
http://www.bytecraft.com

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Felipe...
Posted: Thu Apr 02, 2009 2:26 pm
Guest
On Feb 4, 8:34 am, rsksmi... at (no spam) gmail.com wrote:
Quote:
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..


Just an idea: You can use Robocode (Java based "game") in order to
test some tactics against other "robots". There are many AI based
robots in the Robocode repository.

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