Change search
ReferencesLink to record
Permanent link

Direct link
Ett Oskarpt Beslut: om Oskarp Logik i speldesign
Gotland University, School of Game Design, Technology and Learning Processes.
2013 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors. It will detail how transitions between AI states can be made more fluid with fuzzy logic. The paper comes to the conclusion that game AI with decision making based on fuzzy logic and fuzzy sets has several advantages and disadvantages. These advantages include the ability for AI agents to make decisions based on many factors. Disadvantages include the increased complexity inherent in poorly constructed fuzzy logic based AI. This complexity emerges when too many variables are part of the rule description, and each variable has several different states. In these cases, an unmanageable amount of rules will be produced.

Abstract [sv]

Denna uppsats kommer utforska möjliga applikationer av fuzzy logic på området artificiell intelligens i digitala spel. Fuzzy logic kommer beskrivas i kontrast till skarp logik. I uppsatsen kommer flera exempel ges på möjliga applikationer för beslutsfattande baserat på fuzzy logic inom spel-AI. Bland dessa exempel återfinns val av vapen för AI-agenter samt gas-bromsbeslut hos en AI-kontrollerad bil. Uppsatsen kommer även behandla genomslaget hos en AI som fattar beslut baserade på många faktorer. Den kommer även behandla hur övergången mellan olika AI-tillstånd kan mer flytande med fuzzy logic. Uppsatsen kommer till slutsatsen att spel-AI med beslutsfattande baserat på fuzzy logic och suddiga mängder har flera för- och nackdelar. Dessa fördelar inkluderar möjligheten för AI-agenter att ta beslut baserade på flera faktorer. Nackdelar inkluderar den ökade komplexiteten som uppstår i dåligt konstruerad AI baserad på fuzzy logic. Denna komplexitet uppkommer när regelbeskrivningen innehåller för många variabler och varje variabel har flera olika tillstånd. I dessa fall kommer en ohanterlig mängd regler att produceras.

Place, publisher, year, edition, pages
2013. , 36 p.
National Category
Philosophy Media Engineering
URN: urn:nbn:se:hgo:diva-1933OAI: diva2:630006
Subject / course
Game Design
Educational program
Game Design and Programming
Available from: 2013-06-19 Created: 2013-06-18 Last updated: 2013-07-01Bibliographically approved

Open Access in DiVA

Ett Oskarpt Beslut: Om Oskarp Logik i Speldesign(638 kB)197 downloads
File information
File name FULLTEXT01.pdfFile size 638 kBChecksum SHA-512
Type fulltextMimetype application/pdf

Search in DiVA

By author/editor
Hedenström, Mikael
By organisation
School of Game Design, Technology and Learning Processes
PhilosophyMedia Engineering

Search outside of DiVA

GoogleGoogle Scholar
Total: 197 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

Total: 351 hits
ReferencesLink to record
Permanent link

Direct link