=Paper=
{{Paper
|id=Vol-2472/p2
|storemode=property
|title=Takagi–Sugeno fuzzy systems as a method of acting opponents in games
|pdfUrl=https://ceur-ws.org/Vol-2472/p2.pdf
|volume=Vol-2472
|authors=Karolina Kesik
}}
==Takagi–Sugeno fuzzy systems as a method of acting opponents in games==
Takagi–Sugeno fuzzy systems as a method of acting opponents in games Karolina K˛esik Institute of Mathematics Silesian University of Technology Kaszubska 23, 44-100 Gliwice, Poland Email: karola.ksk@gmail.com Abstract—Controlling a hero in 2D or 3D games can occur on networks and tree searching were used to obtain impressive different rules. To increase the level of gameplay, there are objects results. A year later, the authors presented a learning algorithm in the entire game with which the player can interact. Such without the need for knowledge given by programmers [6]. an action is quite often implemented using artificial intelligence, which has been growing in recent years. In this paper, we propose Again in [7], the authors presented idea to train deep neural using a model of a fuzzy system to move objects in the games. networks to play othello ie a game on a board with 64 fields Movement takes place on the principle of moving between two and black and white verticals. An interesting idea is to extract points, where the first one is the player’s position and the second knowledge from how others play the game [8], or using the is destination point. The paper presents the mathematical model idea of games in other areas, such as medicine. An example of the Takagi–Sugeno system and tests for the correctness of the movement. is creating decision systems using game theory and rough sets [9]. I. I NTRODUCTION The idea of multi-agents and collective using many objects The field of artificial intelligence is developing rapidly, is a frequent use in games. The results of research on this which is visible in various applications around us. Especially topic are presented in [10], [11] using fuzzy logic. This field in devices of the Internet of Things, whose times are coming of science can also be used in solving various problems [12], thanks to the 5G network. Enabling communication between a [13]. huge number of devices results in acquiring and generating a II. F UZZY LOGIC large amount of digital information. This information must be processed so that it can be forwarded or take some decisions Fuzzy logic was proposed by L. A. Zadeh in 1965, where based on it. More often, such problems are solved using unlike classical sets, partial membership is allowed [14]. So artificial intelligence (AI) techniques. the sets can be described using the adaptation function In practice, almost everyone uses a smartphone, on which various applications are installed. Especially often of these µA : X → [0, 1]. (1) applications are games that use AI methods. Their practical Fuzzy set A on space X can also be described by a set use is based on the movement of opponents or the genera- of ordered pairs (x, µA (x)), where µA (x) is the degree of tion of boards/environment. The movement can be simulated ownership of the x object to the fuzzy set A using various tools such as artificial neural networks, fuzzy controllers and heuristic algorithms. In this paper, we show A = {(x, µA (x)); x ∈ X, µA ∈ [0, 1]}. (2) the simple use of the Takagi-Sugeno system to simulate the movement of objects. Zadeh suggested another notation for fuzzy sets. For the discrete space X, we have A. Related works X Heuristic methods are used only to simulate player action A= µA (x)/x (3) [1], but also to create a game environment. An example is the x∈X creation of labyrinths [2]. The same algorithms can be used Again, for continuous space X for play-testing in various games, especially in card ones [3]. Z Quite often, there is a need for the opponent’s intelligence to A= µA (x)/x (4) be trained. This is a popular situation with games that have X large amounts of different rules, such as chess [4] or go [5]. These markings should be treated as the sum of elements x The second of these games is much more difficult, which made having a degree of belonging µA (x). Mark / should be treated training AI quite problematic. In [6] deep learning of neural as a separator. c 2019 for this paper by its authors. Use permitted under Creative Com- The most commonly used affiliation functions that describe mons License Attribution 4.0 International (CC BY 4.0). the sets are as follows 5 • triangular variables of the system into the values of its output variables. 0, x ≤ a, x−a , a < x ≤ b, µA (x; a, b, c) = b−a , (5) c − x , b < x ≤ c, c−b 0, x>c where a, b, c are parameters (a ≤ b ≤ c). • Gaussian (x−m)2 µA (x; m, σ) = e− 2σ2 , (6) where m, σ are parameters. For x = m, this function assumes the value 1 and the parameter σ > 0 determines the width of the fuzzy set. • inverse trapezoid b − x a < x ≤ b, b−a µA (x; a, b, c, d) = 0 b < x ≤ c, , (7) x−c c