Artificial intelligence based on fuzzy behavior for game programming
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Abstract
This paper applies the behavior-based control for mobile robots to design the artificial-intelligent characteristics of game programming in order to reduce the complexity of the intelligence features of the enemies in a game. The artificial intelligence in this paper composes of fuzzy system for creation of the natural behavior. This fuzzy model employs Takagi-Sugeno's methodology for building program modules. The character described in the model herein is the enemy of 'Mage in the Demon Zone' game. Copyright 2004 ACM.
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Keywords
Artificial intelligence, Behavior-based model, Fuzzy logic application, Fuzzy system
Citation
ACM International Conference Proceeding Series, 74, 277-279, 2004
