Fuzzy logic decision making for autonomous robotic applications

Sophia Mitchell, Kelly Cohen
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引用次数: 4

Abstract

There is growing in interest in the effectiveness of emulating human decision making and learning in modern aerospace applications. The following is an examination of several applications in which type 1 and 2 fuzzy logic has been utilized in artificial intelligence and machine learning problems to demonstrate their capabilities. In Fuzzy Logic Inferencing for PONG (FLIP), the effectiveness of type 1 logic is examined as an optimal controller for players in the game of PONG. Robotic collaboration is also developed as the PONG game was expanded into a multiplayer option. Collaborative Learning using Fuzzy Inferencing (CLIFF) is an extension of this PONG game, however type-2 logic is used to create a robotic coach that optimizes its players to beat its opponent in a development of layered fuzzy learning. Precision Route Optimization using Fuzzy Intelligence (PROFIT) examines the use of fuzzy logic as an optimizer in an algorithmic solution to a modified Travelling Salesman Problem (TSP). The TSP is modified in a way to better mimic a real-life scenario where footprints must be visited instead of simply points, which gives an interesting complexity to the problem. Considering the successes associated with these research endeavors, it can be concluded that type 1 and 2 fuzzy logic are both interesting tools that can further the abilities of intelligent systems and machine learning algorithms.
自主机器人模糊逻辑决策的应用
人们对在现代航空航天应用中模拟人类决策和学习的有效性越来越感兴趣。以下是在人工智能和机器学习问题中使用类型1和类型2模糊逻辑的几个应用的检查,以展示它们的能力。在乒乓游戏的模糊逻辑推理中,研究了一类逻辑作为乒乓游戏玩家的最优控制器的有效性。随着PONG游戏扩展为多人游戏选项,机器人协作也得到了发展。使用模糊推理的协作学习(CLIFF)是这个PONG游戏的扩展,然而,类型2逻辑被用来创建一个机器人教练,它在分层模糊学习的发展中优化其球员以击败对手。利用模糊智能的精确路线优化(PROFIT)研究了模糊逻辑作为优化器在改进的旅行推销员问题(TSP)的算法解决方案中的使用。对TSP进行了修改,以便更好地模拟现实生活中的场景,即必须访问足迹而不是简单的点,这给问题带来了有趣的复杂性。考虑到与这些研究努力相关的成功,可以得出结论,1型和2型模糊逻辑都是可以进一步提高智能系统和机器学习算法能力的有趣工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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