So i was reading "Programming Game AI by Example" by Mat Buckland (http://www.ai-junkie.com/books/toc_pgaibe.html) and decided to rewrite his chapter on Fuzzy logic in haskell (from C++).

My initial impression: its one of those scenarios where OOP grossly over complicates things


Heres an example taken from the book: An agent needs to decide what weapon to use based on his distance from the target and the amount of ammo each has. The result is in the desirability domain (0-100).

http://code.haskell.org/~hexpuem/fuzzyLogic/AI/Logic/Fuzzy/Example.hs

An excerpt:


------------------------------------

weapons = [ Weapon "RocketLauncher" 9 rocketLauncher,
            Weapon "ShotGun" 13 shotgun,
            Weapon "AssaultRifle" 120 assaultRifle,
            Weapon "SniperRifle" 7 sniperRifle,
            Weapon "Knife" 1 knife ]

chooseWeapon dist = maximum ratings
  where
    ratings = [ (f dist ammo, n) | Weapon n ammo f <- weapons ]

------------------------------------

shotgun :: Double -> Double -> Double
shotgun dist ammo =

  unfuzz desireDom $ rules (fuzz distDom dist) (fuzz ammoDom ammo)

  where

    rules :: Fuzzy Distances -> Fuzzy Ammo -> FL Desirability
    rules distance ammo = do

      distance `is` SniperSuited =>> Pointless
      distance `is` Far          =>> Undesirable
      distance `is` Medium       =>> Undesirable
      distance `is` Melee        =>> Undesirable

      (distance `fairly` Near) & (ammo `fairly` High) =>> VeryDesirable
      (distance `fairly` Near) & (ammo `fairly` Good) =>> Desirable
      (distance `fairly` Near) & (ammo `is` Low)      =>> Undesirable

------------------------------------

Full code at http://code.haskell.org/~hexpuem/fuzzyLogic/.

Suggestions welcome - maybe it'd be useful to upload to hackage at some point.


It only supports triangle, shoulder, and singleton memberships at the moment.



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