Abstract
In this paper, fuzzy rule-based systems are applied to a point-to-point car racing game. In the point-to-point car racing game, two car agents compete with each other for taking waypoints. There are three waypoints in the car racing field, each of which is assigned a number that indicates the order to take. The control process of car agents is modeled as a non-holonomic system where there are two input variables (acceleration and steering) for controlling the position, angle and velocity of the car agents. Fuzzy rule-based systems are used to make a high-level decision where the target waypoint to take is determined. Since a fuzzy rule-based system for the high-level decision making is generated in the manner of supervised learning, a set of training patterns should be given for the construction of the fuzzy rule-based systems. In this paper we examine two methods to obtain such a set of training patterns. We also examine two representations of input vectors for the fuzzy rule-based systems. We discuss the effect of obtained training patterns and the input representation on the performance of the fuzzy rule-based systems. After discussing and analyzing the experimental results, we present an adaptive framework of fuzzy rule-based systems. The performance of adaptive fuzzy rule-based systems is then examined based on the results of their non-adaptive version. A series of computational experiments are performed to show the learning ability of the adaptive fuzzy rule-based systems.
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Nakashima, T., Fujii, S. Designing high-level decision making systems based on fuzzy if–then rules for a point-to-point car racing game. Soft Comput 14, 517–528 (2010). https://doi.org/10.1007/s00500-009-0448-7
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DOI: https://doi.org/10.1007/s00500-009-0448-7