@article{ART000951598},
author={이세일},
title={Fuzzy Logic Architecture for deciding the Ranking at Racing Games},
journal={Journal of The Korea Society of Computer and Information},
issn={1598-849X},
year={2005},
volume={10},
number={1},
pages={133-140}
TY - JOUR
AU - 이세일
TI - Fuzzy Logic Architecture for deciding the Ranking at Racing Games
JO - Journal of The Korea Society of Computer and Information
PY - 2005
VL - 10
IS - 1
PB - The Korean Society Of Computer And Information
SP - 133
EP - 140
SN - 1598-849X
AB - If a player car precedes from start to the end or a fuzzy car wins every day during computer or racing games, most players will lose their interest in the games soon after several times. In order to solve this problem and increase amusement at racing games, the more important thing than anything else is decide the ranking. In this thesis, in order to give amusement to racing games, the researcher made a fuzzy car and made it race with player cars. Because the preceding fuzzy car runs ahead of player cars, it can recognize their behaviors according to change of following player cars' speed and distance, and the fuzzy car changes its memory, but doesn't enforce actual behaviors. If the fuzzy car would make decision, it has to do behaviors to compete the ranking on the basis of the contents it has memorized under the situation where a timer is awarded. In addition, although an accompanying fuzzy car has different contents of memory, it is operated in the same way as mentioned above. At the time of experiments, the researcher applied the actual value to the test program and drew result for ranking competition. In conclusion, the researcher could confirm that we can have modeling of various behaviors by means of the method using fuzzy logic rather than simple if-then method.
KW - fuzzy logic;racing game;FFLL;FCL
DO -
UR -
ER -
이세일. (2005). Fuzzy Logic Architecture for deciding the Ranking at Racing Games. Journal of The Korea Society of Computer and Information, 10(1), 133-140.
이세일. 2005, "Fuzzy Logic Architecture for deciding the Ranking at Racing Games", Journal of The Korea Society of Computer and Information, vol.10, no.1 pp.133-140.
이세일 "Fuzzy Logic Architecture for deciding the Ranking at Racing Games" Journal of The Korea Society of Computer and Information 10.1 pp.133-140 (2005) : 133.
이세일. Fuzzy Logic Architecture for deciding the Ranking at Racing Games. 2005; 10(1), 133-140.
이세일. "Fuzzy Logic Architecture for deciding the Ranking at Racing Games" Journal of The Korea Society of Computer and Information 10, no.1 (2005) : 133-140.
이세일. Fuzzy Logic Architecture for deciding the Ranking at Racing Games. Journal of The Korea Society of Computer and Information, 10(1), 133-140.
이세일. Fuzzy Logic Architecture for deciding the Ranking at Racing Games. Journal of The Korea Society of Computer and Information. 2005; 10(1) 133-140.
이세일. Fuzzy Logic Architecture for deciding the Ranking at Racing Games. 2005; 10(1), 133-140.
이세일. "Fuzzy Logic Architecture for deciding the Ranking at Racing Games" Journal of The Korea Society of Computer and Information 10, no.1 (2005) : 133-140.