Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Combs method
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Example == Suppose we were designing an [[artificial personality]] system that determined how friendly the personality is supposed to be towards a person in a strategic video game. The personality would consider its own fear, trust, and love in the other person. A set of rules in the Combs system might look like this: {| align="center" border="1" cellpadding="3" ! Fear | Unafraid THEN Enemies || Moderate Fear THEN Neutral || Afraid THEN Good Friends |- ! Trust | Distrusting THEN Enemies || Moderate Trust THEN Neutral || Trusting THEN Good Friends |- ! Love | Unloving THEN Enemies || Moderate Love THEN Neutral || Loving THEN Good Friends |} The table translates to: <nowiki>[</nowiki>IF Fear IS Unafraid THEN Friendship IS Enemies OR IF Fear IS ModerateFear THEN Friendship IS Neutral OR IF Fear IS Afraid THEN Friendship IS GoodFriends <nowiki>]</nowiki> OR <nowiki>[</nowiki>IF Trust IS Distrusting THEN Friendship IS Enemies OR IF Trust IS ModerateTrust THEN Friendship IS Neutral OR IF Trust IS Trusting THEN Friendship IS GoodFriends<nowiki>]</nowiki> OR <nowiki>[</nowiki>IF Love IS Unloving THEN Friendship IS Enemies OR IF Love IS ModerateLove THEN Friendship IS Neutral OR IF Love IS Loving THEN Friendship IS GoodFriends<nowiki>]</nowiki> In this case, because the table follows a straightforward pattern in the output, it could be rewritten as: {| align="center" border="1" cellpadding="3" ! Fear | Unafraid || Moderate Fear || Afraid |- ! Trust | Distrusting || Moderate Trust || Trusting |- ! Love | Unloving || Moderate Love || Loving |- ! Friendship | ''Enemies'' || ''Neutral'' || ''Good Friends'' |} Each column of the table maps to the output provided in the last row. To obtain the output of the system, we just average the outputs of each rule for that output. For example, to calculate how much the computer is Enemies with the player, we take the average of how much the computer is Unafraid, Distrusting, and Unloving of the player. When all three averages are obtained, the result can then be [[defuzzification|defuzzified]] by any of the traditional means.
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)