Code is doing more swapping compared to human-level method - c

If a human wants to re-arrange the numbers 1,2,3,4 from the biggest to the smallest, the human will check to see if the second number is bigger than the first number, but will not swap locations until done examining the rest of the numbers.
The new order becomes : 4,2,3,1
However the code below will swap the locations of "1" and "2" soon as it determines "2" is bigger than "1".
The new order becomes : 2,1,3,4
The program will do more swapping than a human will be doing..
and thus perhaps it is less efficient than human method ?
Is there a way to apply the efficiency of human method to this program ? or perhaps the human method is not more efficient but simply appears that way ?
int a[] = {1,2,3,4};
int total;
total = 4;
int i;
int i2;
int holder = 0;
for (i=0; i<total;) {
for (i2=i+1; i2<total;) {
if(a[i] < a[i2]) {
holder = a[i];
a[i] = a[i2];
a[i2] = holder;
}
i2=i2+1;
}
i=i+1;
}

Please note that the opinions below are my own, regardless of any literature that might exist on the topic. They are not supposed to be considered science, regardless of how "science" might be defined.
The short answers:
We have no idea how the human brain actually works - referring here to mathematical computations, comparisons etc.
It is guaranteed that the human brain works radically different from any computer.
Maybe I am not accurate in my "metaphor", but I reached this conclusion: the human brain does many (most?) calculations "visually": you just look and you know the correct answer. A computer would need very complex algorithms, and it might still not be able to solve the problem.
Also, the human brain is able to generate a totally different problem, with the same result / answer like the original, but a lot easier to calculate. And that, without us even being aware of that, most of the times.
It was already mentioned in a comment: for the example of your problem, a human would not sort that list of digits. He would just countdown from 4 to 1.
If the problem would provide different numbers, e.g. {5, 21, 48, 16}, the brain cores would "visually" detect the maximums and minimums in the list, and rearrange them in the correct order, without real comparisons (at least, we are not aware of them).
The human brain is definitely multi-core. But the cores are not independent like in a computer, which only exchange some data. They are permanently reconfigurable, and I suspect that these "cores" of the brain actually overlap, not only regarding data, but also regarding execution.
To understand the kind of computing done in "biological computers":
References: Rod_cell, Cone_cell, Optic_nerve
Math:
100 million rod cells;
7 million cone cells;
Each human optic nerve contains between 770,000 and 1.7 million nerve fibers
Now you see, a max of 1.7 million optic nerves connect 107 million sensors to the brain. That is actually the "definition" of image / video compression. The eye (retina?) is a standalone computer in itself. If it is able to do video compression, then it MUST be able (my opinion) to sort a short list without the need to relay the data to the brain. That could be an explanation WHY we know an answer to a problem just looking at it - we receive the answer together with the problem - all work was done elsewhere.
It seems "obvious" that the biological computers perform mathematical comparisons at some level, it is just that we have no idea where and how they are made. Maybe in a low level "driver"? Maybe they are off-loaded to some other processing unit? A "hardware accelerator"? Maybe, hopefully, the future will tell us.

Related

Code optimization - cicle

I want to do a large block of code until at least one of the elements of array 1 is equal to 1 of the elements of array 2.
I'm asking the community to share, if possible, the best(fastest to process) ways possible to do this "while"
Sum up:
while (none of the elements from arr1 is equal to any of arr2)
{
(code)
}
Reason: In my code, depending on some dimensions set by the user, my program may need to make this n^2 complexity comparison a lot of times, so I'm looking for a way to make it as light as I can.
I'm sorry in advance, and please let me know, if this type of questions are not suitable for StackOverflow.
Edit: My bad in not giving information about the arrays. As I said, it's dimension may vary based on what the user choses, but each one's size should be between 3 and 1000. Both arrays of integers.
Their values do change, the bigger the dimensions, the more it can happen.
The comments mention a hash and I agree, it could work, but it's very size-dependent. O(n^2)'s overhead will be negligible a lot of the time.
Otherwise, just add all the elements of arr1 into the hashset, then go through arr2's elements to see if they're in there. You'll get O(n) time. Honestly though, unless you're working with elements in the hundred thousands, even millions, I don't think the pay-out will be that tangible, but it's machine dependent and I haven't tested it myself.
C++ has std::unordered_set in the standard. If you're using pure C, I'm sure there's implementations available online.

How to implement switch with distinct cases?

Here in the followed program if last condition is true then unnecessarily we have to check all conditions before it.
Is there any possibility to implement switch case in the below program?
I've to convert very similar code to this into Arm assembly.
main()
{
int x;
if (x< 32768)
x<<15;
elseif(x<49152)
(x<<12)- 7;
elseif(x<53248)
(x<<11)- 13;
elseif(x<59392)
(x<<10)-27;
elseif(x<60928)
(x<<9)-61;
elseif(x<62208)
(x<<8)-139;
elseif(x<64128)
(x<<7)-225;
elseif(x<65088)
(x<<6)-414;
elseif(x<65344)
(x<<5)-801;
elseif(x<65488)
(x<<4)-1595;
elseif(x<65512)
(x<<3)-2592;
elseif(x<65524)
(x<<2)-4589;
elseif(x<65534)
(x<<1)-8586;
}
Hope someone will help me.
So first things first: are you concerned about performance? If so, do you have actual profiling data showing that this code is a hot-spot and nothing else shows up on the profile?
I doubt that. In fact, I am willing to bed that you haven't even benchmarked it. You are instead looking at code and trying to micro-optimize it.
If that's the case then the answer is simple: stop doing that. Write your code the way it makes sense to write it and focus on improving the algorithmic efficiency of your code. Let the compiler worry about optimizing things. If the performance proves inadequate then profile and focus on the results of the profiling. Almost always the answer to your performance problems will use: choose a better-performing algorithm. The answer will almost never be "tinker with an if statement".
Now, to answer your question: A switch isn't helpful in this scenario because there's no sane way to represent the concept x < 32768 in a case statement, short of writing one statement for every such value of x. Obviously this is neithe practical nor sane.
More importantly you seem to operate under the misconception that a switch would translate to fewer comparisons. It's possible in some rare cases for a compiler to be able to avoid comparisons, but most of the time a switch will mean as many comparisons as you have case statements. So if you need to check a variable against 10000 different possible values using a switch, you'll get 10000 comparisons.
In your case, you're checking for way more than 10,000 possible values, so the simple if construct combined with the "less than" operator makes a lot more sense and will be much more efficient than a switch.
You write that "Here in the followed program if last condition is true then unnecessarily we have to check all conditions before it." True, you do. You could rewrite it so that if the last condition were true you would only need two comparisons. But then you'd simply flip the problem on it's head: if x< 32768 you'd end up having to check all the other possible values so you'd be back where you started.
One possible solution would be to perform binary search. This would certainly qualify as an algorithmic improvement, but again without hard data that this is, indeed, a hotspot, this would be a rather silly exercise.
The bottom line is this: write correct code that is both easy to understand and easy to maintain and improve and don't worry about reordering if statements. The excellent answer by perreal shows a good example of simple and easy to understand and maintain code.
And on the topic of writing correct code, there's no such thing as elseif in C and C++. Which brings us to my last point: before micro-optimizing code at least try to run the compiler.
You can't do that with switches since you need to have constant values to compare to x, not boolean conditions. But you can use a struct like this:
struct {
int u_limit;
int shift_left;
int add;
} ranges[13] = { {32768, 15, 0}, {49152, 12, -7} /*, ...*/};
for (int i = 0; i < 13; i++) {
if (x < ranges[i].u_limit) {
x = x << ranges[i].shift_left + ranges[i].add; break;
}
}
Of course, you can replace the linear search with binary search for some speedup.

What programming techniques or topics should one master to do well in Google Code Jam? [closed]

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Closed 9 years ago.
In this year's Google Code Jam I couldn't solve a single problem of the qualifying round. This (full code at the bottom) is what i came up with to solve the Fair and Square problem. And, it was judged to be incorrect, twice.
And, it's agonizingly demoralizing. I intend to change this scenario in the next Google Code Jam. I know one must practice(a lot!) to become better programmer and it takes years to become an expert. I believe i am ready to give that much effort. But, one can easily be overwhelmed by the size of the list of things to master.So, my question is that, Can a learning path be devised so that one can identify and master the skills necessary to perform better in Google Code Jam or similar online contests? If yes, then what would that be?
This path should allow one to master easier techniques first and then move on to harder ones as if the difficulty level was gradually increasing.
This is my (wrong) solution of the Fair and Square problem
#include<stdio.h>
#include<math.h>
int sqrRoot(double numberToCheck);
int isPalindrome(int numToCheck);
int main(void)
{
int i=0,j=0,cases=1,steps=0,low=0,high=0,isSquare=0,count=0,bit=0;
scanf("%d", &steps);
while (cases<=steps)
{
scanf(" %d %d", &low, &high );
for (j=low;j<=high;j++)
{
isSquare = sqrRoot(j);
if (isSquare == 1)
{
bit = isPalindrome(j);
if (bit==1)
{
count ++;
//printf("\n wowowo# %d", j);
}
}
}
printf("Case #%d: %d \n", cases,count);
count = 0;
bit = 0;
cases++;
}
return 0;
}
int sqrRoot(double numberToCheck)
{
double result = sqrt(numberToCheck);
int y=0;
y = result;
if (result == y)
{
return 1;
}
else
{
return 0;
}
}
int isPalindrome(int numToCheck)
{
int n=0,rev=0;
double dig=0.0;
n = numToCheck;
while(numToCheck>0)
{
dig = numToCheck % 10;
rev = rev * 10 + dig;
numToCheck = numToCheck / 10;
}
if (n==rev)
{
return 1;
}
return 0;
}
It seems, given your description of there being such a long and intimidating list of skills to learn, that the best approach would be to only indirectly prepare for this competition and directly focus on learning as much as possible about computer science. Being somewhat of an intermediate myself (and constantly striving to learn more), I can say that the periods of time when I have learned the most have been when I have sought not to acquire status (e.g. by winning awards) but honestly tried to emulate masters of the craft. In the case of computer science, reading books by and attempting to reproduce the code produced by people like Peter Norvig (through his books and MOOC courses), for example, has led to hard earned but significant improvement in my skill. I would say that above all else, such a strategy will allow you to improve to be able to succeed in competitions.
You need to master Algorithms and Data Structures. There is one book that you can read online for free that I highly recommend: Algorithms by Dasguspta.
Coursera.org has some courses on this too. Sedgewick's is really good and his book is a nice addition to any bookshelf.
You can also practice with ACM problems or TopCoder, which also provides some good tutorials
I'm not an expert of algorithmic contests, but they ask you to do a work which is very different from real-world algorithmic problem solving. First, they often require an exact solution, where in real-life, an approximation may often be a very good choice. It simplify the validation: only one output is possible. Also, many hard problems became trivial if you can solve them by approximation. The second difference is that the organizer have to be sure that the points awarded for a problem are related to the difficulty of the problem. The problem must not have a trivial solution, and must require some work to be solved. This means that most of the problems are variants of a well-known problem, and the competitors must find how to adapt the usual algorithms to this problem. This way, one can judge how fast and well they adapted those algorithms.
For you, this means, that you have to know the usual optimization algorithms. Fortunately, there are books about them. Unfortunately, i don't know them. (I mainly learn them at the university) If you want to maximize your chances, you better have to work with these general algorithms:
Pathfinding (Dept-first, Breath-first, Best-first, Dijkstra, A*)
Dynamic programming
Branch & Bound
Dived & conquer
Constraint programming
Graph algorithms
Perhaps Flow network, but not sure you will need it
Those subjects overlap, and it's not easy in general to find which one will be useful. Now, this is only the theory. Like i said, the difficulty is to adapt them to the problem you have. And for this, you can only train, a lot. Training is also required as it will help you to know how to implement them fast and efficient. There are many ways to write these algorithms and with the experience you will know them (google will help) and know how to choose them. Of course, you can't start google code jam, look at some problem and say... "hmm... it remember me some problem i read in a book" You would lost too much time trying to implement it for the first time. This is also a big difference with real-world algorithmic.
Anyway, there are many other competitions. You should try them if you fulfill the requirements. It is usually fun and interesting.
Your solution is the most simple we can find about the Fair and Square problem. Of course, it's not enough: you always have to find a better than first solution. I believe yours is wrong in the isSquare function. Floating point arithmetic add small imprecisions which can alter very simple tests like the one you wrote.
The cost of your algorithm come from the number of numbers you test. These numbers may be huge (and by the way your code won't work for these huge numbers as they can't be stored in the usual 32 bits integers of C) and iterating through them might take an eternity. To improve that, you can directly iterate through the square roots. If you iterate r from sqrt(A) to sqrt(B), then you are sure that the r*r are all the squares from A to B. Thus you don't have to test if their square root is an integer, and you have much less numbers to test.
This idea is very classical: reduce the size of the space to be iterated. You can further improve the algorithm by only iterating the roots which are palindromes. Fair and square roots also have some mathematical property, but i was too lazy to prove it, so i didn't look for another improvement. This is the final remark about your question: you may need basic mathematical knowledge to solve some of the problem. Usually, algorithmic skill is also the ability to prove the algorithms you use.

Crossover function for genetic

I am writing a Time table generator in java, using AI approaches to satisfy the hard constraints and help find an optimal solution. So far I have implemented and Iterative construction (a most-constrained first heuristic) and Simulated Annealing, and I'm in the process of implementing a genetic algorithm.
Some info on the problem, and how I represent it then :
I have a set of events, rooms , features (that events require and rooms satisfy), students and slots
The problem consists in assigning to each event a slot and a room, such that no student is required to attend two events in one slot, all the rooms assigned fulfill the necessary requirements.
I have a grading function that for each set if assignments grades the soft constraint violations, thus the point is to minimize this.
The way I am implementing the GA is I start with a population generated by the iterative construction (which can leave events unassigned) and then do the normal steps: evaluate, select, cross, mutate and keep the best. Rinse and repeat.
My problem is that my solution appears to improve too little. No matter what I do, the populations tends to a random fitness and is stuck there. Note that this fitness always differ, but nevertheless a lower limit will appear.
I suspect that the problem is in my crossover function, and here is the logic behind it:
Two assignments are randomly chosen to be crossed. Lets call them assignments A and B. For all of B's events do the following procedure (the order B's events are selected is random):
Get the corresponding event in A and compare the assignment. 3 different situations might happen.
If only one of them is unassigned and if it is possible to replicate
the other assignment on the child, this assignment is chosen.
If both of them are assigned, but only one of them creates no
conflicts when assigning to the child, that one is chosen.
If both of them are assigned and none create conflict, on of
them is randomly chosen.
In any other case, the event is left unassigned.
This creates a child with some of the parent's assignments, some of the mother's, so it seems to me it is a valid function. Moreover, it does not break any hard constraints.
As for mutation, I am using the neighboring function of my SA to give me another assignment based on on of the children, and then replacing that child.
So again. With this setup, initial population of 100, the GA runs and always tends to stabilize at some random (high) fitness value. Can someone give me a pointer as to what could I possibly be doing wrong?
Thanks
Edit: Formatting and clear some things
I think GA only makes sense if part of the solution (part of the vector) has a significance as a stand alone part of the solution, so that the crossover function integrates valid parts of a solution between two solution vectors. Much like a certain part of a DNA sequence controls or affects a specific aspect of the individual - eye color is one gene for example. In this problem however the different parts of the solution vector affect each other making the crossover almost meaningless. This results (my guess) in the algorithm converging on a single solution rather quickly with the different crossovers and mutations having only a negative affect on the fitness.
I dont believe GA is the right tool for this problem.
If you could please provide the original problem statement, I will be able to give you a better solution. Here is my answer for the present moment.
A genetic algorithm is not the best tool to satisfy hard constraints. This is an assigment problem that can be solved using integer program, a special case of a linear program.
Linear programs allow users to minimize or maximize some goal modeled by an objective function (grading function). The objective function is defined by the sum of individual decisions (or decision variables) and the value or contribution to the objective function. Linear programs allow for your decision variables to be decimal values, but integer programs force the decision variables to be integer values.
So, what are your decisions? Your decisions are to assign students to slots. And these slots have features which events require and rooms satisfy.
In your case, you want to maximize the number of students that are assigned to a slot.
You also have constraints. In your case, a student may only attend at most one event.
The website below provides a good tutorial on how to model integer programs.
http://people.brunel.ac.uk/~mastjjb/jeb/or/moreip.html
For a java specific implementation, use the link below.
http://javailp.sourceforge.net/
SolverFactory factory = new SolverFactoryLpSolve(); // use lp_solve
factory.setParameter(Solver.VERBOSE, 0);
factory.setParameter(Solver.TIMEOUT, 100); // set timeout to 100 seconds
/**
* Constructing a Problem:
* Maximize: 143x+60y
* Subject to:
* 120x+210y <= 15000
* 110x+30y <= 4000
* x+y <= 75
*
* With x,y being integers
*
*/
Problem problem = new Problem();
Linear linear = new Linear();
linear.add(143, "x");
linear.add(60, "y");
problem.setObjective(linear, OptType.MAX);
linear = new Linear();
linear.add(120, "x");
linear.add(210, "y");
problem.add(linear, "<=", 15000);
linear = new Linear();
linear.add(110, "x");
linear.add(30, "y");
problem.add(linear, "<=", 4000);
linear = new Linear();
linear.add(1, "x");
linear.add(1, "y");
problem.add(linear, "<=", 75);
problem.setVarType("x", Integer.class);
problem.setVarType("y", Integer.class);
Solver solver = factory.get(); // you should use this solver only once for one problem
Result result = solver.solve(problem);
System.out.println(result);
/**
* Extend the problem with x <= 16 and solve it again
*/
problem.setVarUpperBound("x", 16);
solver = factory.get();
result = solver.solve(problem);
System.out.println(result);
// Results in the following output:
// Objective: 6266.0 {y=52, x=22}
// Objective: 5828.0 {y=59, x=16}
I would start by measuring what's going on directly. For example, what fraction of the assignments are falling under your "any other case" catch-all and therefore doing nothing?
Also, while we can't really tell from the information given, it doesn't seem any of your moves can do a "swap", which may be a problem. If a schedule is tightly constrained, then once you find something feasible, it's likely that you won't be able to just move a class from room A to room B, as room B will be in use. You'd need to consider ways of moving a class from A to B along with moving a class from B to A.
You can also sometimes improve things by allowing constraints to be violated. Instead of forbidding crossover from ever violating a constraint, you can allow it, but penalize the fitness in proportion to the "badness" of the violation.
Finally, it's possible that your other operators are the problem as well. If your selection and replacement operators are too aggressive, you can converge very quickly to something that's only slightly better than where you started. Once you converge, it's very difficult for mutations alone to kick you back out into a productive search.
I think there is nothing wrong with GA for this problem, some people just hate Genetic Algorithms no matter what.
Here is what I would check:
First you mention that your GA stabilizes at a random "High" fitness value, but isn't this a good thing? Does "high" fitness correspond to good or bad in your case? It is possible you are favoring "High" fitness in one part of your code and "Low" fitness in another thus causing the seemingly random result.
I think you want to be a bit more careful about the logic behind your crossover operation. Basically there are many situations for all 3 cases where making any of those choices would not cause an increase in fitness at all of the crossed-over individual, but you are still using a "resource" (an assignment that could potentially be used for another class/student/etc.) I realize that a GA traditionally will make assignments via crossover that cause worse behavior, but you are already performing a bit of computation in the crossover phase anyway, why not choose one that actually will improve fitness or maybe don't cross at all?
Optional Comment to Consider : Although your iterative construction approach is quite interesting, this may cause you to have an overly complex Gene representation that could be causing problems with your crossover. Is it possible to model a single individual solution as an array (or 2D array) of bits or integers? Even if the array turns out to be very long, it may be worth it use a more simple crossover procedure. I recommend Googling "ga gene representation time tabling" you may find an approach that you like more and can more easily scale to many individuals (100 is a rather small population size for a GA, but I understand you are still testing, also how many generations?).
One final note, I am not sure what language you are working in but if it is Java and you don't NEED to code the GA by hand I would recommend taking a look at ECJ. Maybe even if you have to code by hand, it could help you develop your representation or breeding pipeline.
Newcomers to GA can make any of a number of standard mistakes:
In general, when doing crossover, make sure that the child has some chance of inheriting that which made the parent or parents winner(s) in the first place. In other words, choose a genome representation where the "gene" fragments of the genome have meaningful mappings to the problem statement. A common mistake is to encode everything as a bitvector and then, in crossover, to split the bitvector at random places, splitting up the good thing the bitvector represented and thereby destroying the thing that made the individual float to the top as a good candidate. A vector of (limited) integers is likely to be a better choice, where integers can be replaced by mutation but not by crossover. Not preserving something (doesn't have to be 100%, but it has to be some aspect) of what made parents winners means you are essentially doing random search, which will perform no better than linear search.
In general, use much less mutation than you might think. Mutation is there mainly to keep some diversity in the population. If your initial population doesn't contain anything with a fractional advantage, then your population is too small for the problem at hand and a high mutation rate will, in general, not help.
In this specific case, your crossover function is too complicated. Do not ever put constraints aimed at keeping all solutions valid into the crossover. Instead the crossover function should be free to generate invalid solutions and it is the job of the goal function to somewhat (not totally) penalize the invalid solutions. If your GA works, then the final answers will not contain any invalid assignments, provided 100% valid assignments are at all possible. Insisting on validity in the crossover prevents valid solutions from taking shortcuts through invalid solutions to other and better valid solutions.
I would recommend anyone who thinks they have written a poorly performing GA to conduct the following test: Run the GA a few times, and note the number of generations it took to reach an acceptable result. Then replace the winner selection step and goal function (whatever you use - tournament, ranking, etc) with a random choice, and run it again. If you still converge roughly at the same speed as with the real evaluator/goal function then you didn't actually have a functioning GA. Many people who say GAs don't work have made some mistake in their code which means the GA converges as slowly as random search which is enough to turn anyone off from the technique.

What is fuzzy logic?

I'm working with a couple of AI algorithms at school and I find people use the words Fuzzy Logic to explain any situation that they can solve with a couple of cases. When I go back to the books I just read about how instead of a state going from On to Off it's a diagonal line and something can be in both states but in different "levels".
I've read the wikipedia entry and a couple of tutorials and even programmed stuff that "uses fuzzy logic" (an edge detector and a 1-wheel self-controlled robot) and still I find it very confusing going from Theory to Code... for you, in the less complicated definition, what is fuzzy logic?
Fuzzy logic is logic where state membership is, essentially, a float with range 0..1 instead of an int 0 or 1. The mileage you get out of it is that things like, for example, the changes you make in a control system are somewhat naturally more fine-tuned than what you'd get with naive binary logic.
An example might be logic that throttles back system activity based on active TCP connections. Say you define "a little bit too many" TCP connections on your machine as 1000 and "a lot too many" as 2000. At any given time, your system has a "too many TCP connections" state from 0 (<= 1000) to 1 (>= 2000), which you can use as a coefficient in applying whatever throttling mechanisms you have available. This is much more forgiving and responsive to system behavior than naive binary logic that only knows how to determine "too many", and throttle completely, or "not too many", and not throttle at all.
I'd like to add to the answers (that have been modded up) that, a good way to visualize fuzzy logic is follows:
Traditionally, with binary logic you would have a graph whose membership function is true or false whereas in a fuzzy logic system, the membership function is not.
1|
| /\
| / \
| / \
0|/ \
------------
a b c d
Assume for a second that the function is "likes peanuts"
a. kinda likes peanuts
b. really likes peanuts
c. kinda likes peanuts
d. doesn't like peanuts
The function itself doesn't have to be triangular and often isn't (it's just easier with ascii art).
A fuzzy system will likely have many of these, some even overlapping (even opposites) like so:
1| A B
| /\ /\ A = Likes Peanuts
| / \/ \ B = Doesn't Like Peanuts
| / /\ \
0|/ / \ \
------------
a b c d
so now c is "kind likes peanuts, kinda doesn't like peanuts" and d is "really doesn't like peanuts"
And you can program accordingly based on that info.
Hope this helps for the visual learners out there.
The best definition of fuzzy logic is given by its inventor Lotfi Zadeh:
“Fuzzy logic means of representing problems to computers in a way akin to the way human solve them and the essence of fuzzy logic is that everything is a matter of degree.”
The meaning of solving problems with computers akin to the way human solve can easily be explained with a simple example from a basketball game; if a player wants to guard another player firstly he should consider how tall he is and how his playing skills are. Simply if the player that he wants to guard is tall and plays very slow relative to him then he will use his instinct to determine to consider if he should guard that player as there is an uncertainty for him. In this example the important point is the properties are relative to the player and there is a degree for the height and playing skill for the rival player. Fuzzy logic provides a deterministic way for this uncertain situation.
There are some steps to process the fuzzy logic (Figure-1). These steps are; firstly fuzzification where crisp inputs get converted to fuzzy inputs secondly these inputs get processed with fuzzy rules to create fuzzy output and lastly defuzzification which results with degree of result as in fuzzy logic there can be more than one result with different degrees.
Figure 1 – Fuzzy Process Steps (David M. Bourg P.192)
To exemplify the fuzzy process steps, the previous basketball game situation could be used. As mentioned in the example the rival player is tall with 1.87 meters which is quite tall relative to our player and can dribble with 3 m/s which is slow relative to our player. Addition to these data some rules are needed to consider which are called fuzzy rules such as;
if player is short but not fast then guard,
if player is fast but not short then don’t guard
If player is tall then don’t guard
If player is average tall and average fast guard
Figure 2 – how tall
Figure 3- how fast
According to the rules and the input data an output will be created by fuzzy system such as; the degree for guard is 0.7, degree for sometimes guard is 0.4 and never guard is 0.2.
Figure 4-output fuzzy sets
On the last step, defuzzication, is using for creating a crisp output which is a number which may determine the energy that we should use to guard the player during game. The centre of mass is a common method to create the output. On this phase the weights to calculate the mean point is totally depends on the implementation. On this application it is considered to give high weight to guard or not guard but low weight given to sometimes guard. (David M. Bourg, 2004)
Figure 5- fuzzy output (David M. Bourg P.204)
Output = [0.7 * (-10) + 0.4 * 1 + 0.2 * 10] / (0.7 + 0.4 + 0.2) ≈ -3.5
As a result fuzzy logic is using under uncertainty to make a decision and to find out the degree of decision. The problem of fuzzy logic is as the number of inputs increase the number of rules increase exponential.
For more information and its possible application in a game I wrote a little article check this out
To build off of chaos' answer, a formal logic is nothing but an inductively defined set that maps sentences to a valuation. At least, that's how a model theorist thinks of logic. In the case of a sentential boolean logic:
(basis clause) For all A, v(A) in {0,1}
(iterative) For the following connectives,
v(!A) = 1 - v(A)
v(A & B) = min{v(A), v(B)}
v(A | B) = max{v(A), v(B)}
(closure) All sentences in a boolean sentential logic are evaluated per above.
A fuzzy logic changes would be inductively defined:
(basis clause) For all A, v(A) between [0,1]
(iterative) For the following connectives,
v(!A) = 1 - v(A)
v(A & B) = min{v(A), v(B)}
v(A | B) = max{v(A), v(B)}
(closure) All sentences in a fuzzy sentential logic are evaluated per above.
Notice the only difference in the underlying logic is the permission to evaluate a sentence as having the "truth value" of 0.5. An important question for a fuzzy logic model is the threshold that counts for truth satisfaction. This is to ask: for a valuation v(A), for what value D it is the case the v(A) > D means that A is satisfied.
If you really want to found out more about non-classical logics like fuzzy logic, I would recommend either An Introduction to Non-Classical Logic: From If to Is or Possibilities and Paradox
Putting my coder hat back on, I would be careful with the use of fuzzy logic in real world programming, because of the tendency for a fuzzy logic to be undecidable. Maybe it's too much complexity for little gain. For instance a supervaluational logic may do just fine to help a program model vagueness. Or maybe probability would be good enough. In short, I need to be convinced that the domain model dovetails with a fuzzy logic.
Maybe an example clears up what the benefits can be:
Let's say you want to make a thermostat and you want it to be 24 degrees.
This is how you'd implement it using boolean logic:
Rule1: heat up at full power when
it's colder than 21 degrees.
Rule2:
cool down at full power when it's
warmer than 27 degrees.
Such a system will only once and a while be 24 degrees, and it will be very inefficient.
Now, using fuzzy logic, it would be like something like this:
Rule1: For each degree that it's colder than 24 degrees, turn up the heater one notch (0 at 24).
Rule2: For each degree that it's warmer than 24 degress, turn up the cooler one notch (0 at 24).
This system will always be somewhere around 24 degrees, and it only once and will only once and a while make a tiny adjustment. It will also be more energy-efficient.
Well, you could read the works of Bart Kosko, one of the 'founding fathers'. 'Fuzzy Thinking: The New Science of Fuzzy Logic' from 1994 is readable (and available quite cheaply secondhand via Amazon). Apparently, he has a newer book 'Noise' from 2006 which is also quite approachable.
Basically though (in my paraphrase - not having read the first of those books for several years now), fuzzy logic is about how to deal with the world where something is perhaps 10% cool, 50% warm, and 10% hot, where different decisions may be made on the degree to which the different states are true (and no, it wasn't entirely an accident that those percentages don't add up to 100% - though I'd accept correction if needed).
A very good explanation, with a help of Fuzzy Logic Washing Machines.
I know what you mean about it being difficult to go from concept to code. I'm writing a scoring system that looks at the values of sysinfo and /proc on Linux systems and comes up with a number between 0 and 10, 10 being the absolute worst. A simple example:
You have 3 load averages (1, 5, 15 minute) with (at least) three possible states, good, getting bad, bad. Expanding that, you could have six possible states per average, adding 'about to' to the three that I just noted. Yet, the result of all 18 possibilities can only deduct 1 from the score. Repeat that with swap consumed, actual VM allocated (committed) memory and other stuff .. and you have one big bowl of conditional spaghetti :)
Its as much a definition as it is an art, how you implement the decision making process is always more interesting than the paradigm itself .. whereas in a boolean world, its rather cut and dry.
It would be very easy for me to say if load1 < 2 deduct 1, but not very accurate at all.
If you can teach a program to do what you would do when evaluating some set of circumstances and keep the code readable, you have implemented a good example of fuzzy logic.
Fuzzy Logic is a problem-solving methodology that lends itself to implementation in systems ranging from simple, small, embedded micro-controllers to large, networked, multi-channel PC or workstation-based data acquisition and control systems. It can be implemented in hardware, software, or a combination of both. Fuzzy Logic provides a simple way to arrive at a definite conclusion based upon vague, ambiguous, imprecise, noisy, or missing input information. Fuzzy Logic approach to control problems mimics how a person would make decisions, only much faster.
Fuzzy logic has proved to be particularly useful in expert system and other artificial intelligence applications. It is also used in some spell checkers to suggest a list of probable words to replace a misspelled one.
To learn more, just check out: http://en.wikipedia.org/wiki/Fuzzy_logic.
The following is sort of an empirical answer.
A simple (possibly simplistic answer) is that "fuzzy logic" is any logic that returns values other than straight true / false, or 1 / 0. There are a lot of variations on this and they tend to be highly domain specific.
For example, in my previous life I did search engines that used "content similarity searching" as opposed to then common "boolean search". Our similarity system used the Cosine Coefficient of weighted-attribute vectors representing the query and the documents and produced values in the range 0..1. Users would supply "relevance feedback" which was used to shift the query vector in the direction of desirable documents. This is somewhat related to the training done in certain AI systems where the logic gets "rewarded" or "punished" for results of trial runs.
Right now Netflix is running a competition to find a better suggestion algorithm for their company. See http://www.netflixprize.com/. Effectively all of the algorithms could be characterized as "fuzzy logic"
Fuzzy logic is calculating algorithm based on human like way of thinking. It is particularly useful when there is a large number of input variables. One online fuzzy logic calculator for two variables input is given:
http://www.cirvirlab.com/simulation/fuzzy_logic_calculator.php

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