Logic programming with integer or even floating point domains - artificial-intelligence

I am reading a lot about logic programming - ASP (Answer Set Programming) is one example or this. They (logic programs) are usually in the form:
[Program 1]
Rule1: a <- a1, a2, ..., not am, am+1;
Rule2: ...
This set of rules is called the logic program and the s.c. model is the result of such computation - some kind of assignment of True/False values to each of a1, a2, ...
There is lot of research going on - e.g. how such kind of programs (rules) can be integrated with the (semantic web) ontologies to build knowledge bases that contain both - rules and ontologies (some kind of constraints/behaviour and data); there is lot of research about ASP itself - like parallel extensions, extensions for probabilistic logic, for temporal logic and so on.
My question is - is there some kind of research and maybe some proof-of-concept projects where this analysis is extended from Boolean variables to variables with integer and maybe even float domains? Currently I have not found any research that could address the following programs:
[Program 2]
Rule1 a1:=5 <- a2=5, a3=7, a4<8, ...
Rule2 ...
...
[the final assignment of values to a1, a2, etc., is the solution of this program]
Currently - as I understand - if one could like to perform some kind of analysis on Program-2 (e.g. to find if this program is correct in some sense - e.g. if it satisfies some properties, if it terminates, what domains are allowed not to violate some kind of properties and so on), then he or she must restate Program-2 in terms of Program-1 and then proceed in way which seems to be completely unexplored - to my knowledge (and I don't believe that is it unexplored, simply - I don't know some sources or trend). There is constraint logic programming that allow the use of statements with inequalities in Program-1, but it is too focused on Boolean variables as well. Actually - Programm-2 is of kind that can be fairly common in business rules systems, that was the cause of my interest in logic programming.
SO - my question has some history - my practical experience has led me to appreciate business rules systems/engines, especially - JBoss project Drools and it was my intention to do some kind of research of theory underlying s.c. production rules systems (I was and I am planning to do my thesis about them - if I would spot what can be done here), but I can say that there is little to do - after going over the literature (e.g. http://www.computer.org/csdl/trans/tk/2010/11/index.html was excellent IEEE TKDE special issues with some articles about them, one of them was writter by Drools leader) one can see that there is some kind of technical improvements of the decades old Rete algorithm but there is no theory of Drools or other production rule systems that could help with to do some formal analysis about them. So - the other question is - is there theory of production rule systems (for rule engines like Drools, Jess, CLIPS and so on) and is there practical need for such theory and what are the practical issues of using Drools and other systems that can be addressed by the theory of production rule systems.
p.s. I know - all these are questions that should be directed to thesis advisor, but my current position is that there is no (up to my knowledge) person in department where I am enrolled with who could fit to answer them, so - I am reading journals and also conference proceedings (there are nice conference series series of Lecture Notes in Computer Science - RuleML and RR)...
Thanks for any hint in advance!

In a sense the boolean systems already do what you suggest.
to ensure A=5 is part of your solution, consider the rules (I forget my ASP syntax so bear with me)
integer 1..100 //integers 1 to 100 exist
1{A(X) : integer(X)}1 //there is one A(X) that is true, where X is an integer
A(5) //A(5) is true
and I think your clause would require:
integer 1..100 //integers 1 to 100 exist
1{A(X) : integer(X)}1 //A1 can take only one value and must take a value
1{B(X) : integer(X)}1 //A2 ``
1{C(X) : integer(X)}1 //A3 ``
1{D(X) : integer(X)}1 //A4 ``
A(5) :- B(5), C(7), D(8) //A2=5, A3=7, A4=8 ==> A1=5
I hope I've understood the question correctly.

Recent versions of Clojure core.logic (since 0.8) include exactly this kind of support, based on cKanren
See an example here: https://gist.github.com/4229449

Related

What is the usage of 'confidence' and 'lift' concepts of Apriori algorithm

I am going to implement a personal recommendation system using Apriori algorithm.
I know there are three useful concepts as 'support',confidence' and 'lift. I already know the meaning of them. Also I know how to find the frequent item sets using support concept. But I wonder why confidence and lift concepts are there for if we can find frequent item sets using support rule?
could you explain me why 'confidence' and 'lift' concepts are there when 'support' concept is already applied and how can I proceed with 'confidence' and 'lift' concepts if I have already used support concept for the data set?
I would be highly obliged if you could answer with SQL queries since I am still an undergraduate. Thanks a lot
Support alone yields many redundant rules.
e.g.
A -> B
A, C -> B
A, D -> B
A, E -> B
...
The purpose of lift and similar measures is to remove complex rules that are not much better than the simple rule.
In above case, the simple rule A -> B may have less confidence than the complex rules, but much more support. The other rules may be just coincidence of this strong pattern, with a marginally stronger confidence because of the smaller sample size.
Similarly, if you have:
A -> B confidence: 90%
C -> D confidence: 90%
A, C -> B, D confidence: 80%
then the last rule is even bad, despite the high confidence!
The first two rules yield the same outcome, but with higher confidence. So that last rule shouldn't be 80% correct, but -10% correct if you assume the first two rules to hold!
Thus, support and confidence are not enough to consider.

parsing text of a yes/no query

I am automating a process which asks questions (via SMS but shouldn't matter) to real people. The questions have yes/no answers, but the person might respond in a number of ways such as: sure, not at this time, yeah, never or in any other way that they might. I would like to attempt to parse this text and determine if it was a yes or no answer (of course it might not always be right).
I figured the ideas and concepts to do this might already exist as it seems like a common task for an AI, but don't know what it might be called so I can't find information on how I might implement it. So my questions is, have algorithms been developed to do this kind of parsing and if so where can I find more information on how to implement them?
This can be viewed as a binary (yes or no) classification task. You could write a rule-based model to classify or a statistics-based model.
A rule-based model would be like if answer in ["never", "not at this time", "nope"] then answer is "no". When spam filters first came out they contained a lot of rules like these.
A statistics-based model would probably be more suitable here, as writing your own rules gets tiresome and does not handle new cases as well.
For this you need to label a training dataset. After a little preprocessing (like lowercasing all the words, removing punctuation and maybe even a little stemming) you could get a dataset like
0 | never in a million years
0 | never
1 | yes sir
1 | yep
1 | yes yes yeah
0 | no way
Now you can run classification algorithms like Naive Bayes or Logistic Regression over this set (after you vectorize the words in either binary, which means is the word present or not, word count, which means the term frequency, or a tfidf float, which prevent bias to longer answers and common words) and learn which words more often belong to which class.
In the above example yes would be strongly correlated to a positive answer (1) and never would be strongly related to a negative answer (0). You could work with n-grams so a not no would be treated as a single token in favor of the positive class. This is called the bag-of-words approach.
To combat spelling errors you can add a spellchecker like Aspell to the pre-processing step. You could use a charvectorizer too, so a word like nno would be interpreted as nn and no and you catch errors like hellyes and you could trust your users to repeat spelling errors. If 5 users make the spelling error neve for the word never then the token neve will automatically start to count for the negative class (if labeled as such).
You could write these algorithms yourself (Naive Bayes is doable, Paul Graham has wrote a few accessible essays on how to classify spam with Bayes Theorem and nearly every ML library has a tutorial on how to do this) or make use of libraries or programs like Scikit-Learn (MultinomialNB, SGDclassifier, LinearSVC etc.) or Vowpal Wabbit (logistic regression, quantile loss etc.).
Im thinking on top of my head, if you get a response which you dont know if its yes / no, you can keep the answers in a DB like unknown_answers and 2 more tables as affirmative_answers / negative_answers, then in a little backend system, everytime you get a new unknown_answer you qualify them as yes or no, and there the system "learns" about it and with time, you will have a very big and good database of affirmative / negative answers.

How to go about creating a prolog program that can work backwards to determine steps needed to reach a goal

I'm not sure what exactly I'm trying to ask. I want to be able to make some code that can easily take an initial and final state and some rules, and determine paths/choices to get there.
So think, for example, in a game like Starcraft. To build a factory I need to have a barracks and a command center already built. So if I have nothing and I want a factory I might say ->Command Center->Barracks->Factory. Each thing takes time and resources, and that should be noted and considered in the path. If I want my factory at 5 minutes there are less options then if I want it at 10.
Also, the engine should be able to calculate available resources and utilize them effectively. Those three buildings might cost 600 total minerals but the engine should plan the Command Center when it would have 200 (or w/e it costs).
This would ultimately have requirements similar to 10 marines # 5 minutes, infantry weapons upgrade at 6:30, 30 marines at 10 minutes, Factory # 11, etc...
So, how do I go about doing something like this? My first thought was to use some procedural language and make all the decisions from the ground up. I could simulate the system and branching and making different choices. Ultimately, some choices are going quickly make it impossible to reach goals later (If I build 20 Supply Depots I'm prob not going to make that factory on time.)
So then I thought weren't functional languages designed for this? I tried to write some prolog but I've been having trouble with stuff like time and distance calculations. And I'm not sure the best way to return the "plan".
I was thinking I could write:
depends_on(factory, barracks)
depends_on(barracks, command_center)
builds_from(marine, barracks)
build_time(command_center, 60)
build_time(barracks, 45)
build_time(factory, 30)
minerals(command_center, 400)
...
build(X) :-
depends_on(X, Y),
build_time(X, T),
minerals(X, M),
...
Here's where I get confused. I'm not sure how to construct this function and a query to get anything even close to what I want. I would have to somehow account for rate at which minerals are gathered during the time spent building and other possible paths with extra gold. If I only want 1 marine in 10 minutes I would want the engine to generate lots of plans because there are lots of ways to end with 1 marine at 10 minutes (maybe cut it off after so many, not sure how you do that in prolog).
I'm looking for advice on how to continue down this path or advice about other options. I haven't been able to find anything more useful than towers of hanoi and ancestry examples for AI so even some good articles explaining how to use prolog to DO REAL THINGS would be amazing. And if I somehow can get these rules set up in a useful way how to I get the "plans" prolog came up with (ways to solve the query) other than writing to stdout like all the towers of hanoi examples do? Or is that the preferred way?
My other question is, my main code is in ruby (and potentially other languages) and the options to communicate with prolog are calling my prolog program from within ruby, accessing a virtual file system from within prolog, or some kind of database structure (unlikely). I'm using SWI-Prolog atm, would I be better off doing this procedurally in Ruby or would constructing this in a functional language like prolog or haskall be worth the extra effort integrating?
I'm sorry if this is unclear, I appreciate any attempt to help, and I'll re-word things that are unclear.
Your question is typical and very common for users of procedural languages who first try Prolog. It is very easy to solve: You need to think in terms of relations between successive states of your world. A state of your world consists for example of the time elapsed, the minerals available, the things you already built etc. Such a state can be easily represented with a Prolog term, and could look for example like time_minerals_buildings(10, 10000, [barracks,factory])). Given such a state, you need to describe what the state's possible successor states look like. For example:
state_successor(State0, State) :-
State0 = time_minerals_buildings(Time0, Minerals0, Buildings0),
Time is Time0 + 1,
can_build_new_building(Buildings0, Building),
building_minerals(Building, MB),
Minerals is Minerals0 - MB,
Minerals >= 0,
State = time_minerals_buildings(Time, Minerals, Building).
I am using the explicit naming convention (State0 -> State) to make clear that we are talking about successive states. You can of course also pull the unifications into the clause head. The example code is purely hypothetical and could look rather different in your final application. In this case, I am describing that the new state's elapsed time is the old state's time + 1, that the new amount of minerals decreases by the amount required to build Building, and that I have a predicate can_build_new_building(Bs, B), which is true when a new building B can be built assuming that the buildings given in Bs are already built. I assume it is a non-deterministic predicate in general, and will yield all possible answers (= new buildings that can be built) on backtracking, and I leave it as an exercise for you to define such a predicate.
Given such a predicate state_successor/2, which relates a state of the world to its direct possible successors, you can easily define a path of states that lead to a desired final state. In its simplest form, it will look similar to the following DCG that describes a list of successive states:
states(State0) -->
( { final_state(State0) } -> []
; [State0],
{ state_successor(State0, State1) },
states(State1)
).
You can then use for example iterative deepening to search for solutions:
?- initial_state(S0), length(Path, _), phrase(states(S0), Path).
Also, you can keep track of states you already considered and avoid re-exploring them etc.
The reason you get confused with the example code you posted is essentially that build/1 does not have enough arguments to describe what you want. You need at least two arguments: One is the current state of the world, and the other is a possible successor to this given state. Given such a relation, everything else you need can be described easily. I hope this answers your question.
Caveat: my Prolog is rusty and shallow, so this may be off base
Perhaps a 'difference engine' approach would be appropriate:
given a goal like 'build factory',
backwards-chaining relations would check for has-barracks and tell you first to build-barracks,
which would check for has-command-center and tell you to build-command-center,
and so on,
accumulating a plan (and costs) along the way
If this is practical, it may be more flexible than a state-based approach... or it may be the same thing wearing a different t-shirt!

Can a hypergraph represent a nondeterministic Turing machine?

Does anyone know of any papers, texts, or other documents that discuss using a hypergraph to implement or represent a nondeterministic Turing machine? Are they in fact equivalent?
I'm pretty sure that a hypergraph is able to properly and completely represent the state transitions of a nondeterministic Turing machine, for instance. But I've so far been unable to find anything in print that can verify this. This seems to me like such an obvious relationship, however the fact that I'm not finding prior art makes me think I'm on the wrong track. (It could also be the case that what I'm finding is just not accessible enough for me to understand what it's saying.) ;-)
Why I ask: I'm working on an open-source package that does distributed data storage and distributed computation in a peer-to-peer network. I'm looking for the most primitive data structure that might support the functionality needed. So far, a distributed hypergraph looks promising. My reasoning is that, if a hypergraph can support something as general as a nondeterministic Turing machine, then it should be able to support a higher-level Turing-complete DSL. (There are other reasons the "nondeterministic" piece might be valuable to me as well, having to do with version control of the distributed data and/or computation results. Trying to avoid a dissertation here though.)
Partial answers:
The opencog folks had a tantalyzing discussion of how hypergraphs fit into different computing models; this apparently was related to the development of the HypergraphDB package: http://markmail.org/message/5oiv3qmoexvo4v5j
Over on MathOverflow, there's a question discussing what hypergraphs can do -- no mention of turing yet, but I'm about to add it: https://mathoverflow.net/questions/13750/what-are-the-applications-of-hypergraphs
If a hypergraph can represent a nondeterministic Turing machine, then I'd think a hypergraph with weighted edges would be equivalent to a probabalistic Turing machine. http://en.wikipedia.org/wiki/Probabilistic_Turing_machine
A hypergraph is just a graph G=(V,E) where V is the set of vertices (nodes) and E is a subset of the powerset of V. It is a data structure.
So a common graph is just a hypergraph with rank 2. (i.e each set in E contains exactly two vertices). A directed hypergraph uses pairs (X,Y) as the edges where X and Y are sets.
If you want to model a turing machine then you need to model the 'tape'. Do you want the tape 'embedded' in the graph? I think you might have more luck thinking about the Church-Turing thesis (Alonso Church, Lambda calculus). The Lambda calculus is a form of re-writing system and there is most certainly a branch that uses Graph re-writing (and hypergrpahs).
Of course the transitions can be modelled as a graph (I'm not sure what you had in mind, but the straight forward approach doesn't really help)
if you were modelling it normally you would probably create a dictionary/hashmap with tuples as keys (State, Symbol) and the values being (State, Rewrite, Left|Right). eg
states = {1,2,3}
symbols = {a,b,c}
moves = L, R
delta = { (1,a) -> (1,b,R)
(1,b) -> (2,c,L)
...
}
so if you wanted a graph you would first need V = states U symbols U moves.
Clearly they need to be disjoint sets.
as {1,a} -> {1,b,R} is by definition equal to {a,1} -> {b,R,1} etc.
states = {1,2,3}
symbols = {a,b,c}
moves = L, R
V = {1,2,3,a,b,c,L,R}
E = { ({1,a},{1,b,R})
({b,1},{L,2,c})
...
}
turing-hypergraph = (V,E)
As I mentioned earlier, look up graph re-writing or term re-writing.

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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