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17 02 15

Full exam for Soft Computing in the Computer Engineering degree programme at Politecnico di Milano. The document covers: Soft Computing - February, 17 2015 • Use only the sheets provided to you, and hand in the two parts on separate sheets • Write clearly on the top left hand corner ( like in the figure ) surname, name, then, on the next line, enrolment number, date, then, on the next line, part of

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Full exam for Soft Computing in the Computer Engineering degree programme at Politecnico di Milano. The document covers: Soft Computing - February, 17 2015 • Use only the sheets provided to you, and hand in the two parts on separate sheets • Write clearly on the top left hand corner ( like in the figure ) surname, name, then, on the next line, enrolment number, date, then, on the next line, part of

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Soft Computing - February, 17 2015 • Use only the sheets provided to you, and hand in the two parts on separate sheets • Write clearly on the top left hand corner ( like in the figure ) surname, name, then, on the next line, enrolment number, date, then, on the next line, part of the exam (Part 1 or Part 2) and signature • Write CLEARLY by pen or pencil • Exam sheets not satisfying these simple rules, will induce penalizations Cognome Nome Matricola Data Parte X Firma Esercizio n° Y feouf h rg oquyrbgrtpguh qreugh reugvr porihvd 0u8rh 3498uhg vrqe0uagh iuigfer iughpiufhvef fieuwh p3ruhfpew9ughvf piwe iuehf p iugh p iruwhg pr iughrw pghv ri3 rfbhv0r ewuhgf r3p3itugh p3ure ....... Esercizio n° Z feouf h rg oquyrbgrtpguh qreugh reugvr porihvd 0u8rh 3498uhg vrqe0uagh iuigfer iughpiufhvef fieuwh p3ruhfpew9ughvf piwe iuehf p iugh p iruwhg pr iughrw pghv ri3 rfbhv0r ewuhgf r3p3itugh p3ure ....... ... Part 1 ........................................................................................ 1.1. Fuzzy Design [Score 7/32]......................................................... We would like to implement a fuzzy system to control the mood of an artificial player (Gnurk) in a game according to the situation and the detected mood of the human player (Bob). Gnurk’s mood will change its behaviour in some way we are not modelling here. Let’s take that the situation is described by the difference in score between Bob and Gnurk, and that the mood is directly related to the distance Bob keeps with respect to Gnurk and his speed. The mood of Gnurk ranges from ”smooth” to ”aggressive”. Please, select and model input and output variables of the system, define the corresponding fuzzy sets, select how to implement operators, write at least three of the rules implementing the fuzzy…

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