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 Fuzzy Logic


Note on Representing attribute reduction and concepts in concepts lattice using graphs

arXiv.org Artificial Intelligence

Mao H. (2017, Representing attribute reduction and concepts in concept lattice using graphs. Soft Computing 21(24):7293--7311) claims to make contributions to the study of reduction of attributes in concept lattices by using graph theory. We show that her results are either trivial or already well-known and all three algorithms proposed in the paper are incorrect.


A note on belief structures and S-approximation spaces

arXiv.org Artificial Intelligence

We study relations between evidence theory and S-approximation spaces. Both theories have their roots in the analysis of Dempster's multivalued mappings and lower and upper probabilities and have close relations to rough sets. We show that an S-approximation space, satisfying a monotonicity condition, can induce a natural belief structure which is a fundamental block in evidence theory. We also demonstrate that one can induce a natural belief structure on one set, given a belief structure on another set if those sets are related by a partial monotone S-approximation space.


A distinct approach to diagnose Dengue Fever with the help of Soft Set Theory

arXiv.org Artificial Intelligence

Mathematics has played a substantial role to revolutionize the medical science. Intelligent systems based on mathematical theories have proved to be efficient in diagnosing various diseases. In this paper, we used an expert system based on soft set theory and fuzzy set theory named as a soft expert system to diagnose tropical disease dengue. The objective to use soft expert system is to predict the risk level of a patient having dengue fever by using input variables like age, TLC, SGOT, platelets count and blood pressure. The proposed method explicitly demonstrates the exact percentage of the risk level of dengue fever automatically circumventing for all possible (medical) imprecisions.


An Online RFID Localization in the Manufacturing Shopfloor

arXiv.org Artificial Intelligence

Radio Frequency Identification technology has gained popularity for cheap and easy deployment. In the realm of manufacturing shopfloor, it can be used to track the location of manufacturing objects to achieve better efficiency. The underlying challenge of localization lies in the non-stationary characteristics of manufacturing shopfloor which calls for an adaptive life-long learning strategy in order to arrive at accurate localization results. This paper presents an evolving model based on a novel evolving intelligent system, namely evolving Type-2 Quantum Fuzzy Neural Network (eT2QFNN), which features an interval type-2 quantum fuzzy set with uncertain jump positions. The quantum fuzzy set possesses a graded membership degree which enables better identification of overlaps between classes. The eT2QFNN works fully in the evolving mode where all parameters including the number of rules are automatically adjusted and generated on the fly. The parameter adjustment scenario relies on decoupled extended Kalman filter method. Our numerical study shows that eT2QFNN is able to deliver comparable accuracy compared to state-of-the-art algorithms.


A review of neuro-fuzzy systems based on intelligent control

arXiv.org Artificial Intelligence

The system's ability to adapt and self-organize are two key factors when it comes to how well the system can survive the changes to the environment and the plant they work within. Intelligent control improves these two factors in controllers. Considering the increasing complexity of dynamic systems along with their need for feedback controls, using more complicated controls has become necessary and intelligent control can be a suitable response to this necessity. This paper briefly describes the structure of intelligent control and provides a review on fuzzy logic and neural networks which are some of the base methods for intelligent control. The different aspects of these two methods are then compared together and an example of a combined method is presented.


The State of the Art in Developing Fuzzy Ontologies: A Survey

arXiv.org Artificial Intelligence

Conceptual formalism supported by typical ontologies may not be sufficient to represent uncertainty information which is caused due to the lack of clear cut boundaries between concepts of a domain. Fuzzy ontologies are proposed to offer a way to deal with this uncertainty. This paper describes the state of the art in developing fuzzy ontologies. The survey is produced by studying about 35 works on developing fuzzy ontologies from a batch of 100 articles in the field of fuzzy ontologies. 1. Introduction Ontology is an explicit, formal specification of a shared conceptualization in a human understandable, machinereadable format. Ontologies are the knowledge backbone for many intelligent and knowledge based systems [1, 2].



Generating Interpretable Fuzzy Controllers using Particle Swarm Optimization and Genetic Programming

arXiv.org Artificial Intelligence

Autonomously training interpretable control strategies, called policies, using pre-existing plant trajectory data is of great interest in industrial applications. Fuzzy controllers have been used in industry for decades as interpretable and efficient system controllers. In this study, we introduce a fuzzy genetic programming (GP) approach called fuzzy GP reinforcement learning (FGPRL) that can select the relevant state features, determine the size of the required fuzzy rule set, and automatically adjust all the controller parameters simultaneously. Each GP individual's fitness is computed using model-based batch reinforcement learning (RL), which first trains a model using available system samples and subsequently performs Monte Carlo rollouts to predict each policy candidate's performance. We compare FGPRL to an extended version of a related method called fuzzy particle swarm reinforcement learning (FPSRL), which uses swarm intelligence to tune the fuzzy policy parameters. Experiments using an industrial benchmark show that FGPRL is able to autonomously learn interpretable fuzzy policies with high control performance.


A Hybrid Q-Learning Sine-Cosine-based Strategy for Addressing the Combinatorial Test Suite Minimization Problem

arXiv.org Artificial Intelligence

The sine-cosine algorithm (SCA) is a new population-based meta-heuristic algorithm. In addition to exploiting sine and cosine functions to perform local and global searches (hence the name sine-cosine), the SCA introduces several random and adaptive parameters to facilitate the search process. Although it shows promising results, the search process of the SCA is vulnerable to local minima/maxima due to the adoption of a fixed switch probability and the bounded magnitude of the sine and cosine functions (from -1 to 1). In this paper, we propose a new hybrid Q-learning sine-cosine- based strategy, called the Q-learning sine-cosine algorithm (QLSCA). Within the QLSCA, we eliminate the switching probability. Instead, we rely on the Q-learning algorithm (based on the penalty and reward mechanism) to dynamically identify the best operation during runtime. Additionally, we integrate two new operations (L\'evy flight motion and crossover) into the QLSCA to facilitate jumping out of local minima/maxima and enhance the solution diversity. To assess its performance, we adopt the QLSCA for the combinatorial test suite minimization problem. Experimental results reveal that the QLSCA is statistically superior with regard to test suite size reduction compared to recent state-of-the-art strategies, including the original SCA, the particle swarm test generator (PSTG), adaptive particle swarm optimization (APSO) and the cuckoo search strategy (CS) at the 95% confidence level. However, concerning the comparison with discrete particle swarm optimization (DPSO), there is no significant difference in performance at the 95% confidence level. On a positive note, the QLSCA statistically outperforms the DPSO in certain configurations at the 90% confidence level.


An adaptive self-organizing fuzzy logic controller in a serious game for motor impairment rehabilitation

arXiv.org Artificial Intelligence

Rehabilitation robotics combined with video game technology provides a means of assisting in the rehabilitation of patients with neuromuscular disorders by performing various facilitation movements. The current work presents ReHabGame, a serious game using a fusion of implemented technologies that can be easily used by patients and therapists to assess and enhance sensorimotor performance and also increase the activities in the daily lives of patients. The game allows a player to control avatar movements through a Kinect Xbox, Myo armband and rudder foot pedal, and involves a series of reach-grasp-collect tasks whose difficulty levels are learnt by a fuzzy interface. The orientation, angular velocity, head and spine tilts and other data generated by the player are monitored and saved, whilst the task completion is calculated by solving an inverse kinematics algorithm which orientates the upper limb joints of the avatar. The different values in upper body quantities of movement provide fuzzy input from which crisp output is determined and used to generate an appropriate subsequent rehabilitation game level. The system can thus provide personalised, autonomously-learnt rehabilitation programmes for patients with neuromuscular disorders with superior predictions to guide the development of improved clinical protocols compared to traditional theraputic activities.