Title :
Fuzzy logic and dempster-shafer theory to find kicking range of sepak takraw game
Author :
Maseleno, Andino ; Hasan, Md Maodudul
Author_Institution :
Comput. Sci. Program, Univ. Brunei Darussalam, Bandar Seri Begawan, Brunei
Abstract :
This research works considered how fuzzy logic and Dempster-Shafer theory can be applied for the sepak takraw game - for addressing uncertainty in kicking range of the ball. Uncertainty happens due to lack of knowledge or unpredictable factors. The salient aspect of the approach is the integration within a Tsukamoto´s fuzzy reasoning and inferences for evidential reasoning based on Dempster-Shafer theory. Sepak takraw is a highly complex net-barrier kicking sport that involves dazzling displays of quick reflexes, acrobatic twists, turns and swerves of the agile human body movement. Because of the human´s involvement in the game, the fuzzy logic type reasoning are the most appropriate. We have chosen Tsukamoto´s fuzzy reasoning scheme, because the individual rule outputs are crisp numbers, and therefore, the functional relationship between the input vector and the system output can be relatively easily identified. Sepak takraw is played by two regus, each consisting of three players. One of the three players shall be at the back and he is called a “tekong”. The other two players shall be in front, one on the left and the other on the right. The result reveal that if tekong is far and front player is near then another regu´s player is far, if tekong is near and front player is far then another regu´s player is near, moreover possibility of kicking range is another regu´s player is far in kicking range.
Keywords :
case-based reasoning; fuzzy logic; fuzzy reasoning; sport; uncertainty handling; Dempster-Shafer theory; Sepak Takraw game; Tsukamoto fuzzy inference; Tsukamoto fuzzy reasoning; acrobatic twist; agile human body movement; ball kicking range uncertainty; complex net-barrier kicking sport; evidential reasoning; fuzzy logic type reasoning; input vector-system output functional relationship; quick reflexes dazzling display; regus; swerve; tekong; turn; Cognition; Computer science; Fuzzy logic; Fuzzy reasoning; Games; Information technology; Uncertainty; Dempster-Shafer theory; fuzzy logic; kicking range; sepak takraw;
Conference_Titel :
Computer Science and Information Technology (CSIT), 2013 5th International Conference on
Conference_Location :
Amman
DOI :
10.1109/CSIT.2013.6588750