Cognitive Generator to Interpret Fuzzy Values
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The game approaches are rather popular in many applications, where a collective of automata is used. In the present paper the game involves a group of learning finite automata. The game is played sequentially with one automaton at a time, the result of the game defines next automaton to be played with. The goal of this game to provide some measuring system that is a reminiscent of collecting statistics in Probability Theory but in a different manner.
For measuring of an unknown membership value a new concept has been introduced called Cognitive Generator which transforms a fuzzy singleton to ordinary crisp logic value. Considerations on various types of axiomatic approaches show that the Cognitive Generator, as well as our Evidence Combination Axiomatic, belongs to one class of axiomatic theories, which may be used in applications directly.
Some programming examples aimed to illustrate our general approach.
KeywordsAxiomatic approach Cognitive generator Fuzzy value Fuzzy singleton T-norm Automata game Fuzzy value measuring Pseudorandom numbers PRNG PFS
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