FUNCTION_BLOCK dummy VAR_INPUT Our_Health : REAL; (* RANGE(0 .. 100) *) Enemy_Health: REAL; (* RANGE(0 .. 100) *) END_VAR VAR_OUTPUT Aggressiveness : REAL; (* RANGE(0 .. 4) *) END_VAR FUZZIFY Our_Health TERM Near_Death := (0, 0) (0, 1) (50, 0) ; TERM Good := (14, 0) (50, 1) (83, 0) ; TERM Excellent := (50, 0) (100, 1) (100, 0) ; END_FUZZIFY FUZZIFY Enemy_Health TERM Near_Death := (0, 0) (0, 1) (50, 0) ; TERM Good := (14, 0) (50, 1) (83, 0) ; TERM Excellent := (50, 0) (100, 1) (100, 0) ; END_FUZZIFY DEFUZZIFY Aggressiveness TERM Run_Away := 1 ; TERM Fight_Defensively := 2 ; TERM All_Out_Attack := 3 ; ACCU:MAX; METHOD: COGS;(*MoM;*) DEFAULT := 0; END_DEFUZZIFY RULEBLOCK first AND:MIN; (*ACCU:MAX;*) RULE 0: IF (Our_Health IS Near_Death) AND (Enemy_Health IS Near_Death) THEN (Aggressiveness IS Fight_Defensively); RULE 1: IF (Our_Health IS Near_Death) AND (Enemy_Health IS Good) THEN (Aggressiveness IS Run_Away); RULE 2: IF (Our_Health IS Near_Death) AND (Enemy_Health IS Excellent) THEN (Aggressiveness IS Run_Away); RULE 3: IF (Our_Health IS Good) AND (Enemy_Health IS Near_Death) THEN (Aggressiveness IS All_Out_Attack); RULE 4: IF (Our_Health IS Good) AND (Enemy_Health IS Good) THEN (Aggressiveness IS Fight_Defensively); RULE 5: IF (Our_Health IS Good) AND (Enemy_Health IS Excellent) THEN (Aggressiveness IS Fight_Defensively); RULE 6: IF (Our_Health IS Excellent) AND (Enemy_Health IS Near_Death) THEN (Aggressiveness IS All_Out_Attack); RULE 7: IF (Our_Health IS Excellent) AND (Enemy_Health IS Good) THEN (Aggressiveness IS All_Out_Attack); RULE 8: IF (Our_Health IS Excellent) AND (Enemy_Health IS Excellent) THEN (Aggressiveness IS Fight_Defensively); END_RULEBLOCK END_FUNCTION_BLOCK