I've never heard of any commercial games using fuzzy logic before. But the utility system mentioned above is broadly equivalent to fuzzy logic in most ways, in that as it generates a continuous value for each behavior based on several distributions of input values. In fact, from a designer's point of view, it's potentially almost identical - it's just the underlying mathematics that are likely to differ.
The main difference is that in FL, you define your defuzzification thresholds on an individual input. Those areas map input to a selected output to some extent. It is difficult to map multiple inputs into a defuzzification zone, but it can be done. (I wrote an article about a way to do this with 2+ axes for AIGPG 4.) When you get into n-dimensional space, the model is a bitch and a half.
That's why I came up with the IAUS because it is so much easier to combine an arbitrary number of inputs into one scoring function.
The other main difference is that FL provides you an output for that input whereas the IAUS (and other utility systems) can simply provide a score. That way, it is easier to weigh dozens or hundreds of actions against each other by comparing scores rather than the authoritative model that FL uses ("this input is N, therefore our action is A").