Index B

[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X]

back propagation
    MLPs (multilayer perceptrons)  2nd  3rd  4th  5th  6th  7th  8th 
backups
    reinforcement learning  2nd  3rd 
backward connections 
backward-chain interpreters
    hypothesize-test cycles 
backward-chaining interpreters
    RBS interpreters  2nd  3rd 
bagging
    DTs (decision trees)  2nd 
ballistics
    shooting 
batch algorithms 
    MLPs (multilayer perceptrons)  2nd 
batch learning 
batching
    embodied agents 
behavior policies
    reinforcement learning  2nd  3rd 
behavioral decomposition 
behaviors 
    adaptive behaviors 
        AI engineering 
        debugging  2nd 
        design  2nd  3rd  4th 
        methodologies  2nd 
        problems  2nd  3rd  4th  5th 
        programming 
        testing  2nd 
    adaptive gathering behaviors
        reinforcement learning  2nd  3rd 
    architectures 
    emergent behaviors  2nd  3rd  4th  5th 
        affordance  2nd 
        broadcasting 
        environments  2nd 
        functionality  2nd  3rd 
        perception 
    evaluation  2nd  3rd 
    learning behaviors
        imitation 
        shaping 
        training 
        trial and error 
    learning systems 
    movement
        fuzzy set theory  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st 
    objects 
        collecting 
        contraptions  2nd  3rd 
        criteria  2nd  3rd 
        specification  2nd  3rd  4th  5th  6th  7th 
    prediction of movement  2nd 
    responses
        designing 
    steering behaviors
        assumptions  2nd 
        fleeing  2nd  3rd 
        forced exploration 
        obstacle avoidance  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
        obstacle avoidance algorithm 
        projecting targets 
        seeking  2nd  3rd 
        wandering 
    subsumption architecture  2nd  3rd  4th  5th  6th 
    tactical behaviors
        capability customization  2nd  3rd  4th  5th 
        strategic decision making  2nd 
        subsumption architecture  2nd  3rd  4th  5th 
    wall-following behaviors  2nd  3rd 
believability
    AI
        importance of 
bias
    perceptrons 
binary strings
    classifiers 
biological evolution 
    defensive actions
        application  2nd  3rd  4th  5th 
        evolutionary outline  2nd 
        fitness computations  2nd  3rd 
        genetic operators  2nd  3rd  4th 
        module design  2nd  3rd  4th 
        representation  2nd  3rd  4th  5th  6th 
    emotions  2nd 
        AI techniques  2nd 
        biological models  2nd 
        human/machine interaction  2nd  3rd  4th 
    genomics  2nd  3rd  4th 
    phenetics  2nd 
    reproduction  2nd  3rd 
    theory of evolution  2nd  3rd 
biological parallels
    MLPs (multilayer perceptrons)  2nd 
        brains  2nd  3rd 
        neurons  2nd  3rd 
biologically inspired models
    neural networks  2nd 
Black & White 
black box understanding 
    informal knowledge  2nd 
    software specification 
    theoretical analysis  2nd  3rd  4th 
bodies
    classifiers 
Boltzmann distribution 
Boolean conditional test
    DTs (decision trees) 
boosting
    DTs (decision trees)  2nd 
bootstrapping
    reinforcement learning  2nd 
bottom-up design 
brains
    perceptrons  2nd  3rd 
branches
    DTs
        pruning  2nd  3rd 
    DTs (decision trees) 
broadcasting
    emergent behaviors 
Brooks, Rodney 
brute-force optimization
    perceptrons  2nd  3rd 



AI Game Development. Synthetic Creatures with Learning and Reactive Behaviors
AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors
ISBN: 1592730043
EAN: 2147483647
Year: 2003
Pages: 399

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