[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] C++ capabilities architectures 2nd tactical behaviors customizing 2nd 3rd 4th 5th case studies shooting 2nd 3rd centroid defuzzification CheckSensors() function class conditional tests DTs (decision trees) classification trees 2nd 3rd 4th 5th 6th 7th classifier systems architectures 2nd 3rd classifiers action selection 2nd creating 2nd predictions 2nd reinforcement 2nd 3rd removing 2nd LCSs 2nd matching inputs classifiers LCSs (learning classifier systems) 2nd 3rd 4th close distances weapon selection close fighting shooting 2nd code animats generating native code scripting weapon selection 2nd code generation code skeletons cognitive sensations cohesion component steering behaviors Colin animat Colin McRae Rally 2 collecting objects collision detectors collisions point of collision finding combat settings 2nd shooting 2nd 3rd 4th actions aiming 2nd case study 2nd 3rd close fighting 2nd combat trends 2nd criteria design 2nd 3rd 4th distant fighting 2nd fire control interfaces 2nd 3rd 4th predition of movement 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th senses 2nd 3rd 4th sketching 2nd 3rd skill levels 2nd 3rd 4th targets selecting 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th weapon fitness learning 2nd 3rd weapon properties learning 2nd 3rd weapon selection 2nd actions code 2nd context 2nd criteria 2nd 3rd 4th 5th DTs (decision trees) 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th evaluation 2nd 3rd 4th 5th 6th 7th 8th 9th formalizing interfaces 2nd learning methodology 2nd proposals 2nd scripting 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th senses 2nd 3rd 4th 5th 6th specifications 2nd weapons applicability attackers defenders environment conditions 2nd environment layouts 2nd fight progression melee weapons 2nd 3rd player status 2nd properties 2nd range weapons 2nd requirements 2nd situations 2nd 3rd skill levels training zones 2nd 3rd weaknesses combination arbitration combination functions weighted input combinations combinations sensations comparisons interfaces competition biological evolution completeness languages components output interpreting reactive architectures 2nd compontnts output interpretations composition interpreters 2nd 3rd compound features computer games FPS (first-person shooter) games RTS (real-time strategy) games computer science skill requirements conditional independence conditional tests DTs (decision trees) 2nd 3rd conditions testing configuration problems connections backward connections recurrent connections containment obstacle avoidance 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th context movement 2nd 3rd sketching continuous events game worlds 2nd 3rd 4th 5th 6th 7th converions 2nd continuous variables contraptions handling 2nd 3rd control RBSs (rule-based systems) strategies 2nd control flow procedural finite state machines 2nd control logic finite state machines procedures 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th convergence premature convergence genetic algorithms 2nd reinforcement learning 2nd slow convergence genetic algorithms 2nd conversions continuous events 2nd discrete events 2nd phenotypes genotypes 2nd 3rd 4th Conway's Game of Life coordinate systems relative coordinate systems covariance underlying knowledge of the problem 2nd 3rd 4th covering matching classifiers Creating Emotion in Games crossovers actions genetic algorithms 2nd 3rd genetic operators 2nd 3rd 4th 5th 6th 7th 8th 9th |