Index C

[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 



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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