Index D

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

damage
    environment layouts  2nd  3rd 
    fight progression 
    player status  2nd 
    training zones 
Darth Mole animat 
Darwin, Charles
    theory of evolution  2nd  3rd 
data analysis
    problem solving  2nd  3rd  4th  5th 
data exchange
    finite state machines 
data loading
    modules
        FEAR (Flexible Embodied Animat 'Rchitecture) 
data loss
    procedural finite state machines  2nd 
data mining 
data sets
    managing  2nd 
    splitting  2nd  3rd  4th 
    testing sets 
    training procedures
        perceptron weights  2nd 
    training sets 
    validation sets 
data structures
    evolutionary data structures 
    MLPs 
    RBSs
        implementing 
    RBSs (rule-based systems)  2nd  3rd 
    weapon selection  2nd  3rd 
data-driven engineering 
data-driven method
    rules application 
debugging
    adaptive behaviors  2nd 
decision making
    NPCs 
decision trees 
decision trees (DTs)  [See DTs (decision trees)]
declarations 
declarative approach
    scripting 
declarative properties
    weapons 
decomposition 
    behavioral decomposition 
    goal decomposition 
    hybrid decomposition 
    pure decomposition 
    reactive architectures  2nd  3rd 
    reinforcement learning  2nd  3rd  4th  5th 
decremental approach
    feature identification 
decuctive reasoning
    scripting 
deduction
    emergent systems 
defenders
    weapons 
defensive strategies 
    application  2nd  3rd  4th  5th 
    eveolutionary outline  2nd 
    fitness
        computing  2nd  3rd 
    genetic operators  2nd  3rd  4th 
    module design  2nd  3rd  4th 
    representation  2nd  3rd  4th  5th  6th 
defining
    space  2nd  3rd 
defuzzification
    fuzzy set theory  2nd  3rd  4th  5th 
degenerative automata
    preventing  2nd 
deliberative algorithms  2nd 
deliberative planning 
delta rule
    perceptron weights  2nd  3rd  4th 
    training procedures
        perceptron weights  2nd 
dependencies
    modules
        FEAR (Flexible Embodied Animat 'Rchitecture) 
    variables 
dependent variables 
derivatives 
description length 
design  2nd 
    adaptive behaviors  2nd  3rd  4th 
    animats  2nd 
    bottom-up design 
    conflictions  2nd 
    emergent systems 
    emotions
        behavioral responses 
        primary emotions 
        sensations  2nd 
        stimuli  2nd 
    entertainment
        defining 
    explicit design 
    goals 
    guidelines 
    implicit design 
    integration  2nd 
    interfaces
        emotions  2nd 
    learning systems  2nd 
    MLP modules 
        initerfaces  2nd  3rd  4th 
        initialization  2nd 
    obstacles 
    realism
        defining 
    shooting  2nd  3rd  4th 
detail
    environments  2nd 
detectors
    collision detectors 
deterministic components 
deterministic state machines  2nd 
developers
    animats
        applying  2nd 
        creating  2nd 
    design
        integration  2nd 
    goals 
    guidelines 
    skill requirements  2nd  3rd 
development
    FEAR (Flexible Embodied Animat 'Rchitecture) 
    iterations
        cutting 
    process  2nd  3rd 
        formal stages 
        informal stages 
        postproduction stage 
        programming stages 
directed graphs
    finite state machines  2nd 
Direction parameter (actions) 
discounted rewards 
discoveries
    classifier systems 
discrete events
    game worlds  2nd  3rd  4th  5th  6th  7th 
        conversions  2nd 
discrete values 
distances
    targets
        rescaling 
    weapon selection 
distant fighting
    shooting  2nd 
dodging fire
    fitness
        computing  2nd 
domain knowledge
    genetic algorithms  2nd 
domain-specific languages 
domains
    subdomains
        variable complexity 
    symmetry 
    underlying knowledge of the problem  2nd  3rd 
Doom 3 
doors
    opening 
    using
        fuzzy rules 
dot products 
downloading
    animats 
DTs  2nd  3rd 
    (decision trees) 
    bagging  2nd 
    boosting  2nd 
    branches 
        pruning  2nd  3rd 
    classification trees  2nd  3rd  4th  5th  6th 
    conditional tests  2nd  3rd 
    data samples  2nd  3rd 
    data sets
        managing  2nd 
        splitting  2nd  3rd  4th 
    induction  2nd 
    leaf nodes 
    leave nodes  2nd  3rd 
    recursive partitioning  2nd  3rd 
    regression trees  2nd  3rd  4th  5th  6th 
    response variables  2nd  3rd 
    root nodes 
    splitting 
    transversals  2nd  3rd  4th  5th 
    tree induction algorithm  2nd 
    weapon selection  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 
dynamic access
    fuzzy systems 
dynamic extensions
    RBS interfaces 
dynamic programming
    reinforcement learning  2nd  3rd  4th  5th  6th  7th 



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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