[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 |