Index E

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

effectors 
    RBSs
        application 
efficiency
    KR (knowledge representation) 
efficient movement 
elitism 
embodied agents  2nd 
    batching 
    custom optimizations 
    event-driven mechanisms 
    function inlining 
    interfaces  2nd 
    lazy evaluation 
    restrictions  2nd 
embodiment
    animats
        reactive techniques 
emergence  2nd  3rd 
    behaviors  2nd  3rd  4th  5th 
        affordance  2nd 
        broadcasting 
        environments  2nd 
        functionality  2nd  3rd 
        perception 
    patterns 
    phenomena 
emergent systems 
    complexity 
    deductability 
    design goals 
    irredeductability 
emotions  2nd 
    accumulating  2nd  3rd 
    animats  2nd 
        AI techniques  2nd 
        biological models  2nd 
        human/machine interaction  2nd  3rd  4th 
    creating
        finite state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th 
    designing
        finite state machines 
    feelings  2nd 
        modeling  2nd  3rd  4th  5th  6th 
    hierarchical architectures 
    interfaces  2nd  3rd  4th  5th  6th  7th 
        design  2nd 
        specifications 
    mannerisms
        revealing with  2nd  3rd 
    moods 
        hierarchies  2nd  3rd 
    portraying  2nd  3rd  4th  5th 
    primary emotions  2nd 
        designing  2nd  3rd  4th 
    sensations  2nd 
        cognitive sensations 
        combinations 
        degenerate automata prevention  2nd 
        multiple influences  2nd 
        perceptual sensations 
enemy status  2nd 
    strategic decision making 
engineering
    (software) 
    adaptive behaviors 
    analysis phase  2nd  3rd  4th  5th  6th  7th  8th 
        assumptions  2nd 
        guidelines  2nd 
        restrictions  2nd 
    architectures 
        arbitration  2nd 
        behaviors 
        capabilities  2nd 
        modules 
    data-driven engineering 
    native code 
    pattern recognition  2nd 
    practice
        importance of  2nd  3rd 
    problem solving 
    scripting 
    sequence recognition 
    sequential control  2nd 
    skill requirements 
    specification phase  2nd 
        formal specifications  2nd  3rd 
        KR (knowledge representation)  2nd  3rd  4th 
        KR (knowledge representation); formalisms  2nd 
        KR (knowledge representation); frames 
        KR (knowledge representation); object-attribute-value paradigm  2nd 
        KR (knowledge representation); semantic networks  2nd  3rd 
        KR (knowledge representation); symbols  2nd 
    specification procedure 
        formalizing  2nd  3rd  4th 
        rationalizing  2nd 
        sketching  2nd  3rd  4th 
    understanding phase  2nd  3rd  4th  5th  6th  7th  8th  9th 
        criteria  2nd 
        desired outcome  2nd 
        problem definitions  2nd  3rd 
entertainment
    AI
        importance of 
    defining 
entropy 
environments 
    assumptions 
    biological evolution 
    conditions
        testing 
    detail  2nd 
    doors
        opening 
    emergent behaviors  2nd 
        affordance  2nd 
        broadcasting 
        functionality  2nd  3rd 
        perception 
    game worlds 
        continuous events  2nd  3rd  4th  5th  6th  7th  8th  9th 
        dimensions  2nd  3rd 
        discrete events  2nd  3rd  4th  5th  6th  7th  8th  9th 
    interfaces
        choosing  2nd 
    ladders
        climbing 
    movement
        criteria  2nd  3rd  4th  5th 
        handling  2nd 
    navigation
        autonomous navigation  2nd  3rd 
    objects  2nd 
        collecting 
        contraptions  2nd  3rd  4th 
        criteria  2nd  3rd 
        items 
        specification  2nd  3rd  4th  5th  6th  7th 
        test beds  2nd 
    scripting  2nd 
        integrating  2nd  3rd  4th  5th 
    shooting
        senses 
    space
        defining  2nd  3rd 
    strategic decision making 
    structure  2nd  3rd 
    weapon selection  2nd  3rd  4th 
episodic learning problems 
estimate_damage() function 
evaluative feedback
    reinforcement learning  2nd  3rd 
evasion steering behavior 
event handling 
event-driven mechanisms
    embodied agents 
evolution
    genomics  2nd  3rd  4th 
    phenetics  2nd 
evolutionary algorithms
    genetic algorithms  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 
        conversions  2nd  3rd 
        crossovers  2nd  3rd 
        domain knowledge  2nd 
        evolutionary policies  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd  24th  25th 
        genetic operators  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd 
        initialization  2nd  3rd  4th 
        mutations  2nd  3rd 
        parameters  2nd 
        populations  2nd  3rd 
        premature convergence  2nd 
        replacements  2nd  3rd 
        selection  2nd  3rd 
        slow convergence  2nd 
evolutionary data structures 
evolutionary learning  2nd 
evolutionary learning algorithms 
evolutionary outline
    defensive actions  2nd 
evolutionary policies
    genetic algorithms  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd  24th  25th 
Excel 
exhaustive solutions 
expected returns 
experimentation phase (development) 
expert features  2nd 
expert guidance  2nd 
expert solutions 
expert systems 
    fuzzy expert systems 
explicit design 
explicit model
    aiming errors  2nd 
exploitation
    learning schemes 
    reinforcement learning  2nd  3rd 
exploration
    learning schemes 
    reinforcement learning  2nd  3rd 
exponential scaling 
exporting
    interfaces  2nd 
expressions
    linguistic expressions  2nd  3rd 
expressiveness
    languages 
extensibility
    languages 
extensions
    finite state machines
        custom semantics  2nd 
        fuzzy state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th 
        hierarchical state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd 
        levels of detail  2nd  3rd  4th  5th 
        master/slave relationships  2nd 
        nondeterministic state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th 
        probalistic state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
        stacks  2nd  3rd 
    RBSs (rule-based systems)  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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