Index F

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

factors
    strategic decision making 
        enemy status 
        environment layout 
        player state 
facts
    learning systems 
FEAR
    (Flexible Embobied Animat 'Rchitecture)  2nd  3rd  4th 
    animats
        creating  2nd  3rd 
    architectures 
    development 
    framework  2nd 
    high-level specifications  2nd 
    modules 
        data laoding 
        dependencies 
        interfaces 
    world interfaces  2nd 
features
    identifying  2nd 
    strategic decision making 
    weapon selection 
    weapons
        vote collection  2nd  3rd 
feed forward topologies 
feedback
    mechanisms  2nd  3rd 
feelings  2nd 
    modeling 
        feeling recognition  2nd  3rd 
        memories of relationships  2nd 
    recognizing  2nd  3rd 
    sensations 
        combinations 
        degenerate automata prevention  2nd 
        multiple influences  2nd 
fight episodes
    monitoring 
fight progressions
    weapons 
files
    animats
        creating 
fillers 
finite horizons
    returns 
finite state automata  2nd  3rd  4th 
    input alphabet  2nd 
    states  2nd 
    transition function  2nd  3rd 
finite state machines  2nd  3rd 
    advantages 
    artificial emotions
        designing  2nd  3rd  4th  5th 
    control logic 
        procedures  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
    custom semantics  2nd 
    directed graphs  2nd 
    disadvantages  2nd 
    emotions
        creating  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th 
    fuzzy state machines  2nd 
        fuzzy finite state automaton  2nd 
        fuzzy finite state machines  2nd 
        graphical representation  2nd  3rd  4th 
        simulation  2nd  3rd 
    grammar 
    hierarchical state machines  2nd  3rd  4th 
        advantages 
        disadvantages 
        heterogeneous computational models  2nd  3rd  4th 
        hierarchies  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 
    levels of detail  2nd  3rd  4th  5th 
    master/slave relationships  2nd 
    Mealy machines
        output alphabet  2nd 
        output function  2nd  3rd 
    modules  2nd 
        data exchange 
        implementation  2nd 
        specifications  2nd 
    Moore machines  2nd  3rd 
    nondeterministic state machines  2nd  3rd  4th  5th  6th  7th 
        algorithms  2nd  3rd  4th  5th 
        arrays  2nd 
        directed graphs 
        nondeterministic finite state automaton  2nd 
        nondeterministic finite state machines  2nd  3rd 
    optimization  2nd  3rd  4th 
    priority queues 
    probalistic state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
    stacks  2nd  3rd 
    subsumption architectures 
    transition arrays  2nd 
fire control 
firing shots 
first-person shooter (FPS)  [See FPS (first-person shooter) games]
fitness
    adaptive behaviors  2nd 
    classifiers 
    computing
        dodging fire  2nd 
        genetic algorithms  2nd  3rd 
        rocket jumping 
    ranking 
    weapon selection  2nd 
fitness scaling  2nd  3rd 
flat architectures 
fleeing steering behavior  2nd 
Flexible Embodied Animat 'Rchitecture (FEAR)  [See FEAR (Flexible Embodied Animat 'Rchitecture)]
footprints
    functions 
forced exploration behaviors 
formal specifications
    engineering  2nd  3rd 
formal stages
    development process 
formalization phase
    specification procedures  2nd  3rd  4th 
formalizing
    motion 
forward integration algorithm  2nd 
forward-chain interpreters
    recognize-act cycles 
forward-chaining interpreters
    RBS interpreters  2nd 
    RBSs (rule-based systems) 
forward-chaining systems
    RBS interpreters 
FPS
    (first-person shooter) games 
frames
    KR (knowledge representation) 
framework
    FEAR (Flexible Embodied Animat 'Rchitecture)  2nd 
Freeman, David 
friction
    aiming errors  2nd 
function inlining
    embodied agents 
functional programming 
functionality
    emergence  2nd  3rd 
    world interfaces 
functions
    ApplyRules() 
    CheckSensors() 
    estimate_damage() 
    membership functions  2nd 
        fuzzy logic 
    Move() 
    OnCollision() function 
    output function
        Mealy machines  2nd  3rd 
    prototypes 
    randvec() 
    transition function
        finite state automata  2nd  3rd 
    Turn() 
    value functions 
        reinforcement learning  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
    VisibleEntities() 
fundamental understanding
    problems 
        nature  2nd  3rd 
        properties  2nd  3rd  4th  5th 
fuzzy expert system 
fuzzy expert systems 
fuzzy logic  2nd  3rd 
    fuzzy set theory  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 
        algorithms  2nd 
        defuzzification  2nd  3rd  4th  5th 
        fuzzification  2nd  3rd 
        interpreters  2nd  3rd  4th  5th  6th  7th 
        knowledge base  2nd  3rd 
        linguistic expressions  2nd  3rd 
        modifiers  2nd  3rd  4th  5th 
        objections  2nd  3rd 
        operators  2nd 
        variables  2nd  3rd  4th  5th 
        working memory 
    fuzzy variables 
    membership functions 
    movement behaviors  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st 
    rules  2nd  3rd 
fuzzy state automata 
fuzzy state machines  2nd  3rd 
    fuzzy finite state automaton  2nd 
    fuzzy finite state machines  2nd 
    graphical representation  2nd  3rd  4th 
    simulation  2nd  3rd 
fuzzy variables 



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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