[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] machine intelligence machine/human interaction emotions 2nd 3rd 4th mannerisms emotions revealing with 2nd 3rd many-to-one functions mapping reactive mapping 2nd Markov chains 2nd 3rd Markov decision processes reinforcement learning 2nd 3rd master/slave relationships state machines 2nd matching classifiers to inputs matching interpreters 2nd Mathematica mathematics skill requirements Mathlab maximum defuzzification McCulloch, Warren MDL (minimum description length) Mealy machines output alphabet 2nd output function 2nd 3rd mean (Greek mu) medium range distances weapon selection melee weapons 2nd 3rd membership functions 2nd fuzzy logic memories of relationships 2nd message passing procedural finite state machines 2nd meta-genetic algorithm meta-programming methodologies adaptive behaviors 2nd methodology aiming errors 2nd problem solving data analysis 2nd 3rd 4th 5th expert features 2nd feature identification 2nd metrics statistical analysis minimum description length (MDL) Minsky, Marvin Perceptrons misidentification learning systems 2nd missiles dodging MLPs (multilayer perceptrons) 2nd 3rd 4th 5th activation functions 2nd 3rd 4th 5th advantages biological parallels 2nd brains 2nd 3rd neurons 2nd 3rd data structures disadvantages dot products inputs 2nd 3rd learning algorithms module design initerfaces 2nd 3rd 4th initialization 2nd outputs 2nd 3rd simulation 2nd 3rd targets selecting 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th topologies 2nd connections 2nd hidden units 2nd 3rd 4th middle layers training algorithms back propagation 2nd 3rd 4th 5th 6th 7th 8th generalization 2nd 3rd incremental 2nd quick propagation 2nd 3rd resilient propagation 2nd 3rd 4th validation 2nd modeling adaptive behaviors feelings feeling recognition 2nd 3rd memories of relationships 2nd movements reinforcement learning 2nd 3rd 4th modifiers fuzzy modifiers fuzzy set theory 2nd 3rd 4th 5th linguistic modifiers offsetting modifiers restrictive modifiers modules architectures design weapon selection FEAR (Flexible Embodied Animat 'Rchitecture) data loading dependencies interfaces finite state machines 2nd data exchange implementation 2nd specifications 2nd genetic algorithms design 2nd 3rd 4th MLPs design 2nd 3rd 4th RBSs initialization 2nd 3rd 4th 5th interfaces 2nd 3rd scripting 2nd momentum adding perceptrons 2nd 3rd monitoring fight episodes monolithic architectures Monte Carlo methods reinforcement learning 2nd 3rd 4th 5th 6th 7th moods hierarchies 2nd 3rd Moore machines 2nd 3rd motion formalizing motor actions movement 2nd 3rd 4th mouse friction aiming errors 2nd Move primitive Move() function movement behaviors wall-following behaviors 2nd 3rd context 2nd 3rd criteria 2nd 3rd 4th 5th fuzzy set theory 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st game bots 2nd 3rd 4th game environments handling 2nd interfaces motor actions 2nd 3rd 4th navigation 2nd 3rd 4th artificial life 2nd autonomous navigation 2nd 3rd game AI robotics systems steering behaviors 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th prediction of movement behaviors 2nd evaluation 2nd experimentation 2nd intersections 2nd 3rd numeric integration physical state 2nd 3rd simulation algorithm 2nd 3rd 4th 5th senses 2nd 3rd 4th 5th steering behaviors forced exploration projecting targets wandering movements modeling reinforcement learning 2nd 3rd 4th multi-agent systems multiple populations mutations actions genetic algorithms 2nd 3rd genetic operators 2nd 3rd 4th 5th 6th |