Index R

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

random generation
    actions  2nd 
random solutions 
random walks (fitness) 
randvec() function 
range conditional tests
    DTs (decision trees) 
range weapons  2nd 
ranking
    fitness 
ranking policy (fitness) 
rationalizing phase
    specification procedures  2nd 
RBSs  2nd  3rd  4th  5th  6th 
    (rule-based systems) 
    advantages  2nd  3rd 
    application 
    behaviors
        wall-following behaviors  2nd  3rd 
    control strategies  2nd 
    data structures
        implementing 
    debugging 
    deciding on  2nd 
    design and development  2nd 
    disadvantages  2nd 
    effectors
        application 
    evaluating  2nd 
    implementing  2nd 
        data structures 
        interpreters 
    interpreters 
        backward-chaining systems  2nd  3rd 
        forward-chaing systems  2nd  3rd 
        forward-chaining systems 
        hybrid interpreters 
        implementing 
    knowledge elicitation  2nd  3rd  4th  5th 
    knowledge represeantation  2nd  3rd 
    modules
        initialization 
        initialization; rulebase  2nd 
        initialization; working memory  2nd 
        interfaces  2nd  3rd 
    NPCs (nonplayer characters) 
    problem solving 
    reusability 
    rulebase
        application  2nd 
    rules 
        data structures  2nd  3rd 
        extensions  2nd  3rd 
        processing 
        simplifying  2nd 
        single rules  2nd 
    sensors
        application 
    working memory  2nd 
        application  2nd 
reactive 
reactive AI 
reactive architectures  2nd 
    arbitration  2nd  3rd  4th 
    components  2nd 
    decomposition  2nd  3rd 
    examples  2nd  3rd  4th 
    organization  2nd  3rd 
reactive behaviors 
reactive component
    sense of state 
reactive mapping  2nd 
reactive planning 
    planning
        compared  2nd  3rd  4th  5th  6th  7th  8th 
reactive systems
    deficiencies 
reactive techniques  2nd 
    advantages  2nd  3rd  4th  5th 
    animats  2nd  3rd 
real-time strategy (RTS)  [See RTS (real-time strategy) games]
realism
    defining 
realistic movement 
recognize-act cycles
    forward-chain interpreters 
recognizers
    finite state automata 
recurrent connections 
recursive definition
    reinforcement learning  2nd 
recursive partitioning 
    data sets  2nd  3rd  4th 
    DTs (decision trees)  2nd  3rd 
refining problems 
    decomposition  2nd  3rd 
    simplification  2nd  3rd 
regression trees  2nd  3rd  4th  5th  6th  7th 
reinforcement
    classifiers  2nd  3rd 
reinforcement learning  2nd  3rd  4th  5th  6th  7th  8th 
    actions 
    adaptive gathering behaviors  2nd  3rd 
    advantages 
    algorithms
        dynamic programming  2nd  3rd  4th  5th  6th  7th 
        Monte Carlo methods  2nd  3rd  4th  5th  6th  7th 
        temporal-difference learning  2nd  3rd  4th 
    approximators  2nd 
    backups  2nd  3rd 
    behavior policies  2nd  3rd 
    bootstrapping  2nd 
    convergence  2nd 
    decomposition  2nd  3rd  4th  5th 
    disadvantages  2nd 
    hierarchies  2nd 
    in-game situations  2nd 
    Markov decision processes  2nd  3rd 
    model  2nd 
    movement modeling  2nd  3rd  4th 
    optimal returns  2nd  3rd 
    problems 
        exploitation  2nd  3rd 
        exploration  2nd  3rd 
    reward signals  2nd  3rd 
    shooting  2nd  3rd  4th 
    states 
    value functions  2nd 
        action values  2nd 
        optimal policies  2nd 
        recursive definition  2nd 
        state values  2nd 
reinforcement learning algorithms 
relative coordinate systems 
reliable movement 
remainder stochastic sampling
    fitness 
Remote animat 
replacement
    genetic operators  2nd 
replacements
    genetic algorithms  2nd  3rd 
represenation
    solutions  2nd  3rd  4th 
representation
    fuzzy state machines  2nd  3rd  4th 
    genetic algorithms  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
    learning systems
        overlaps 
    solutions 
reproduction
    asexual reproduction 
    genetics  2nd  3rd 
    sexual breeding 
research phase (development) 
resilient propagation
    MLPs (multilayer perceptrons)  2nd  3rd  4th 
resources
    online forums 
response variables 
    DTs (decision trees)  2nd  3rd 
restrictions
    analysis phase
        engineering  2nd 
restrictive modifiers 
Return to Castle Wolfenstein  2nd 
returns 
    classifiers 
    expected returns 
    finite horizons 
    infinite returns 
    optimal returns
        reinforcement learning  2nd  3rd 
reward signals
    adaptive gathering behaviors 
    reinforcement learning  2nd  3rd 
rewards
    adaptive behaviors  2nd 
    average rewards 
    discounted rewards 
    mechanisms  2nd  3rd 
Reynolds, Craig 
    obstacle avoidance algorithm 
rivalries
    biological evolution 
robotics 
robotics systems
    navigation 
rocket jumping 
    fitness
        computing 
rockets
    dodging 
    tracking  2nd 
root nodes
    DTs (decision trees) 
Rosenblatt, Frank
    perceptrons  2nd 
roulette wheel policy (fitness) 
RTS
    (real-time strategy) games 
rule-based systems 
rule-based systems (RBSs)  [See RBSs (rule-based systems)]
rulebase
    fuzzy variables 
    RBSs
        application  2nd 
        initialization  2nd 
rules
    fuzzy rules  2nd  3rd 
    RBSs
        processing 
        simplifying  2nd 
    RBSs (rule-based systems) 
        data structures  2nd  3rd 
        extensions  2nd  3rd 
        single rules  2nd 



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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