[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 |