[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] A* planning algorithm absolute vectors abstraction acceptors finite state automata accuracy preditions classifiers action values reinforcement learning 2nd actions crossover defensive actions application 2nd 3rd 4th 5th fitness computations 2nd 3rd emotions evolutionary outline defensive actions 2nd genetic operators defensive actions 2nd 3rd 4th module design defensive actions 2nd 3rd 4th movement 2nd 3rd 4th mutations parameters 2nd random generation 2nd reinforcement learning representation defensive actions 2nd 3rd 4th 5th 6th selection classifiers 2nd sequences 2nd shooting tactical behaviors weapon selection activation function perceptrons 2nd 3rd activation functions MLPs (multilayer perceptrons) 2nd 3rd 4th 5th Adaline (adaptive linear neurons) adaptation animat learning learning systems Adaptation in Natural and Artificial Systems adaptive behaviors AI engineering debugging 2nd design 2nd 3rd 4th methodologies 2nd problems 2nd 3rd 4th 5th programming testing 2nd adaptive gathering behaviors reinforcement learning 2nd 3rd adaptive linear neurons (Adaline) affordance emergent behaviors 2nd agents 2nd 3rd embodied agents 2nd batching custom optimizations event-driven mechanisms function inlining interfaces 2nd lazy evaluation restrictions 2nd layers agile development AI 2nd (artificial intelligence) current status of 2nd 3rd 4th evolution of narrow intelligence nouvelle AI programming 2nd 3rd science of 2nd types universal intelligence AI Depot aiming errors 2nd evaluation 2nd explicit model 2nd friction 2nd inverse problem 2nd 3rd linear approximation 2nd 3rd methodology 2nd solving 2nd 3rd 4th aiming shots 2nd 3rd Aimy animat AL (artificial life) steering behaviors 2nd 3rd 4th 5th 6th assumptions 2nd seeking and fleeing 2nd algorithms A* planning algorithm backprop algorithm 2nd batch algorithms 2nd 3rd deliberative algorithms 2nd evolutionary learning algorithms forward integration algorithm 2nd fuzzy set theory 2nd 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 defensive actions 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 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 incremental algorithms 2nd 3rd interoperability 2nd learning algorithms nodeterministic state machines deterministic conversions 2nd simulation 2nd obstacle avoidance generalized obstacle avoidance 2nd obstacle avoidance algorithm off-policy algorithms on-policy algorithms quickprop algorithm 2nd 3rd recursive partitioning DTs (decision trees) 2nd 3rd reinforcement learning adaptive gathering behaviors 2nd 3rd decomposition 2nd 3rd 4th 5th dynamic programming 2nd 3rd 4th 5th 6th 7th Monte Carlo methods 2nd 3rd 4th 5th 6th 7th movement modeling 2nd 3rd 4th shooting 2nd 3rd 4th temporal-difference learning 2nd 3rd 4th reinforcement learning algorithms resilient propagation algorithm 2nd 3rd 4th simulation algorithm 2nd 3rd 4th 5th 6th simulation algorithms supervised learning algorithms training procedures perceptron weights tree induction algorithm 2nd unsupervised learning algorithms alignment component steering b ehaviors ambiguity procedeural finite state machines 2nd analysis phase engineering 2nd 3rd 4th 5th 6th 7th 8th assumptions 2nd guidelines 2nd restrictions 2nd analysis phase (development) animats actions mutations parameters 2nd random generation 2nd Aimy batching behaviors criteria 2nd 3rd evaluation 2nd 3rd forced exploration objects 2nd 3rd 4th 5th projecting targets wandering Colin combat settings 2nd shooting 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 34th 35th 36th 37th weapons 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th computer games applicability 2nd creating 2nd creating skill requirements 2nd 3rd custom optimizations Darth Mole downloading emotions 2nd AI techniques 2nd biological models 2nd human/machine interaction 2nd 3rd 4th event-driven mechanisms FEAR (Flexible Embodied Animat 'Rchitecture) 2nd 3rd 4th architectures creating 2nd 3rd development framework 2nd high-level specifications 2nd modules 2nd 3rd 4th world interfaces 2nd fitness computations dodging fire 2nd rocket jumping function inlining Inhiboy interfaces 2nd Kanga lazy evaluation learning 2nd 3rd 4th 5th 6th adaptation algorithms optimization teaching locomotions movement autonomous navigation 2nd 3rd context 2nd 3rd motor actions 2nd 3rd 4th senses 2nd 3rd 4th 5th ontogenetic part phylogenetic part Picky reactive techniques advantages 2nd 3rd Remote animat restrictions 2nd sketching shooting strategic decision making 2nd targets selcting 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th training 2nd annealing simulated annealing 2nd 3rd 4th anticipation shooting applicability weapons application phase application phase (development) ApplyRules() function approximators reinforcement learning 2nd 3rd 4th arbitration architectures 2nd combination arbitration independent sum reactive architectures 2nd 3rd 4th sequential arbitration suppression arbitration architectures adaptive behaviors classifier systems 2nd 3rd engineering arbitration 2nd behaviors capabilities 2nd modules FEAR (Flexible Embodied Animat 'Rchitecture) flat architectures hierarchical architectures monolithic architectures reactive architectures 2nd arbitration 2nd 3rd 4th components 2nd decomposition 2nd 3rd examples 2nd 3rd 4th organization 2nd 3rd subsumption architecture 2nd 3rd 4th 5th 6th tactical behaviors 2nd 3rd 4th 5th subsumption architectures arrays genetic operators 2nd 3rd 4th nodeterministic state machines 2nd sequences actions 2nd transition arrays finite state machines 2nd artificial intelligence (AI) [See AI (artificial intelligence)] artificial life navigation 2nd artificial life (AL) [See AL (artificial life)] asexual reproduction assumptions AL (artificial life) 2nd analysis phase engineering 2nd attachment moods attack methods attackers weapons attributes data samples average rewards |