Index A

[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 



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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