Index M

[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 



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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