[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] SAB (simulation of adaptive behavior) samples (data) 2nd 3rd attributes DTs transversals 2nd 3rd 4th Sarsa algorithm scaffolding scaling fitness scaling 2nd 3rd scripting 2nd 3rd environments 2nd integrating 2nd 3rd 4th 5th evaluation phase 2nd languages 2nd modules 2nd practice importance of 2nd 3rd weapon selection 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th declarative approach deductive reasoning properties 2nd 3rd timing restrictions 2nd voting system 2nd 3rd 4th 5th 6th scripting languages 2nd 3rd search space properties 2nd 3rd solutions seeking steering behavior 2nd selection genetic algorithms 2nd 3rd genetic operators 2nd 3rd 4th semantic networks KR (knowledge representation) 2nd 3rd semantics custom semantics state machines 2nd sensations 2nd cognitive sensations combinations degenerate automata preventing 2nd designing 2nd multiple influences 2nd percetual sensations senses emotions movement 2nd 3rd 4th 5th shooting environments projectiles targets weapons vision weapon selection 2nd 3rd 4th 5th 6th sensors proprio-sensors RBSs application sequence recognition engineering sequences actions 2nd sequential arbitration sequential chaos procedural finite state machines 2nd sequential control engineering 2nd set logic fuzzy logic 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th algorithms 2nd defuzzification 2nd 3rd 4th 5th fuzzification 2nd 3rd interpreters 2nd 3rd 4th 5th 6th 7th knowledge base 2nd 3rd linguistic expressions 2nd 3rd modifiers 2nd 3rd 4th 5th objections 2nd 3rd operators 2nd variables 2nd 3rd 4th 5th working memory fuzzy set theory movement behaviors 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st sexual breeding shaping animat learning animats shooting 2nd 3rd 4th actions aiming 2nd errors 2nd 3rd 4th 5th 6th 7th 8th 9th evaluation 2nd explicit model 2nd friction 2nd linear approximation 2nd 3rd methodology 2nd case study 2nd 3rd close fighting 2nd combat trends 2nd criteria designing 2nd 3rd 4th distant fighting 2nd fire control interfaces 2nd 3rd 4th predition of movement behaviors 2nd evaluation 2nd experimentation 2nd intersections 2nd 3rd numeric integration physical state 2nd 3rd simulation algorithm 2nd 3rd 4th 5th reinforcement learning 2nd 3rd 4th senses environments projectiles targets weapons sketching animats projectiles weapons skill levels 2nd 3rd 4th weapon selection actions code 2nd context 2nd DTs (decision trees) 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 interfaces 2nd proposals 2nd scripting 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th senses 2nd 3rd 4th 5th 6th specifications 2nd sign conditional tests DTs (decision trees) SimCity simulated annealing perceptrons 2nd 3rd 4th simulation fuzzy state machines 2nd 3rd MLPs MLPs (multilayer perceptrons) 2nd perceptrons activation 2nd 3rd net sums 2nd 3rd 4th outline 2nd simulation algorithm prediction of movement 2nd 3rd 4th 5th solutions simulation algorithms fuzzy set theory 2nd nondeterministic state machines 2nd simulation interfaces 2nd simulation of adaptive behavior (SAB) single rules RBSs (rule-based systems) 2nd situations weapons 2nd 3rd sketching shooting animats projectiles weapons specification procedures 2nd 3rd 4th skill levels shooting 2nd 3rd 4th weapon selection slots frames software engineering skill requirements software specification solutions 2nd complexity minimal complexity 2nd 3rd 4th exhaustive expert guidance 2nd expert solutions hybrid approaches information theory 2nd instances random representation 2nd 3rd 4th 5th search space properties 2nd 3rd simulation algorithm tightness training source code animats generating space continuous events 2nd 3rd 4th discrete events 2nd 3rd 4th environments defining 2nd 3rd detail 2nd structure 2nd 3rd spatial structure specification objects 2nd 3rd 4th 5th 6th 7th specification phase engineering 2nd formal specifications 2nd 3rd KR (knowledge representation) 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th KR (knowledge representation); formalisms 2nd problem solving specification phase (development) specification procedure engineering formalizing 2nd 3rd 4th rationalizing 2nd sketching 2nd 3rd 4th specifications FEAR (Flexible Embodied Animat 'Rchitecture) 2nd weapon selection 2nd splitting data sets 2nd 3rd 4th DTs (decision trees) stacks state machines 2nd 3rd standard deviation state machines [See also finite state machines] finite state automata 2nd 3rd input alphabet 2nd states 2nd transition function 2nd 3rd finite state machines 2nd 3rd advantages control logic 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th custom semantics 2nd directed graphs 2nd disadvantages 2nd fuzzy state machines 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th grammar hierarchical state machines 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd levels of detail 2nd 3rd 4th 5th master/slave relationships 2nd modules 2nd 3rd 4th 5th 6th 7th nondeterministic state machines 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th optimization 2nd 3rd 4th probalistic state machines 2nd 3rd 4th 5th 6th 7th 8th 9th 10th stacks 2nd 3rd transition arrays 2nd fuzzy state machines Mealy machines output alphabet 2nd output function 2nd 3rd Moore machines 2nd 3rd probabilistic finite state machines state values reinforcement learning 2nd statements if-then statements states adaptive gathering behaviors directed graphs 2nd finite state automata 2nd finite state emotions creating 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th nested states hierarchical state machines 2nd 3rd reinforcement learning terminal states static facial expressions statistical analysis metrics projections tools steady-state populations steepest descent optimization perceptrons 2nd 3rd 4th 5th 6th steering behaviors 2nd AL (artificial life) 2nd 3rd 4th 5th assumptions 2nd seeking and fleeing 2nd alignment component cohesion component fleeing forced exploration obstacle avoidance containment 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th obstacle avoidance algorithm projecting targets seeking wandering stimuli designing 2nd story lines strategic decision making animats 2nd factors enemy status environment layout player state features personal objectives 2nd 3rd 4th tactical behaviors 2nd training zones 2nd structure environments 2nd 3rd subdomains variable complexity subsumption architecture behaviors 2nd 3rd 4th 5th 6th tactical behaviors 2nd 3rd 4th 5th subsumption architectures supervised learning 2nd supervised learning algorithms suppression arbitration surveys membership functions creating symbols KR (knowledge representation) 2nd symmetry domains synchronization RBS interfaces synchroniztion fuzzy systems |