Index S

[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 



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

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net