Index T

[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X]

tactical behaviors
    capabilities
        customizing  2nd  3rd  4th  5th 
    strategic decision making  2nd 
    subsumption architecture  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
target selection
    shooting 
targets
    distances
        rescaling 
    environment layouts  2nd 
    fight progression 
    projecting 
    selecting  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th 
    senses 
    status  2nd 
    training zones 
    weapon selection 
        criteria  2nd  3rd  4th  5th 
        evaluation  2nd  3rd  4th  5th  6th  7th  8th  9th 
        methodology  2nd 
tasks 
teaching
    animats 
temporal-differnce learning
    reinforcement learning  2nd  3rd  4th 
terminal states 
test beds  2nd 
testing
    adaptive behaviors  2nd 
    conditions 
testing phase (development) 
testing set 
theoretical analysis
    problem solving  2nd  3rd  4th 
Thief 
time
    continuous events  2nd  3rd 
    discrete events  2nd  3rd 
timing restrcitions
    weapon selection  2nd 
topologies
    feed forward topologies 
    MLPs (multilayer perceptrons)  2nd 
        connections  2nd 
        hidden units  2nd  3rd  4th 
        middle layers 
tournament selection (fitness) 
tracking
    projectiles  2nd 
training 
    animats  2nd 
    solutions 
training algorithms
    batch algorithms  2nd 
    incremental algorithms  2nd 
    MLPs (multilayer perceptrons) 
training interfaces 
    incremental learning interface 
training procedures
    perceptron weight optimization 
        algorithms 
        data sets  2nd 
        delta rule  2nd 
        perception training  2nd  3rd 
training sets 
training zones
    strategic decision making  2nd 
    weapons  2nd  3rd 
trajectories
    projectiles 
transition arrays
    finite state machines  2nd 
transition function
    finite state automata  2nd  3rd 
Transport Tycoon 
transversals
    DTs (decision trees)  2nd  3rd  4th  5th 
tree induction algorithm  2nd 
trees
    arrays 
    lists 
trial and error
    animat learning 
    animats 
Turn primitive 
Turn() function 



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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