Index W

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

wall-following behaviors  2nd  3rd 
wandering behaviors 
weaknesses
    weapons 
weapons 
    aiming errors  2nd 
        inverse problem  2nd  3rd 
        solving  2nd  3rd  4th 
    applicability 
    attackers 
    defenders 
    environment conditions  2nd 
    environment layouts  2nd 
    fight progressions 
    fitness
        learning  2nd  3rd 
    interfaces 
    melee weapons  2nd  3rd 
    player status  2nd 
    properties  2nd 
        declarative properties 
        implicit properties 
        learning  2nd  3rd 
    range weapons  2nd 
    requirments  2nd 
    selection  2nd 
        actions 
        code  2nd 
        context  2nd 
        criteria  2nd  3rd  4th  5th 
        data structures  2nd  3rd 
        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  34th 
        evaluation  2nd  3rd  4th  5th  6th  7th  8th  9th 
        formalizing 
        initialization  2nd  3rd 
        interfaces  2nd  3rd  4th 
        learning 
        methodology  2nd 
        module design 
        proposals  2nd 
        scripting  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
        senses  2nd  3rd  4th  5th  6th 
        specifications  2nd 
        tree induction algorithm  2nd 
    senses 
    shooting  2nd  3rd  4th 
        actions 
        aiming  2nd 
        case study  2nd  3rd 
        close fighting  2nd  3rd  4th 
        combat trends  2nd 
        criteria 
        design  2nd  3rd  4th 
        fire control 
        interfaces  2nd  3rd  4th 
        prediction of movement  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th 
        reinforcement learning  2nd  3rd  4th 
        senses  2nd  3rd  4th 
        sketching  2nd  3rd 
        skill levels  2nd  3rd  4th 
    situations  2nd  3rd 
    sketching 
    skill levels 
    targets
        selecting  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th 
    training zones  2nd  3rd 
    weaknesses 
weights
    perceptrons
        optimization  2nd  3rd  4th  5th  6th  7th  8th 
        training procedures  2nd  3rd  4th  5th  6th  7th  8th  9th 
Weights parameter (actions) 
Widrow, Bernard
    Adaline (adaptive linear neurons) 
working memory
    fuzzy set theory 
    fuzzy terms 
    RBSs  2nd 
        application  2nd 
        initialization  2nd 
world interfaces
    FEAR (Flexible Embodied Animat 'Rchitecture)  2nd 
    functionality 
world models  2nd  3rd 
    planning techniques 
worlds
    (games) 
    continuous events  2nd  3rd  4th  5th  6th  7th 
        conversions  2nd 
    dimensions  2nd  3rd 
    discrete events  2nd  3rd  4th  5th  6th  7th 
        conversions  2nd 



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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