[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 |