AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors

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

A* planning algorithm 

absolute vectors 

abstraction 

acceptors

    finite state automata 

accuracy preditions

    classifiers 

action values

    reinforcement learning  2nd 

actions

    crossover 

    defensive actions

        application  2nd  3rd  4th  5th 

        fitness computations  2nd  3rd 

    emotions 

    evolutionary outline

        defensive actions  2nd 

    genetic operators

        defensive actions  2nd  3rd  4th 

    module design

        defensive actions  2nd  3rd  4th 

    movement  2nd  3rd  4th 

    mutations 

    parameters  2nd 

    random generation  2nd 

    reinforcement learning 

    representation

        defensive actions  2nd  3rd  4th  5th  6th 

    selection

        classifiers  2nd 

    sequences  2nd 

    shooting 

    tactical behaviors 

    weapon selection 

activation function

    perceptrons  2nd  3rd 

activation functions

    MLPs (multilayer perceptrons)  2nd  3rd  4th  5th 

Adaline (adaptive linear neurons) 

adaptation 

    animat learning 

    learning systems 

Adaptation in Natural and Artificial Systems 

adaptive behaviors 

    AI engineering 

    debugging  2nd 

    design  2nd  3rd  4th 

    methodologies  2nd 

    problems  2nd  3rd  4th  5th 

    programming 

    testing  2nd 

adaptive gathering behaviors

    reinforcement learning  2nd  3rd 

adaptive linear neurons (Adaline) 

affordance

    emergent behaviors  2nd 

agents  2nd  3rd 

    embodied agents  2nd 

        batching 

        custom optimizations 

        event-driven mechanisms 

        function inlining 

        interfaces  2nd 

        lazy evaluation 

        restrictions  2nd 

    layers 

agile development 

AI  2nd 

    (artificial intelligence) 

    current status of  2nd  3rd  4th 

    evolution of 

    narrow intelligence 

    nouvelle AI 

    programming  2nd  3rd 

    science of  2nd 

    types 

    universal intelligence 

AI Depot 

aiming

    errors  2nd 

        evaluation  2nd 

        explicit model  2nd 

        friction  2nd 

        inverse problem  2nd  3rd 

        linear approximation  2nd  3rd 

        methodology  2nd 

        solving  2nd  3rd  4th 

aiming shots  2nd  3rd 

Aimy animat 

AL

    (artificial life) 

    steering behaviors  2nd  3rd  4th  5th  6th 

        assumptions  2nd 

        seeking and fleeing  2nd 

algorithms 

    A* planning algorithm 

    backprop algorithm  2nd 

    batch algorithms  2nd  3rd 

    deliberative algorithms  2nd 

    evolutionary learning algorithms 

    forward integration algorithm  2nd 

    fuzzy set theory  2nd 

    genetic algorithms  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 

        conversions  2nd  3rd 

        crossovers  2nd  3rd 

        defensive actions  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd  24th 

        domain knowledge  2nd 

        evolutionary policies  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd  24th  25th 

        genetic operators  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd 

        initialization  2nd  3rd  4th 

        mutations  2nd  3rd 

        parameters  2nd 

        populations  2nd  3rd 

        premature convergence  2nd 

        replacements  2nd  3rd 

        selection  2nd  3rd 

        slow convergence  2nd 

    incremental algorithms  2nd  3rd 

        interoperability  2nd 

    learning algorithms 

    nodeterministic state machines 

        deterministic conversions  2nd 

        simulation  2nd 

    obstacle avoidance

        generalized obstacle avoidance  2nd 

    obstacle avoidance algorithm 

    off-policy algorithms 

    on-policy algorithms 

    quickprop algorithm  2nd  3rd 

    recursive partitioning 

        DTs (decision trees)  2nd  3rd 

    reinforcement learning

        adaptive gathering behaviors  2nd  3rd 

        decomposition  2nd  3rd  4th  5th 

        dynamic programming  2nd  3rd  4th  5th  6th  7th 

        Monte Carlo methods  2nd  3rd  4th  5th  6th  7th 

        movement modeling  2nd  3rd  4th 

        shooting  2nd  3rd  4th 

        temporal-difference learning  2nd  3rd  4th 

    reinforcement learning algorithms 

    resilient propagation algorithm  2nd  3rd  4th 

    simulation algorithm  2nd  3rd  4th  5th  6th 

    simulation algorithms 

    supervised learning algorithms 

    training procedures

        perceptron weights 

    tree induction algorithm  2nd 

    unsupervised learning algorithms 

alignment component

    steering b ehaviors 

ambiguity

    procedeural finite state machines  2nd 

analysis phase

    engineering  2nd  3rd  4th  5th  6th  7th  8th 

        assumptions  2nd 

        guidelines  2nd 

        restrictions  2nd 

analysis phase (development) 

animats 

    actions

        mutations 

        parameters  2nd 

        random generation  2nd 

    Aimy 

    batching 

    behaviors

        criteria  2nd  3rd 

        evaluation  2nd  3rd 

        forced exploration 

        objects  2nd  3rd  4th  5th 

        projecting targets 

        wandering 

    Colin 

    combat settings  2nd 

        shooting  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  35th  36th  37th 

        weapons  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th 

    computer games 

        applicability  2nd 

        creating  2nd 

    creating

        skill requirements  2nd  3rd 

    custom optimizations 

    Darth Mole 

    downloading 

    emotions  2nd 

        AI techniques  2nd 

        biological models  2nd 

        human/machine interaction  2nd  3rd  4th 

    event-driven mechanisms 

    FEAR

        (Flexible Embodied Animat 'Rchitecture)  2nd  3rd  4th 

        architectures 

        creating  2nd  3rd 

        development 

        framework  2nd 

        high-level specifications  2nd 

        modules  2nd  3rd  4th 

        world interfaces  2nd 

    fitness computations

        dodging fire  2nd 

        rocket jumping 

    function inlining 

    Inhiboy 

    interfaces  2nd 

    Kanga 

    lazy evaluation 

    learning  2nd  3rd  4th  5th  6th 

        adaptation 

        algorithms 

        optimization 

        teaching 

    locomotions 

    movement

        autonomous navigation  2nd  3rd 

        context  2nd  3rd 

        motor actions  2nd  3rd  4th 

        senses  2nd  3rd  4th  5th 

    ontogenetic part 

    phylogenetic part 

    Picky 

    reactive techniques

        advantages  2nd  3rd 

    Remote animat 

    restrictions  2nd 

    sketching

        shooting 

    strategic decision making  2nd 

    targets

        selcting  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th 

    training  2nd 

annealing 

    simulated annealing  2nd  3rd  4th 

anticipation

    shooting 

applicability

    weapons 

application phase 

application phase (development) 

ApplyRules() function 

approximators

    reinforcement learning  2nd  3rd  4th 

arbitration

    architectures  2nd 

    combination arbitration 

    independent sum 

    reactive architectures  2nd  3rd  4th 

    sequential arbitration 

    suppression arbitration 

architectures 

    adaptive behaviors 

    classifier systems  2nd  3rd 

    engineering 

        arbitration  2nd 

        behaviors 

        capabilities  2nd 

        modules 

    FEAR (Flexible Embodied Animat 'Rchitecture) 

    flat architectures 

    hierarchical architectures 

    monolithic architectures 

    reactive architectures  2nd 

        arbitration  2nd  3rd  4th 

        components  2nd 

        decomposition  2nd  3rd 

        examples  2nd  3rd  4th 

        organization  2nd  3rd 

    subsumption architecture  2nd  3rd  4th  5th  6th 

        tactical behaviors  2nd  3rd  4th  5th 

    subsumption architectures 

arrays

    genetic operators  2nd  3rd  4th 

    nodeterministic state machines  2nd 

    sequences

        actions  2nd 

    transition arrays

        finite state machines  2nd 

artificial intelligence (AI)  [See AI (artificial intelligence)]

artificial life

    navigation  2nd 

artificial life (AL)  [See AL (artificial life)]

asexual reproduction 

assumptions 

    AL (artificial life)  2nd 

    analysis phase

        engineering  2nd 

attachment

    moods 

attack methods 

attackers

    weapons 

attributes

    data samples 

average rewards 

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