AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors

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C++ 

capabilities

    architectures  2nd 

    tactical behaviors

        customizing  2nd  3rd  4th  5th 

case studies

    shooting  2nd  3rd 

centroid defuzzification 

CheckSensors() function 

class conditional tests

    DTs (decision trees) 

classification trees  2nd  3rd  4th  5th  6th  7th 

classifier systems

    architectures  2nd  3rd 

    classifiers

        action selection  2nd 

        creating  2nd 

        predictions  2nd 

        reinforcement  2nd  3rd 

        removing  2nd 

    LCSs  2nd 

    matching

        inputs 

classifiers 

    LCSs

        (learning classifier systems)  2nd  3rd  4th 

close distances

    weapon selection 

close fighting

    shooting  2nd 

code

    animats

        generating 

    native code 

    scripting 

    weapon selection  2nd 

code generation 

code skeletons 

cognitive sensations 

cohesion component

    steering behaviors 

Colin animat 

Colin McRae Rally 2 

collecting

    objects 

collision detectors 

collisions

    point of collision

        finding 

combat settings  2nd 

    shooting  2nd  3rd  4th 

        actions 

        aiming  2nd 

        case study  2nd  3rd 

        close fighting  2nd 

        combat trends  2nd 

        criteria 

        design  2nd  3rd  4th 

        distant fighting  2nd 

        fire control 

        interfaces  2nd  3rd  4th 

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

        senses  2nd  3rd  4th 

        sketching  2nd  3rd 

        skill levels  2nd  3rd  4th 

    targets

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

    weapon fitness

        learning  2nd  3rd 

    weapon properties

        learning  2nd  3rd 

    weapon selection  2nd 

        actions 

        code  2nd 

        context  2nd 

        criteria  2nd  3rd  4th  5th 

        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 

        interfaces  2nd 

        learning 

        methodology  2nd 

        proposals  2nd 

        scripting  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 

        senses  2nd  3rd  4th  5th  6th 

        specifications  2nd 

    weapons 

        applicability 

        attackers 

        defenders 

        environment conditions  2nd 

        environment layouts  2nd 

        fight progression 

        melee weapons  2nd  3rd 

        player status  2nd 

        properties  2nd 

        range weapons  2nd 

        requirements  2nd 

        situations  2nd  3rd 

        skill levels 

        training zones  2nd  3rd 

        weaknesses 

combination arbitration 

combination functions

    weighted input combinations 

combinations

    sensations 

comparisons

    interfaces 

competition

    biological evolution 

completeness

    languages 

components

    output

        interpreting 

    reactive architectures  2nd 

compontnts

    output

        interpretations 

composition interpreters  2nd  3rd 

compound features 

computer games

    FPS

        (first-person shooter) games 

    RTS

        (real-time strategy) games 

computer science

    skill requirements 

conditional independence 

conditional tests 

    DTs (decision trees)  2nd  3rd 

conditions

    testing 

configuration

    problems 

connections

    backward connections 

    recurrent connections 

containment

    obstacle avoidance  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 

context 

    movement  2nd  3rd 

    sketching 

continuous events

    game worlds  2nd  3rd  4th  5th  6th  7th 

        converions  2nd 

continuous variables 

contraptions 

    handling  2nd  3rd 

control 

    RBSs (rule-based systems)

        strategies  2nd 

control flow

    procedural finite state machines  2nd 

control logic

    finite state machines 

        procedures  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 

convergence

    premature convergence

        genetic algorithms  2nd 

    reinforcement learning  2nd 

    slow convergence

        genetic algorithms  2nd 

conversions

    continuous events  2nd 

    discrete events  2nd 

    phenotypes

        genotypes  2nd  3rd  4th 

Conway's Game of Life 

coordinate systems

    relative coordinate systems 

covariance 

    underlying knowledge of the problem  2nd  3rd  4th 

covering

    matching classifiers 

Creating Emotion in Games 

crossovers

    actions 

    genetic algorithms  2nd  3rd 

    genetic operators  2nd  3rd  4th  5th  6th  7th  8th  9th 

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