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]

damage

    environment layouts  2nd  3rd 

    fight progression 

    player status  2nd 

    training zones 

Darth Mole animat 

Darwin, Charles

    theory of evolution  2nd  3rd 

data analysis

    problem solving  2nd  3rd  4th  5th 

data exchange

    finite state machines 

data loading

    modules

        FEAR (Flexible Embodied Animat 'Rchitecture) 

data loss

    procedural finite state machines  2nd 

data mining 

data sets

    managing  2nd 

    splitting  2nd  3rd  4th 

    testing sets 

    training procedures

        perceptron weights  2nd 

    training sets 

    validation sets 

data structures

    evolutionary data structures 

    MLPs 

    RBSs

        implementing 

    RBSs (rule-based systems)  2nd  3rd 

    weapon selection  2nd  3rd 

data-driven engineering 

data-driven method

    rules application 

debugging

    adaptive behaviors  2nd 

decision making

    NPCs 

decision trees 

decision trees (DTs)  [See DTs (decision trees)]

declarations 

declarative approach

    scripting 

declarative properties

    weapons 

decomposition 

    behavioral decomposition 

    goal decomposition 

    hybrid decomposition 

    pure decomposition 

    reactive architectures  2nd  3rd 

    reinforcement learning  2nd  3rd  4th  5th 

decremental approach

    feature identification 

decuctive reasoning

    scripting 

deduction

    emergent systems 

defenders

    weapons 

defensive strategies 

    application  2nd  3rd  4th  5th 

    eveolutionary outline  2nd 

    fitness

        computing  2nd  3rd 

    genetic operators  2nd  3rd  4th 

    module design  2nd  3rd  4th 

    representation  2nd  3rd  4th  5th  6th 

defining

    space  2nd  3rd 

defuzzification

    fuzzy set theory  2nd  3rd  4th  5th 

degenerative automata

    preventing  2nd 

deliberative algorithms  2nd 

deliberative planning 

delta rule

    perceptron weights  2nd  3rd  4th 

    training procedures

        perceptron weights  2nd 

dependencies

    modules

        FEAR (Flexible Embodied Animat 'Rchitecture) 

    variables 

dependent variables 

derivatives 

description length 

design  2nd 

    adaptive behaviors  2nd  3rd  4th 

    animats  2nd 

    bottom-up design 

    conflictions  2nd 

    emergent systems 

    emotions

        behavioral responses 

        primary emotions 

        sensations  2nd 

        stimuli  2nd 

    entertainment

        defining 

    explicit design 

    goals 

    guidelines 

    implicit design 

    integration  2nd 

    interfaces

        emotions  2nd 

    learning systems  2nd 

    MLP modules 

        initerfaces  2nd  3rd  4th 

        initialization  2nd 

    obstacles 

    realism

        defining 

    shooting  2nd  3rd  4th 

detail

    environments  2nd 

detectors

    collision detectors 

deterministic components 

deterministic state machines  2nd 

developers

    animats

        applying  2nd 

        creating  2nd 

    design

        integration  2nd 

    goals 

    guidelines 

    skill requirements  2nd  3rd 

development

    FEAR (Flexible Embodied Animat 'Rchitecture) 

    iterations

        cutting 

    process  2nd  3rd 

        formal stages 

        informal stages 

        postproduction stage 

        programming stages 

directed graphs

    finite state machines  2nd 

Direction parameter (actions) 

discounted rewards 

discoveries

    classifier systems 

discrete events

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

        conversions  2nd 

discrete values 

distances

    targets

        rescaling 

    weapon selection 

distant fighting

    shooting  2nd 

dodging fire

    fitness

        computing  2nd 

domain knowledge

    genetic algorithms  2nd 

domain-specific languages 

domains

    subdomains

        variable complexity 

    symmetry 

    underlying knowledge of the problem  2nd  3rd 

Doom 3 

doors

    opening 

    using

        fuzzy rules 

dot products 

downloading

    animats 

DTs  2nd  3rd 

    (decision trees) 

    bagging  2nd 

    boosting  2nd 

    branches 

        pruning  2nd  3rd 

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

    conditional tests  2nd  3rd 

    data samples  2nd  3rd 

    data sets

        managing  2nd 

        splitting  2nd  3rd  4th 

    induction  2nd 

    leaf nodes 

    leave nodes  2nd  3rd 

    recursive partitioning  2nd  3rd 

    regression trees  2nd  3rd  4th  5th  6th 

    response variables  2nd  3rd 

    root nodes 

    splitting 

    transversals  2nd  3rd  4th  5th 

    tree induction algorithm  2nd 

    weapon selection  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 

dynamic access

    fuzzy systems 

dynamic extensions

    RBS interfaces 

dynamic programming

    reinforcement learning  2nd  3rd  4th  5th  6th  7th 

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