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]

factors

    strategic decision making 

        enemy status 

        environment layout 

        player state 

facts

    learning systems 

FEAR

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

    animats

        creating  2nd  3rd 

    architectures 

    development 

    framework  2nd 

    high-level specifications  2nd 

    modules 

        data laoding 

        dependencies 

        interfaces 

    world interfaces  2nd 

features

    identifying  2nd 

    strategic decision making 

    weapon selection 

    weapons

        vote collection  2nd  3rd 

feed forward topologies 

feedback

    mechanisms  2nd  3rd 

feelings  2nd 

    modeling 

        feeling recognition  2nd  3rd 

        memories of relationships  2nd 

    recognizing  2nd  3rd 

    sensations 

        combinations 

        degenerate automata prevention  2nd 

        multiple influences  2nd 

fight episodes

    monitoring 

fight progressions

    weapons 

files

    animats

        creating 

fillers 

finite horizons

    returns 

finite state automata  2nd  3rd  4th 

    input alphabet  2nd 

    states  2nd 

    transition function  2nd  3rd 

finite state machines  2nd  3rd 

    advantages 

    artificial emotions

        designing  2nd  3rd  4th  5th 

    control logic 

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

    custom semantics  2nd 

    directed graphs  2nd 

    disadvantages  2nd 

    emotions

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

    fuzzy state machines  2nd 

        fuzzy finite state automaton  2nd 

        fuzzy finite state machines  2nd 

        graphical representation  2nd  3rd  4th 

        simulation  2nd  3rd 

    grammar 

    hierarchical state machines  2nd  3rd  4th 

        advantages 

        disadvantages 

        heterogeneous computational models  2nd  3rd  4th 

        hierarchies  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 

    levels of detail  2nd  3rd  4th  5th 

    master/slave relationships  2nd 

    Mealy machines

        output alphabet  2nd 

        output function  2nd  3rd 

    modules  2nd 

        data exchange 

        implementation  2nd 

        specifications  2nd 

    Moore machines  2nd  3rd 

    nondeterministic state machines  2nd  3rd  4th  5th  6th  7th 

        algorithms  2nd  3rd  4th  5th 

        arrays  2nd 

        directed graphs 

        nondeterministic finite state automaton  2nd 

        nondeterministic finite state machines  2nd  3rd 

    optimization  2nd  3rd  4th 

    priority queues 

    probalistic state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 

    stacks  2nd  3rd 

    subsumption architectures 

    transition arrays  2nd 

fire control 

firing shots 

first-person shooter (FPS)  [See FPS (first-person shooter) games]

fitness

    adaptive behaviors  2nd 

    classifiers 

    computing

        dodging fire  2nd 

        genetic algorithms  2nd  3rd 

        rocket jumping 

    ranking 

    weapon selection  2nd 

fitness scaling  2nd  3rd 

flat architectures 

fleeing steering behavior  2nd 

Flexible Embodied Animat 'Rchitecture (FEAR)  [See FEAR (Flexible Embodied Animat 'Rchitecture)]

footprints

    functions 

forced exploration behaviors 

formal specifications

    engineering  2nd  3rd 

formal stages

    development process 

formalization phase

    specification procedures  2nd  3rd  4th 

formalizing

    motion 

forward integration algorithm  2nd 

forward-chain interpreters

    recognize-act cycles 

forward-chaining interpreters

    RBS interpreters  2nd 

    RBSs (rule-based systems) 

forward-chaining systems

    RBS interpreters 

FPS

    (first-person shooter) games 

frames

    KR (knowledge representation) 

framework

    FEAR (Flexible Embodied Animat 'Rchitecture)  2nd 

Freeman, David 

friction

    aiming errors  2nd 

function inlining

    embodied agents 

functional programming 

functionality

    emergence  2nd  3rd 

    world interfaces 

functions

    ApplyRules() 

    CheckSensors() 

    estimate_damage() 

    membership functions  2nd 

        fuzzy logic 

    Move() 

    OnCollision() function 

    output function

        Mealy machines  2nd  3rd 

    prototypes 

    randvec() 

    transition function

        finite state automata  2nd  3rd 

    Turn() 

    value functions 

        reinforcement learning  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 

    VisibleEntities() 

fundamental understanding

    problems 

        nature  2nd  3rd 

        properties  2nd  3rd  4th  5th 

fuzzy expert system 

fuzzy expert systems 

fuzzy logic  2nd  3rd 

    fuzzy set theory  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 

        algorithms  2nd 

        defuzzification  2nd  3rd  4th  5th 

        fuzzification  2nd  3rd 

        interpreters  2nd  3rd  4th  5th  6th  7th 

        knowledge base  2nd  3rd 

        linguistic expressions  2nd  3rd 

        modifiers  2nd  3rd  4th  5th 

        objections  2nd  3rd 

        operators  2nd 

        variables  2nd  3rd  4th  5th 

        working memory 

    fuzzy variables 

    membership functions 

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

    rules  2nd  3rd 

fuzzy state automata 

fuzzy state machines  2nd  3rd 

    fuzzy finite state automaton  2nd 

    fuzzy finite state machines  2nd 

    graphical representation  2nd  3rd  4th 

    simulation  2nd  3rd 

fuzzy variables 

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