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]

if-then statements 

imitation 

    animat learning 

immersiveness 

implementation

    RBSs  2nd 

        data structures 

        interpreters 

implicit design 

implicit properties

    weapons 

importing

    interfaces  2nd 

incremental algorithms

    MLPs (multilayer perceptrons)  2nd 

incremental approach

    feature identification 

incremental learning 

    interoperability  2nd 

incremental learning interface 

incremental learning problems 

incremental tuning

    membership functions

        creating 

independent sum arbitration 

induction

    DTs (decision trees)  2nd 

inference interpreters  2nd  3rd 

infinite horizons

    returns 

influences

    sensations  2nd 

informal knowledge

    problems  2nd 

informal stages

    development process 

information 

information theory  2nd 

Inhiboy animat 

initerfaces

    MLP modules  2nd  3rd  4th 

initialization

    genetic algorithms  2nd  3rd  4th 

    genetic operators  2nd 

    MLP modules  2nd 

    RBS modules 

        rulebase  2nd 

        working memory  2nd 

    weapon selection  2nd  3rd 

input 

    sketching 

input alphabet

    finite state automata  2nd 

input values 

inputs

    classifiers

        matching to 

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

instances

    solutions 

integrals 

integration

    forward integration  2nd 

    scripting environments  2nd  3rd  4th  5th 

intelligence  2nd 

    narrow intelligence 

    universal intelligence 

interaction semantics

    hierarchical state machines  2nd 

interfaces  2nd  3rd 

    choosing  2nd 

    effectors 

    embodied agents  2nd 

    emotions 

        communicating  2nd  3rd  4th  5th  6th 

        design  2nd 

        specifications 

    exporting  2nd 

    genetic algorithms  2nd 

    importing  2nd 

    modules

        FEAR (Flexible Embodied Animat 'Rchitecture) 

    native interfaces 

    RBS modules 

        dynamic extensions 

        synchronization 

    scaffolding 

    sensors 

    simulation interfaces  2nd 

    training interfaces 

    training interfacesincremental learning interface 

    weapon selection  2nd  3rd  4th 

    weapons  2nd  3rd  4th 

    world interfaces

        FEAR (Flexible Embodied Animat 'Rchitecture)  2nd 

        functionality 

internal representation 

    solutions  2nd  3rd  4th 

International Society for Adaptive Behavior (ISAB) 

interpreters

    fuzzy set theory  2nd  3rd  4th  5th  6th  7th 

        composition interprters  2nd  3rd 

        inference interprters  2nd  3rd 

        matching interprters  2nd 

    RBSs

        forward-chaining systems 

        implementing 

    RBSs (rule-based systems) 

        backward-chaining systems  2nd  3rd 

        forward-chaining systems  2nd  3rd 

        hybrid interpreters 

intersections

    prediction of movement  2nd  3rd 

introspection

    KR (knowledge representation)  2nd 

inventories 

inverse problem

    aiming errors  2nd  3rd 

irredeductability

    emergent systems 

ISAB (International Society for Adaptive Behavior) 

items 

    behaviors

        criteria  2nd  3rd 

    collecting 

    contraptions

        handling  2nd  3rd 

iteration

    policies  2nd  3rd 

    values  2nd 

iterations

    cutting 

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