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]

machine intelligence 

machine/human interaction

    emotions  2nd  3rd  4th 

mannerisms

    emotions

        revealing with  2nd  3rd 

many-to-one functions 

mapping

    reactive mapping  2nd 

Markov chains  2nd  3rd 

Markov decision processes

    reinforcement learning  2nd  3rd 

master/slave relationships

    state machines  2nd 

matching

    classifiers

        to inputs 

matching interpreters  2nd 

Mathematica 

mathematics

    skill requirements 

Mathlab 

maximum defuzzification 

McCulloch, Warren 

MDL

    (minimum description length) 

Mealy machines

    output alphabet  2nd 

    output function  2nd  3rd 

mean (Greek mu) 

medium range distances

    weapon selection 

melee weapons  2nd  3rd 

membership functions  2nd 

    fuzzy logic 

memories of relationships  2nd 

message passing

    procedural finite state machines  2nd 

meta-genetic algorithm 

meta-programming 

methodologies

    adaptive behaviors  2nd 

methodology

    aiming errors  2nd 

    problem solving 

        data analysis  2nd  3rd  4th  5th 

        expert features  2nd 

        feature identification  2nd 

metrics

    statistical analysis 

minimum description length (MDL) 

Minsky, Marvin

    Perceptrons 

misidentification

    learning systems  2nd 

missiles

    dodging 

MLPs 

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

    activation functions  2nd  3rd  4th  5th 

    advantages 

    biological parallels  2nd 

        brains  2nd  3rd 

        neurons  2nd  3rd 

    data structures 

    disadvantages 

    dot products 

    inputs  2nd  3rd 

    learning algorithms 

    module design 

        initerfaces  2nd  3rd  4th 

        initialization  2nd 

    outputs  2nd  3rd 

    simulation  2nd  3rd 

    targets

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

    topologies  2nd 

        connections  2nd 

        hidden units  2nd  3rd  4th 

        middle layers 

    training algorithms 

        back propagation  2nd  3rd  4th  5th  6th  7th  8th 

        generalization  2nd  3rd 

        incremental  2nd 

        quick propagation  2nd  3rd 

        resilient propagation  2nd  3rd  4th 

        validation  2nd 

modeling

    adaptive behaviors 

    feelings 

        feeling recognition  2nd  3rd 

        memories of relationships  2nd 

    movements

        reinforcement learning  2nd  3rd  4th 

modifiers

    fuzzy modifiers 

    fuzzy set theory  2nd  3rd  4th  5th 

    linguistic modifiers 

    offsetting modifiers 

    restrictive modifiers 

modules 

    architectures 

    design

        weapon selection 

    FEAR (Flexible Embodied Animat 'Rchitecture) 

        data loading 

        dependencies 

        interfaces 

    finite state machines  2nd 

        data exchange 

        implementation  2nd 

        specifications  2nd 

    genetic algorithms

        design  2nd  3rd  4th 

    MLPs

        design  2nd  3rd  4th 

    RBSs

        initialization  2nd  3rd  4th  5th 

        interfaces  2nd  3rd 

    scripting  2nd 

momentum

    adding

        perceptrons  2nd  3rd 

monitoring

    fight episodes 

monolithic architectures 

Monte Carlo methods

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

moods 

    hierarchies  2nd  3rd 

Moore machines  2nd  3rd 

motion

    formalizing 

motor actions

    movement  2nd  3rd  4th 

mouse

    friction

        aiming errors  2nd 

Move primitive 

Move() function 

movement 

    behaviors

        wall-following behaviors  2nd  3rd 

    context  2nd  3rd 

    criteria  2nd  3rd  4th  5th 

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

    game bots  2nd  3rd  4th 

    game environments 

    handling  2nd 

    interfaces 

    motor actions  2nd  3rd  4th 

    navigation  2nd  3rd  4th 

        artificial life  2nd 

        autonomous navigation  2nd  3rd 

        game AI 

        robotics systems 

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

    prediction of movement 

        behaviors  2nd 

        evaluation  2nd 

        experimentation  2nd 

        intersections  2nd  3rd 

        numeric integration 

        physical state  2nd  3rd 

        simulation algorithm  2nd  3rd  4th  5th 

    senses  2nd  3rd  4th  5th 

    steering behaviors

        forced exploration 

        projecting targets 

        wandering 

movements

    modeling

        reinforcement learning  2nd  3rd  4th 

multi-agent systems 

multiple populations 

mutations

    actions 

    genetic algorithms  2nd  3rd 

    genetic operators  2nd  3rd  4th  5th  6th 

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