AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors

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Pacman  2nd 

Papert, Seymour

    Perceptrons 

parameterless genetic algorithms 

parameters

    actions  2nd 

    genetic algorithms  2nd 

pathfinders 

pathfinding 

pattern recognition

    engineering  2nd 

patterns

    emergence 

perception

    emergent behaviors 

perception training

    training procedures

        perceptron weights  2nd  3rd 

perceptorns

    bias 

perceptrons  2nd  3rd  4th  5th  6th 

Perceptrons 

perceptrons

    Adaline (adaptive linear neurons) 

    biologically inspired model  2nd 

    dot products 

    emotions 

        feelings  2nd 

        interfaces  2nd  3rd  4th  5th  6th 

        moods 

        portraying  2nd  3rd  4th  5th 

        primary emotions  2nd 

        sensations  2nd  3rd 

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

    linear approximation  2nd  3rd 

    McCulloch, Warren and Walter Pitts 

    MLPs 

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

        activation functions  2nd  3rd  4th  5th 

        advantages 

        biological parallels  2nd  3rd  4th  5th  6th  7th  8th 

        connections  2nd 

        data structures 

        disadvantages 

        generalization  2nd  3rd 

        hidden units  2nd  3rd  4th 

        incremental algorithms  2nd 

        module design  2nd  3rd  4th 

        simulation  2nd  3rd 

        topologies  2nd  3rd 

        training algorithms  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th 

        validation  2nd 

    MPLs

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

    optimization  2nd  3rd  4th 

        brute-force optimization  2nd  3rd 

        local minima  2nd  3rd 

        momentum  2nd  3rd 

        numeric optimization 

        simulated annealing  2nd  3rd  4th 

        steepest descent optimization  2nd  3rd  4th  5th  6th 

        weights  2nd  3rd  4th  5th  6th  7th  8th 

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

    Rosenblatt, Frank  2nd 

    simulation 

        activation function  2nd  3rd 

        net sums  2nd  3rd  4th 

        outline  2nd 

    weights

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

perceptual sensations 

Perlin noise function 

personal objectives

    strategic decision making  2nd  3rd  4th 

phenetics  2nd 

phenomena (emergence) 

phenotype  2nd 

phenotype-specific operators 

phenotypes

    genotypes

        conversions  2nd  3rd  4th 

phylogenetic parts

    animats 

physical state

    prediction of movement  2nd  3rd 

physical states 

physics

    interfaces 

    prediction of movement 

        behaviors  2nd 

        evaluation  2nd 

        experimentation  2nd 

        intersections  2nd  3rd 

        numeric integration 

        physical state  2nd  3rd 

        simulation algorithm  2nd  3rd  4th  5th 

Picky animat 

Pitts, Walter 

Pizza Tycoon 

planning

    deliberative planning 

    goal-oriented planning  2nd  3rd 

    reactive planning

        compared  2nd  3rd  4th  5th  6th  7th  8th 

platforms 

    fuzzy rules 

    getting onto 

player state

    strategic decision making 

    weapon selection  2nd 

player ststus  2nd 

point content functions 

point of collision

    finding 

policies 

    behavior policies

        reinforcement learning  2nd  3rd 

    evolutionary policies  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd  24th  25th 

policy iteration algorithm  2nd  3rd 

polling 

Pong 

populations

    genetic algorithms  2nd  3rd 

postproduction stage

    development process 

practice

    importance of  2nd  3rd 

prediction of movement

    shooting 

        behaviors  2nd 

        evaluation  2nd 

        experimentation  2nd 

        intersections  2nd  3rd 

        numeric integration 

        physical state  2nd  3rd 

        simulation algorithm  2nd  3rd  4th  5th 

predictions

    classifiers  2nd  3rd 

predictor variables

    data samples 

preditions

    shooting 

premature convergence

    genetic algorithms  2nd  3rd  4th 

preprocessing 

primary emotions  2nd 

    designing 

primary terms 

primitive behaviors 

primitives

    Move primitive 

    Turn primitive 

priority queues

    finite state machines 

probabilistic finite state automata 

probabilistic finite state machines 

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

problem solving 

    engineering 

    RBSs (rule-based systems) 

problems 

    adaptive behaviors  2nd  3rd  4th  5th 

    black box understanding 

        informal knowledge  2nd 

        software specification 

        theoretical analysis  2nd  3rd  4th 

    fundamental understanding 

        nature  2nd  3rd 

        properties  2nd  3rd  4th  5th 

    methodology 

        data analysis  2nd  3rd  4th  5th 

        expert features  2nd 

        feature identification  2nd 

    refining 

        decomposition  2nd  3rd 

        simplification  2nd  3rd 

    reinforcement learning 

        exploitation  2nd  3rd 

        exploration  2nd  3rd 

    solutions 

        complexity 

        exhaustive 

        expert guidance  2nd 

        expert solutions 

        hybrid approaches 

        information theory  2nd 

        instances 

        minimal complexity  2nd  3rd  4th 

        random 

        representation  2nd  3rd  4th  5th 

        search space  2nd  3rd  4th 

        simulation algorithm 

        tightness 

        training 

    underlying knowledge 

        covariance  2nd  3rd  4th 

        effective domains  2nd  3rd 

        usage analysis  2nd  3rd 

        variables  2nd  3rd  4th 

procedural finite state machines

    ambiguity  2nd 

    code structure  2nd 

    control flow  2nd 

    data loss  2nd 

    message passing  2nd 

    redesigning 

    sequential chaos  2nd 

procedures

    control logic

        finite state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 

    learning systems 

programming

    adaptive behaviors 

    AI  2nd  3rd 

    dynamic programming

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

    functional programming 

    meta-programming 

    practice

        importance of  2nd  3rd 

    skill requirements 

programming languages 

programming stages

    development process 

projectiles

    dodging 

    senses 

    sketching 

    tracking  2nd 

    trajectories 

projections

    statistical analysis 

proof

    perceptron weights

        gradients  2nd 

properties

    search space  2nd  3rd 

    weapon selection 

    weapons  2nd 

        learning  2nd  3rd 

        scripting  2nd  3rd 

proposals

    weapon selection  2nd 

proprio-sensors 

prototypes

    functions 

pure decomposition 

purposeful movement 

pursuit steering behavior 

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