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]

SAB

    (simulation of adaptive behavior) 

samples

    (data)  2nd  3rd 

    attributes 

    DTs

        transversals  2nd  3rd  4th 

Sarsa algorithm 

scaffolding 

scaling

    fitness scaling  2nd  3rd 

scripting  2nd  3rd 

    environments  2nd 

        integrating  2nd  3rd  4th  5th 

    evaluation phase  2nd 

    languages  2nd 

    modules  2nd 

    practice

        importance of  2nd  3rd 

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

        declarative approach 

        deductive reasoning 

        properties  2nd  3rd 

        timing restrictions  2nd 

        voting system  2nd  3rd  4th  5th  6th 

scripting languages  2nd  3rd 

search space

    properties  2nd  3rd 

    solutions 

seeking steering behavior  2nd 

selection

    genetic algorithms  2nd  3rd 

    genetic operators  2nd  3rd  4th 

semantic networks

    KR (knowledge representation)  2nd  3rd 

semantics 

    custom semantics

        state machines  2nd 

sensations  2nd 

    cognitive sensations 

    combinations 

    degenerate automata

        preventing  2nd 

    designing  2nd 

    multiple influences  2nd 

    percetual sensations 

senses

    emotions 

    movement  2nd  3rd  4th  5th 

    shooting 

        environments 

        projectiles 

        targets 

        weapons 

    vision 

    weapon selection  2nd  3rd  4th  5th  6th 

sensors 

    proprio-sensors 

    RBSs

        application 

sequence recognition

    engineering 

sequences

    actions  2nd 

sequential arbitration 

sequential chaos

    procedural finite state machines  2nd 

sequential control

    engineering  2nd 

set logic

    fuzzy logic  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 set theory

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

sexual breeding 

shaping

    animat learning 

    animats 

shooting  2nd  3rd  4th 

    actions 

    aiming  2nd 

        errors  2nd  3rd  4th  5th  6th  7th  8th  9th 

        evaluation  2nd 

        explicit model  2nd 

        friction  2nd 

        linear approximation  2nd  3rd 

        methodology  2nd 

    case study  2nd  3rd 

    close fighting  2nd 

    combat trends  2nd 

    criteria 

    designing  2nd  3rd  4th 

    distant fighting  2nd 

    fire control 

    interfaces  2nd  3rd  4th 

    predition of movement 

        behaviors  2nd 

        evaluation  2nd 

        experimentation  2nd 

        intersections  2nd  3rd 

        numeric integration 

        physical state  2nd  3rd 

        simulation algorithm  2nd  3rd  4th  5th 

    reinforcement learning  2nd  3rd  4th 

    senses 

        environments 

        projectiles 

        targets 

        weapons 

    sketching 

        animats 

        projectiles 

        weapons 

    skill levels  2nd  3rd  4th 

    weapon selection 

        actions 

        code  2nd 

        context  2nd 

        DTs (decision trees)  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 

        interfaces  2nd 

        proposals  2nd 

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

        senses  2nd  3rd  4th  5th  6th 

        specifications  2nd 

sign conditional tests

    DTs (decision trees) 

SimCity 

simulated annealing

    perceptrons  2nd  3rd  4th 

simulation

    fuzzy state machines  2nd  3rd 

    MLPs 

    MLPs (multilayer perceptrons)  2nd 

    perceptrons 

        activation  2nd  3rd 

        net sums  2nd  3rd  4th 

        outline  2nd 

simulation algorithm

    prediction of movement  2nd  3rd  4th  5th 

    solutions 

simulation algorithms 

    fuzzy set theory  2nd 

    nondeterministic state machines  2nd 

simulation interfaces  2nd 

simulation of adaptive behavior (SAB) 

single rules

    RBSs (rule-based systems)  2nd 

situations

    weapons  2nd  3rd 

sketching

    shooting 

        animats 

        projectiles 

        weapons 

    specification procedures  2nd  3rd  4th 

skill levels

    shooting  2nd  3rd  4th 

    weapon selection 

slots

    frames 

software engineering

    skill requirements 

software specification 

solutions  2nd 

    complexity 

        minimal complexity  2nd  3rd  4th 

    exhaustive 

    expert guidance  2nd 

    expert solutions 

    hybrid approaches 

    information theory  2nd 

    instances 

    random 

    representation  2nd  3rd  4th  5th 

    search space 

        properties  2nd  3rd 

    simulation algorithm 

    tightness 

    training 

source code

    animats

        generating 

space

    continuous events  2nd  3rd  4th 

    discrete events  2nd  3rd  4th 

    environments 

        defining  2nd  3rd 

        detail  2nd 

        structure  2nd  3rd 

spatial structure 

specification

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

specification phase

    engineering  2nd 

        formal specifications  2nd  3rd 

        KR (knowledge representation)  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 

        KR (knowledge representation); formalisms  2nd 

    problem solving 

specification phase (development) 

specification procedure

    engineering 

        formalizing  2nd  3rd  4th 

        rationalizing  2nd 

        sketching  2nd  3rd  4th 

specifications 

    FEAR (Flexible Embodied Animat 'Rchitecture)  2nd 

    weapon selection  2nd 

splitting

    data sets  2nd  3rd  4th 

    DTs (decision trees) 

stacks

    state machines  2nd  3rd 

standard deviation 

state machines  [See also finite state machines]

    finite state automata  2nd  3rd 

        input alphabet  2nd 

        states  2nd 

        transition function  2nd  3rd 

    finite state machines  2nd  3rd 

        advantages 

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

        custom semantics  2nd 

        directed graphs  2nd 

        disadvantages  2nd 

        fuzzy state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th 

        grammar 

        hierarchical state machines  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd 

        levels of detail  2nd  3rd  4th  5th 

        master/slave relationships  2nd 

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

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

        optimization  2nd  3rd  4th 

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

        stacks  2nd  3rd 

        transition arrays  2nd 

    fuzzy state machines 

    Mealy machines

        output alphabet  2nd 

        output function  2nd  3rd 

    Moore machines  2nd  3rd 

    probabilistic finite state machines 

state values

    reinforcement learning  2nd 

statements

    if-then statements 

states

    adaptive gathering behaviors 

    directed graphs  2nd 

    finite state automata  2nd 

    finite state emotions

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

    nested states

        hierarchical state machines  2nd  3rd 

    reinforcement learning 

    terminal states 

static facial expressions 

statistical analysis

    metrics 

    projections 

    tools 

steady-state populations 

steepest descent optimization

    perceptrons  2nd  3rd  4th  5th  6th 

steering behaviors  2nd 

    AL (artificial life)  2nd  3rd  4th  5th 

        assumptions  2nd 

        seeking and fleeing  2nd 

    alignment component 

    cohesion component 

    fleeing 

    forced exploration 

    obstacle avoidance

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

    obstacle avoidance algorithm 

    projecting targets 

    seeking 

    wandering 

stimuli

    designing  2nd 

story lines 

strategic decision making 

    animats  2nd 

    factors 

        enemy status 

        environment layout 

        player state 

    features 

    personal objectives  2nd  3rd  4th 

    tactical behaviors  2nd 

    training zones  2nd 

structure

    environments  2nd  3rd 

subdomains

    variable complexity 

subsumption architecture

    behaviors  2nd  3rd  4th  5th  6th 

        tactical behaviors  2nd  3rd  4th  5th 

subsumption architectures 

supervised learning  2nd 

supervised learning algorithms 

suppression arbitration 

surveys

    membership functions

        creating 

symbols

    KR (knowledge representation)  2nd 

symmetry

    domains 

synchronization

    RBS interfaces 

synchroniztion

    fuzzy systems 

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