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]

wall-following behaviors  2nd  3rd 

wandering behaviors 

weaknesses

    weapons 

weapons 

    aiming errors  2nd 

        inverse problem  2nd  3rd 

        solving  2nd  3rd  4th 

    applicability 

    attackers 

    defenders 

    environment conditions  2nd 

    environment layouts  2nd 

    fight progressions 

    fitness

        learning  2nd  3rd 

    interfaces 

    melee weapons  2nd  3rd 

    player status  2nd 

    properties  2nd 

        declarative properties 

        implicit properties 

        learning  2nd  3rd 

    range weapons  2nd 

    requirments  2nd 

    selection  2nd 

        actions 

        code  2nd 

        context  2nd 

        criteria  2nd  3rd  4th  5th 

        data structures  2nd  3rd 

        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  34th 

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

        formalizing 

        initialization  2nd  3rd 

        interfaces  2nd  3rd  4th 

        learning 

        methodology  2nd 

        module design 

        proposals  2nd 

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

        senses  2nd  3rd  4th  5th  6th 

        specifications  2nd 

        tree induction algorithm  2nd 

    senses 

    shooting  2nd  3rd  4th 

        actions 

        aiming  2nd 

        case study  2nd  3rd 

        close fighting  2nd  3rd  4th 

        combat trends  2nd 

        criteria 

        design  2nd  3rd  4th 

        fire control 

        interfaces  2nd  3rd  4th 

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

        reinforcement learning  2nd  3rd  4th 

        senses  2nd  3rd  4th 

        sketching  2nd  3rd 

        skill levels  2nd  3rd  4th 

    situations  2nd  3rd 

    sketching 

    skill levels 

    targets

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

    training zones  2nd  3rd 

    weaknesses 

weights

    perceptrons

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

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

Weights parameter (actions) 

Widrow, Bernard

    Adaline (adaptive linear neurons) 

working memory

    fuzzy set theory 

    fuzzy terms 

    RBSs  2nd 

        application  2nd 

        initialization  2nd 

world interfaces

    FEAR (Flexible Embodied Animat 'Rchitecture)  2nd 

    functionality 

world models  2nd  3rd 

    planning techniques 

worlds

    (games) 

    continuous events  2nd  3rd  4th  5th  6th  7th 

        conversions  2nd 

    dimensions  2nd  3rd 

    discrete events  2nd  3rd  4th  5th  6th  7th 

        conversions  2nd 

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