[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
A* planning algorithm
absolute vectors
abstraction
acceptors finite state automata
accuracy preditions classifiers
action values reinforcement learning
2nd
actions crossover
defensive actions application
2nd
3rd
4th
5th
fitness computations
2nd
3rd
emotions
evolutionary outline defensive actions
2nd
genetic operators defensive actions
2nd
3rd
4th
module design defensive actions
2nd
3rd
4th
movement
2nd
3rd
4th
mutations
parameters
2nd
random generation
2nd
reinforcement learning
representation defensive actions
2nd
3rd
4th
5th
6th
selection classifiers
2nd
sequences
2nd
shooting
tactical behaviors
weapon selection
activation function perceptrons
2nd
3rd
activation functions MLPs (multilayer perceptrons)
2nd
3rd
4th
5th
Adaline (adaptive linear neurons)
adaptation
animat learning
learning systems
Adaptation in Natural and Artificial Systems
adaptive behaviors
AI engineering
debugging
2nd
design
2nd
3rd
4th
methodologies
2nd
problems
2nd
3rd
4th
5th
programming
testing
2nd
adaptive gathering behaviors reinforcement learning
2nd
3rd
adaptive linear neurons (Adaline)
affordance emergent behaviors
2nd
agents
2nd
3rd
embodied agents
2nd
batching
custom optimizations
event-driven mechanisms
function inlining
interfaces
2nd
lazy evaluation
restrictions
2nd
layers
agile development
AI
2nd
(artificial intelligence)
current status of
2nd
3rd
4th
evolution of
narrow intelligence
nouvelle AI
programming
2nd
3rd
science of
2nd
types
universal intelligence
AI Depot
aiming errors
2nd
evaluation
2nd
explicit model
2nd
friction
2nd
inverse problem
2nd
3rd
linear approximation
2nd
3rd
methodology
2nd
solving
2nd
3rd
4th
aiming shots
2nd
3rd
Aimy animat
AL (artificial life)
steering behaviors
2nd
3rd
4th
5th
6th
assumptions
2nd
seeking and fleeing
2nd
algorithms
A* planning algorithm
backprop algorithm
2nd
batch algorithms
2nd
3rd
deliberative algorithms
2nd
evolutionary learning algorithms
forward integration algorithm
2nd
fuzzy set theory
2nd
genetic algorithms
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
conversions
2nd
3rd
crossovers
2nd
3rd
defensive actions
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
24th
domain knowledge
2nd
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
genetic operators
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
initialization
2nd
3rd
4th
mutations
2nd
3rd
parameters
2nd
populations
2nd
3rd
premature convergence
2nd
replacements
2nd
3rd
selection
2nd
3rd
slow convergence
2nd
incremental algorithms
2nd
3rd
interoperability
2nd
learning algorithms
nodeterministic state machines
deterministic conversions
2nd
simulation
2nd
obstacle avoidance generalized obstacle avoidance
2nd
obstacle avoidance algorithm
off-policy algorithms
on-policy algorithms
quickprop algorithm
2nd
3rd
recursive partitioning
DTs (decision trees)
2nd
3rd
reinforcement learning adaptive gathering behaviors
2nd
3rd
decomposition
2nd
3rd
4th
5th
dynamic programming
2nd
3rd
4th
5th
6th
7th
Monte Carlo methods
2nd
3rd
4th
5th
6th
7th
movement modeling
2nd
3rd
4th
shooting
2nd
3rd
4th
temporal-difference learning
2nd
3rd
4th
reinforcement learning algorithms
resilient propagation algorithm
2nd
3rd
4th
simulation algorithm
2nd
3rd
4th
5th
6th
simulation algorithms
supervised learning algorithms
training procedures perceptron weights
tree induction algorithm
2nd
unsupervised learning algorithms
alignment component steering b ehaviors
ambiguity procedeural finite state machines
2nd
analysis phase engineering
2nd
3rd
4th
5th
6th
7th
8th
assumptions
2nd
guidelines
2nd
restrictions
2nd
analysis phase (development)
animats
actions mutations
parameters
2nd
random generation
2nd
Aimy
batching
behaviors criteria
2nd
3rd
evaluation
2nd
3rd
forced exploration
objects
2nd
3rd
4th
5th
projecting targets
wandering
Colin
combat settings
2nd
shooting
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
35th
36th
37th
weapons
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
computer games
applicability
2nd
creating
2nd
creating skill requirements
2nd
3rd
custom optimizations
Darth Mole
downloading
emotions
2nd
AI techniques
2nd
biological models
2nd
human/machine interaction
2nd
3rd
4th
event-driven mechanisms
FEAR (Flexible Embodied Animat 'Rchitecture)
2nd
3rd
4th
architectures
creating
2nd
3rd
development
framework
2nd
high-level specifications
2nd
modules
2nd
3rd
4th
world interfaces
2nd
fitness computations dodging fire
2nd
rocket jumping
function inlining
Inhiboy
interfaces
2nd
Kanga
lazy evaluation
learning
2nd
3rd
4th
5th
6th
adaptation
algorithms
optimization
teaching
locomotions
movement autonomous navigation
2nd
3rd
context
2nd
3rd
motor actions
2nd
3rd
4th
senses
2nd
3rd
4th
5th
ontogenetic part
phylogenetic part
Picky
reactive techniques advantages
2nd
3rd
Remote animat
restrictions
2nd
sketching shooting
strategic decision making
2nd
targets selcting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
training
2nd
annealing
simulated annealing
2nd
3rd
4th
anticipation shooting
applicability weapons
application phase
application phase (development)
ApplyRules() function
approximators reinforcement learning
2nd
3rd
4th
arbitration architectures
2nd
combination arbitration
independent sum
reactive architectures
2nd
3rd
4th
sequential arbitration
suppression arbitration
architectures
adaptive behaviors
classifier systems
2nd
3rd
engineering
arbitration
2nd
behaviors
capabilities
2nd
modules
FEAR (Flexible Embodied Animat 'Rchitecture)
flat architectures
hierarchical architectures
monolithic architectures
reactive architectures
2nd
arbitration
2nd
3rd
4th
components
2nd
decomposition
2nd
3rd
examples
2nd
3rd
4th
organization
2nd
3rd
subsumption architecture
2nd
3rd
4th
5th
6th
tactical behaviors
2nd
3rd
4th
5th
subsumption architectures
arrays genetic operators
2nd
3rd
4th
nodeterministic state machines
2nd
sequences actions
2nd
transition arrays finite state machines
2nd
artificial intelligence (AI)
[See AI (artificial intelligence)] artificial life navigation
2nd
artificial life (AL)
[See AL (artificial life)] asexual reproduction
assumptions
AL (artificial life)
2nd
analysis phase engineering
2nd
attachment moods
attack methods
attackers weapons
attributes data samples
average rewards
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