[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
C++
capabilities architectures
2nd
tactical behaviors customizing
2nd
3rd
4th
5th
case studies shooting
2nd
3rd
centroid defuzzification
CheckSensors() function
class conditional tests DTs (decision trees)
classification trees
2nd
3rd
4th
5th
6th
7th
classifier systems architectures
2nd
3rd
classifiers action selection
2nd
creating
2nd
predictions
2nd
reinforcement
2nd
3rd
removing
2nd
LCSs
2nd
matching inputs
classifiers
LCSs (learning classifier systems)
2nd
3rd
4th
close distances weapon selection
close fighting shooting
2nd
code animats generating
native code
scripting
weapon selection
2nd
code generation
code skeletons
cognitive sensations
cohesion component steering behaviors
Colin animat
Colin McRae Rally 2
collecting objects
collision detectors
collisions point of collision finding
combat settings
2nd
shooting
2nd
3rd
4th
actions
aiming
2nd
case study
2nd
3rd
close fighting
2nd
combat trends
2nd
criteria
design
2nd
3rd
4th
distant fighting
2nd
fire control
interfaces
2nd
3rd
4th
predition of movement
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
senses
2nd
3rd
4th
sketching
2nd
3rd
skill levels
2nd
3rd
4th
targets selecting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
weapon fitness learning
2nd
3rd
weapon properties learning
2nd
3rd
weapon selection
2nd
actions
code
2nd
context
2nd
criteria
2nd
3rd
4th
5th
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
interfaces
2nd
learning
methodology
2nd
proposals
2nd
scripting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
senses
2nd
3rd
4th
5th
6th
specifications
2nd
weapons
applicability
attackers
defenders
environment conditions
2nd
environment layouts
2nd
fight progression
melee weapons
2nd
3rd
player status
2nd
properties
2nd
range weapons
2nd
requirements
2nd
situations
2nd
3rd
skill levels
training zones
2nd
3rd
weaknesses
combination arbitration
combination functions weighted input combinations
combinations sensations
comparisons interfaces
competition biological evolution
completeness languages
components output interpreting
reactive architectures
2nd
compontnts output interpretations
composition interpreters
2nd
3rd
compound features
computer games FPS (first-person shooter) games
RTS (real-time strategy) games
computer science skill requirements
conditional independence
conditional tests
DTs (decision trees)
2nd
3rd
conditions testing
configuration problems
connections backward connections
recurrent connections
containment obstacle avoidance
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
context
movement
2nd
3rd
sketching
continuous events game worlds
2nd
3rd
4th
5th
6th
7th
converions
2nd
continuous variables
contraptions
handling
2nd
3rd
control
RBSs (rule-based systems) strategies
2nd
control flow procedural finite state machines
2nd
control logic finite state machines
procedures
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
convergence premature convergence genetic algorithms
2nd
reinforcement learning
2nd
slow convergence genetic algorithms
2nd
conversions continuous events
2nd
discrete events
2nd
phenotypes genotypes
2nd
3rd
4th
Conway's Game of Life
coordinate systems relative coordinate systems
covariance
underlying knowledge of the problem
2nd
3rd
4th
covering matching classifiers
Creating Emotion in Games
crossovers actions
genetic algorithms
2nd
3rd
genetic operators
2nd
3rd
4th
5th
6th
7th
8th
9th
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