[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
tactical behaviors capabilities customizing
2nd
3rd
4th
5th
strategic decision making
2nd
subsumption architecture
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
target selection shooting
targets distances rescaling
environment layouts
2nd
fight progression
projecting
selecting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
senses
status
2nd
training zones
weapon selection
criteria
2nd
3rd
4th
5th
evaluation
2nd
3rd
4th
5th
6th
7th
8th
9th
methodology
2nd
tasks
teaching animats
temporal-differnce learning reinforcement learning
2nd
3rd
4th
terminal states
test beds
2nd
testing adaptive behaviors
2nd
conditions
testing phase (development)
testing set
theoretical analysis problem solving
2nd
3rd
4th
Thief
time continuous events
2nd
3rd
discrete events
2nd
3rd
timing restrcitions weapon selection
2nd
topologies feed forward topologies
MLPs (multilayer perceptrons)
2nd
connections
2nd
hidden units
2nd
3rd
4th
middle layers
tournament selection (fitness)
tracking projectiles
2nd
training
animats
2nd
solutions
training algorithms batch algorithms
2nd
incremental algorithms
2nd
MLPs (multilayer perceptrons)
training interfaces
incremental learning interface
training procedures perceptron weight optimization
algorithms
data sets
2nd
delta rule
2nd
perception training
2nd
3rd
training sets
training zones strategic decision making
2nd
weapons
2nd
3rd
trajectories projectiles
transition arrays finite state machines
2nd
transition function finite state automata
2nd
3rd
Transport Tycoon
transversals DTs (decision trees)
2nd
3rd
4th
5th
tree induction algorithm
2nd
trees arrays
lists
trial and error animat learning
animats
Turn primitive
Turn() function
|