[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
damage environment layouts
2nd
3rd
fight progression
player status
2nd
training zones
Darth Mole animat
Darwin, Charles theory of evolution
2nd
3rd
data analysis problem solving
2nd
3rd
4th
5th
data exchange finite state machines
data loading modules FEAR (Flexible Embodied Animat 'Rchitecture)
data loss procedural finite state machines
2nd
data mining
data sets managing
2nd
splitting
2nd
3rd
4th
testing sets
training procedures perceptron weights
2nd
training sets
validation sets
data structures evolutionary data structures
MLPs
RBSs implementing
RBSs (rule-based systems)
2nd
3rd
weapon selection
2nd
3rd
data-driven engineering
data-driven method rules application
debugging adaptive behaviors
2nd
decision making NPCs
decision trees
decision trees (DTs)
[See DTs (decision trees)] declarations
declarative approach scripting
declarative properties weapons
decomposition
behavioral decomposition
goal decomposition
hybrid decomposition
pure decomposition
reactive architectures
2nd
3rd
reinforcement learning
2nd
3rd
4th
5th
decremental approach feature identification
decuctive reasoning scripting
deduction emergent systems
defenders weapons
defensive strategies
application
2nd
3rd
4th
5th
eveolutionary outline
2nd
fitness computing
2nd
3rd
genetic operators
2nd
3rd
4th
module design
2nd
3rd
4th
representation
2nd
3rd
4th
5th
6th
defining space
2nd
3rd
defuzzification fuzzy set theory
2nd
3rd
4th
5th
degenerative automata preventing
2nd
deliberative algorithms
2nd
deliberative planning
delta rule perceptron weights
2nd
3rd
4th
training procedures perceptron weights
2nd
dependencies modules FEAR (Flexible Embodied Animat 'Rchitecture)
variables
dependent variables
derivatives
description length
design
2nd
adaptive behaviors
2nd
3rd
4th
animats
2nd
bottom-up design
conflictions
2nd
emergent systems
emotions behavioral responses
primary emotions
sensations
2nd
stimuli
2nd
entertainment defining
explicit design
goals
guidelines
implicit design
integration
2nd
interfaces emotions
2nd
learning systems
2nd
MLP modules
initerfaces
2nd
3rd
4th
initialization
2nd
obstacles
realism defining
shooting
2nd
3rd
4th
detail environments
2nd
detectors collision detectors
deterministic components
deterministic state machines
2nd
developers animats applying
2nd
creating
2nd
design integration
2nd
goals
guidelines
skill requirements
2nd
3rd
development FEAR (Flexible Embodied Animat 'Rchitecture)
iterations cutting
process
2nd
3rd
formal stages
informal stages
postproduction stage
programming stages
directed graphs finite state machines
2nd
Direction parameter (actions)
discounted rewards
discoveries classifier systems
discrete events game worlds
2nd
3rd
4th
5th
6th
7th
conversions
2nd
discrete values
distances targets rescaling
weapon selection
distant fighting shooting
2nd
dodging fire fitness computing
2nd
domain knowledge genetic algorithms
2nd
domain-specific languages
domains subdomains variable complexity
symmetry
underlying knowledge of the problem
2nd
3rd
Doom 3
doors opening
using fuzzy rules
dot products
downloading animats
DTs
2nd
3rd
(decision trees)
bagging
2nd
boosting
2nd
branches
pruning
2nd
3rd
classification trees
2nd
3rd
4th
5th
6th
conditional tests
2nd
3rd
data samples
2nd
3rd
data sets managing
2nd
splitting
2nd
3rd
4th
induction
2nd
leaf nodes
leave nodes
2nd
3rd
recursive partitioning
2nd
3rd
regression trees
2nd
3rd
4th
5th
6th
response variables
2nd
3rd
root nodes
splitting
transversals
2nd
3rd
4th
5th
tree induction algorithm
2nd
weapon selection
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
dynamic access fuzzy systems
dynamic extensions RBS interfaces
dynamic programming reinforcement learning
2nd
3rd
4th
5th
6th
7th
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