[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
machine intelligence
machine/human interaction emotions
2nd
3rd
4th
mannerisms emotions revealing with
2nd
3rd
many-to-one functions
mapping reactive mapping
2nd
Markov chains
2nd
3rd
Markov decision processes reinforcement learning
2nd
3rd
master/slave relationships state machines
2nd
matching classifiers to inputs
matching interpreters
2nd
Mathematica
mathematics skill requirements
Mathlab
maximum defuzzification
McCulloch, Warren
MDL (minimum description length)
Mealy machines output alphabet
2nd
output function
2nd
3rd
mean (Greek mu)
medium range distances weapon selection
melee weapons
2nd
3rd
membership functions
2nd
fuzzy logic
memories of relationships
2nd
message passing procedural finite state machines
2nd
meta-genetic algorithm
meta-programming
methodologies adaptive behaviors
2nd
methodology aiming errors
2nd
problem solving
data analysis
2nd
3rd
4th
5th
expert features
2nd
feature identification
2nd
metrics statistical analysis
minimum description length (MDL)
Minsky, Marvin Perceptrons
misidentification learning systems
2nd
missiles dodging
MLPs
(multilayer perceptrons)
2nd
3rd
4th
5th
activation functions
2nd
3rd
4th
5th
advantages
biological parallels
2nd
brains
2nd
3rd
neurons
2nd
3rd
data structures
disadvantages
dot products
inputs
2nd
3rd
learning algorithms
module design
initerfaces
2nd
3rd
4th
initialization
2nd
outputs
2nd
3rd
simulation
2nd
3rd
targets selecting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
topologies
2nd
connections
2nd
hidden units
2nd
3rd
4th
middle layers
training algorithms
back propagation
2nd
3rd
4th
5th
6th
7th
8th
generalization
2nd
3rd
incremental
2nd
quick propagation
2nd
3rd
resilient propagation
2nd
3rd
4th
validation
2nd
modeling adaptive behaviors
feelings
feeling recognition
2nd
3rd
memories of relationships
2nd
movements reinforcement learning
2nd
3rd
4th
modifiers fuzzy modifiers
fuzzy set theory
2nd
3rd
4th
5th
linguistic modifiers
offsetting modifiers
restrictive modifiers
modules
architectures
design weapon selection
FEAR (Flexible Embodied Animat 'Rchitecture)
data loading
dependencies
interfaces
finite state machines
2nd
data exchange
implementation
2nd
specifications
2nd
genetic algorithms design
2nd
3rd
4th
MLPs design
2nd
3rd
4th
RBSs initialization
2nd
3rd
4th
5th
interfaces
2nd
3rd
scripting
2nd
momentum adding perceptrons
2nd
3rd
monitoring fight episodes
monolithic architectures
Monte Carlo methods reinforcement learning
2nd
3rd
4th
5th
6th
7th
moods
hierarchies
2nd
3rd
Moore machines
2nd
3rd
motion formalizing
motor actions movement
2nd
3rd
4th
mouse friction aiming errors
2nd
Move primitive
Move() function
movement
behaviors wall-following behaviors
2nd
3rd
context
2nd
3rd
criteria
2nd
3rd
4th
5th
fuzzy set theory
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
game bots
2nd
3rd
4th
game environments
handling
2nd
interfaces
motor actions
2nd
3rd
4th
navigation
2nd
3rd
4th
artificial life
2nd
autonomous navigation
2nd
3rd
game AI
robotics systems
steering behaviors
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
prediction of movement
behaviors
2nd
evaluation
2nd
experimentation
2nd
intersections
2nd
3rd
numeric integration
physical state
2nd
3rd
simulation algorithm
2nd
3rd
4th
5th
senses
2nd
3rd
4th
5th
steering behaviors forced exploration
projecting targets
wandering
movements modeling reinforcement learning
2nd
3rd
4th
multi-agent systems
multiple populations
mutations actions
genetic algorithms
2nd
3rd
genetic operators
2nd
3rd
4th
5th
6th
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