[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
Pacman
2nd
Papert, Seymour Perceptrons
parameterless genetic algorithms
parameters actions
2nd
genetic algorithms
2nd
pathfinders
pathfinding
pattern recognition engineering
2nd
patterns emergence
perception emergent behaviors
perception training training procedures perceptron weights
2nd
3rd
perceptorns bias
perceptrons
2nd
3rd
4th
5th
6th
Perceptrons
perceptrons Adaline (adaptive linear neurons)
biologically inspired model
2nd
dot products
emotions
feelings
2nd
interfaces
2nd
3rd
4th
5th
6th
moods
portraying
2nd
3rd
4th
5th
primary emotions
2nd
sensations
2nd
3rd
inputs
2nd
3rd
4th
5th
6th
7th
linear approximation
2nd
3rd
McCulloch, Warren and Walter Pitts
MLPs
(multilayer perceptrons)
2nd
3rd
4th
5th
activation functions
2nd
3rd
4th
5th
advantages
biological parallels
2nd
3rd
4th
5th
6th
7th
8th
connections
2nd
data structures
disadvantages
generalization
2nd
3rd
hidden units
2nd
3rd
4th
incremental algorithms
2nd
module design
2nd
3rd
4th
simulation
2nd
3rd
topologies
2nd
3rd
training algorithms
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
validation
2nd
MPLs target selection
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
optimization
2nd
3rd
4th
brute-force optimization
2nd
3rd
local minima
2nd
3rd
momentum
2nd
3rd
numeric optimization
simulated annealing
2nd
3rd
4th
steepest descent optimization
2nd
3rd
4th
5th
6th
weights
2nd
3rd
4th
5th
6th
7th
8th
outputs
2nd
3rd
4th
5th
6th
7th
Rosenblatt, Frank
2nd
simulation
activation function
2nd
3rd
net sums
2nd
3rd
4th
outline
2nd
weights training procedures
2nd
3rd
4th
5th
6th
7th
8th
9th
perceptual sensations
Perlin noise function
personal objectives strategic decision making
2nd
3rd
4th
phenetics
2nd
phenomena (emergence)
phenotype
2nd
phenotype-specific operators
phenotypes genotypes conversions
2nd
3rd
4th
phylogenetic parts animats
physical state prediction of movement
2nd
3rd
physical states
physics interfaces
prediction of movement
behaviors
2nd
evaluation
2nd
experimentation
2nd
intersections
2nd
3rd
numeric integration
physical state
2nd
3rd
simulation algorithm
2nd
3rd
4th
5th
Picky animat
Pitts, Walter
Pizza Tycoon
planning deliberative planning
goal-oriented planning
2nd
3rd
reactive planning compared
2nd
3rd
4th
5th
6th
7th
8th
platforms
fuzzy rules
getting onto
player state strategic decision making
weapon selection
2nd
player ststus
2nd
point content functions
point of collision finding
policies
behavior policies reinforcement learning
2nd
3rd
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
policy iteration algorithm
2nd
3rd
polling
Pong
populations genetic algorithms
2nd
3rd
postproduction stage development process
practice importance of
2nd
3rd
prediction of movement shooting
behaviors
2nd
evaluation
2nd
experimentation
2nd
intersections
2nd
3rd
numeric integration
physical state
2nd
3rd
simulation algorithm
2nd
3rd
4th
5th
predictions classifiers
2nd
3rd
predictor variables data samples
preditions shooting
premature convergence genetic algorithms
2nd
3rd
4th
preprocessing
primary emotions
2nd
designing
primary terms
primitive behaviors
primitives Move primitive
Turn primitive
priority queues finite state machines
probabilistic finite state automata
probabilistic finite state machines
probalistic state machines
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
problem solving
engineering
RBSs (rule-based systems)
problems
adaptive behaviors
2nd
3rd
4th
5th
black box understanding
informal knowledge
2nd
software specification
theoretical analysis
2nd
3rd
4th
fundamental understanding
nature
2nd
3rd
properties
2nd
3rd
4th
5th
methodology
data analysis
2nd
3rd
4th
5th
expert features
2nd
feature identification
2nd
refining
decomposition
2nd
3rd
simplification
2nd
3rd
reinforcement learning
exploitation
2nd
3rd
exploration
2nd
3rd
solutions
complexity
exhaustive
expert guidance
2nd
expert solutions
hybrid approaches
information theory
2nd
instances
minimal complexity
2nd
3rd
4th
random
representation
2nd
3rd
4th
5th
search space
2nd
3rd
4th
simulation algorithm
tightness
training
underlying knowledge
covariance
2nd
3rd
4th
effective domains
2nd
3rd
usage analysis
2nd
3rd
variables
2nd
3rd
4th
procedural finite state machines ambiguity
2nd
code structure
2nd
control flow
2nd
data loss
2nd
message passing
2nd
redesigning
sequential chaos
2nd
procedures control logic finite state machines
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
learning systems
programming adaptive behaviors
AI
2nd
3rd
dynamic programming reinforcement learning
2nd
3rd
4th
5th
6th
7th
functional programming
meta-programming
practice importance of
2nd
3rd
skill requirements
programming languages
programming stages development process
projectiles dodging
senses
sketching
tracking
2nd
trajectories
projections statistical analysis
proof perceptron weights gradients
2nd
properties search space
2nd
3rd
weapon selection
weapons
2nd
learning
2nd
3rd
scripting
2nd
3rd
proposals weapon selection
2nd
proprio-sensors
prototypes functions
pure decomposition
purposeful movement
pursuit steering behavior
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