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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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