[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
random generation actions
2nd
random solutions
random walks (fitness)
randvec() function
range conditional tests DTs (decision trees)
range weapons
2nd
ranking fitness
ranking policy (fitness)
rationalizing phase specification procedures
2nd
RBSs
2nd
3rd
4th
5th
6th
(rule-based systems)
advantages
2nd
3rd
application
behaviors wall-following behaviors
2nd
3rd
control strategies
2nd
data structures implementing
debugging
deciding on
2nd
design and development
2nd
disadvantages
2nd
effectors application
evaluating
2nd
implementing
2nd
data structures
interpreters
interpreters
backward-chaining systems
2nd
3rd
forward-chaing systems
2nd
3rd
forward-chaining systems
hybrid interpreters
implementing
knowledge elicitation
2nd
3rd
4th
5th
knowledge represeantation
2nd
3rd
modules initialization
initialization; rulebase
2nd
initialization; working memory
2nd
interfaces
2nd
3rd
NPCs (nonplayer characters)
problem solving
reusability
rulebase application
2nd
rules
data structures
2nd
3rd
extensions
2nd
3rd
processing
simplifying
2nd
single rules
2nd
sensors application
working memory
2nd
application
2nd
reactive
reactive AI
reactive architectures
2nd
arbitration
2nd
3rd
4th
components
2nd
decomposition
2nd
3rd
examples
2nd
3rd
4th
organization
2nd
3rd
reactive behaviors
reactive component sense of state
reactive mapping
2nd
reactive planning
planning compared
2nd
3rd
4th
5th
6th
7th
8th
reactive systems deficiencies
reactive techniques
2nd
advantages
2nd
3rd
4th
5th
animats
2nd
3rd
real-time strategy (RTS)
[See RTS (real-time strategy) games] realism defining
realistic movement
recognize-act cycles forward-chain interpreters
recognizers finite state automata
recurrent connections
recursive definition reinforcement learning
2nd
recursive partitioning
data sets
2nd
3rd
4th
DTs (decision trees)
2nd
3rd
refining problems
decomposition
2nd
3rd
simplification
2nd
3rd
regression trees
2nd
3rd
4th
5th
6th
7th
reinforcement classifiers
2nd
3rd
reinforcement learning
2nd
3rd
4th
5th
6th
7th
8th
actions
adaptive gathering behaviors
2nd
3rd
advantages
algorithms dynamic programming
2nd
3rd
4th
5th
6th
7th
Monte Carlo methods
2nd
3rd
4th
5th
6th
7th
temporal-difference learning
2nd
3rd
4th
approximators
2nd
backups
2nd
3rd
behavior policies
2nd
3rd
bootstrapping
2nd
convergence
2nd
decomposition
2nd
3rd
4th
5th
disadvantages
2nd
hierarchies
2nd
in-game situations
2nd
Markov decision processes
2nd
3rd
model
2nd
movement modeling
2nd
3rd
4th
optimal returns
2nd
3rd
problems
exploitation
2nd
3rd
exploration
2nd
3rd
reward signals
2nd
3rd
shooting
2nd
3rd
4th
states
value functions
2nd
action values
2nd
optimal policies
2nd
recursive definition
2nd
state values
2nd
reinforcement learning algorithms
relative coordinate systems
reliable movement
remainder stochastic sampling fitness
Remote animat
replacement genetic operators
2nd
replacements genetic algorithms
2nd
3rd
represenation solutions
2nd
3rd
4th
representation fuzzy state machines
2nd
3rd
4th
genetic algorithms
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
learning systems overlaps
solutions
reproduction asexual reproduction
genetics
2nd
3rd
sexual breeding
research phase (development)
resilient propagation MLPs (multilayer perceptrons)
2nd
3rd
4th
resources online forums
response variables
DTs (decision trees)
2nd
3rd
restrictions analysis phase engineering
2nd
restrictive modifiers
Return to Castle Wolfenstein
2nd
returns
classifiers
expected returns
finite horizons
infinite returns
optimal returns reinforcement learning
2nd
3rd
reward signals adaptive gathering behaviors
reinforcement learning
2nd
3rd
rewards adaptive behaviors
2nd
average rewards
discounted rewards
mechanisms
2nd
3rd
Reynolds, Craig
obstacle avoidance algorithm
rivalries biological evolution
robotics
robotics systems navigation
rocket jumping
fitness computing
rockets dodging
tracking
2nd
root nodes DTs (decision trees)
Rosenblatt, Frank perceptrons
2nd
roulette wheel policy (fitness)
RTS (real-time strategy) games
rule-based systems
rule-based systems (RBSs)
[See RBSs (rule-based systems)] rulebase fuzzy variables
RBSs application
2nd
initialization
2nd
rules fuzzy rules
2nd
3rd
RBSs processing
simplifying
2nd
RBSs (rule-based systems)
data structures
2nd
3rd
extensions
2nd
3rd
single rules
2nd
|