[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
SAB (simulation of adaptive behavior)
samples (data)
2nd
3rd
attributes
DTs transversals
2nd
3rd
4th
Sarsa algorithm
scaffolding
scaling fitness scaling
2nd
3rd
scripting
2nd
3rd
environments
2nd
integrating
2nd
3rd
4th
5th
evaluation phase
2nd
languages
2nd
modules
2nd
practice importance of
2nd
3rd
weapon selection
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
declarative approach
deductive reasoning
properties
2nd
3rd
timing restrictions
2nd
voting system
2nd
3rd
4th
5th
6th
scripting languages
2nd
3rd
search space properties
2nd
3rd
solutions
seeking steering behavior
2nd
selection genetic algorithms
2nd
3rd
genetic operators
2nd
3rd
4th
semantic networks KR (knowledge representation)
2nd
3rd
semantics
custom semantics state machines
2nd
sensations
2nd
cognitive sensations
combinations
degenerate automata preventing
2nd
designing
2nd
multiple influences
2nd
percetual sensations
senses emotions
movement
2nd
3rd
4th
5th
shooting
environments
projectiles
targets
weapons
vision
weapon selection
2nd
3rd
4th
5th
6th
sensors
proprio-sensors
RBSs application
sequence recognition engineering
sequences actions
2nd
sequential arbitration
sequential chaos procedural finite state machines
2nd
sequential control engineering
2nd
set logic fuzzy logic
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
algorithms
2nd
defuzzification
2nd
3rd
4th
5th
fuzzification
2nd
3rd
interpreters
2nd
3rd
4th
5th
6th
7th
knowledge base
2nd
3rd
linguistic expressions
2nd
3rd
modifiers
2nd
3rd
4th
5th
objections
2nd
3rd
operators
2nd
variables
2nd
3rd
4th
5th
working memory
fuzzy set theory movement behaviors
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
sexual breeding
shaping animat learning
animats
shooting
2nd
3rd
4th
actions
aiming
2nd
errors
2nd
3rd
4th
5th
6th
7th
8th
9th
evaluation
2nd
explicit model
2nd
friction
2nd
linear approximation
2nd
3rd
methodology
2nd
case study
2nd
3rd
close fighting
2nd
combat trends
2nd
criteria
designing
2nd
3rd
4th
distant fighting
2nd
fire control
interfaces
2nd
3rd
4th
predition of movement
behaviors
2nd
evaluation
2nd
experimentation
2nd
intersections
2nd
3rd
numeric integration
physical state
2nd
3rd
simulation algorithm
2nd
3rd
4th
5th
reinforcement learning
2nd
3rd
4th
senses
environments
projectiles
targets
weapons
sketching
animats
projectiles
weapons
skill levels
2nd
3rd
4th
weapon selection
actions
code
2nd
context
2nd
DTs (decision trees)
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
interfaces
2nd
proposals
2nd
scripting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
senses
2nd
3rd
4th
5th
6th
specifications
2nd
sign conditional tests DTs (decision trees)
SimCity
simulated annealing perceptrons
2nd
3rd
4th
simulation fuzzy state machines
2nd
3rd
MLPs
MLPs (multilayer perceptrons)
2nd
perceptrons
activation
2nd
3rd
net sums
2nd
3rd
4th
outline
2nd
simulation algorithm prediction of movement
2nd
3rd
4th
5th
solutions
simulation algorithms
fuzzy set theory
2nd
nondeterministic state machines
2nd
simulation interfaces
2nd
simulation of adaptive behavior (SAB)
single rules RBSs (rule-based systems)
2nd
situations weapons
2nd
3rd
sketching shooting
animats
projectiles
weapons
specification procedures
2nd
3rd
4th
skill levels shooting
2nd
3rd
4th
weapon selection
slots frames
software engineering skill requirements
software specification
solutions
2nd
complexity
minimal complexity
2nd
3rd
4th
exhaustive
expert guidance
2nd
expert solutions
hybrid approaches
information theory
2nd
instances
random
representation
2nd
3rd
4th
5th
search space
properties
2nd
3rd
simulation algorithm
tightness
training
source code animats generating
space continuous events
2nd
3rd
4th
discrete events
2nd
3rd
4th
environments
defining
2nd
3rd
detail
2nd
structure
2nd
3rd
spatial structure
specification objects
2nd
3rd
4th
5th
6th
7th
specification phase engineering
2nd
formal specifications
2nd
3rd
KR (knowledge representation)
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
KR (knowledge representation); formalisms
2nd
problem solving
specification phase (development)
specification procedure engineering
formalizing
2nd
3rd
4th
rationalizing
2nd
sketching
2nd
3rd
4th
specifications
FEAR (Flexible Embodied Animat 'Rchitecture)
2nd
weapon selection
2nd
splitting data sets
2nd
3rd
4th
DTs (decision trees)
stacks state machines
2nd
3rd
standard deviation
state machines
[See also finite state machines] finite state automata
2nd
3rd
input alphabet
2nd
states
2nd
transition function
2nd
3rd
finite state machines
2nd
3rd
advantages
control logic
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
custom semantics
2nd
directed graphs
2nd
disadvantages
2nd
fuzzy state machines
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
grammar
hierarchical state machines
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
levels of detail
2nd
3rd
4th
5th
master/slave relationships
2nd
modules
2nd
3rd
4th
5th
6th
7th
nondeterministic state machines
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
optimization
2nd
3rd
4th
probalistic state machines
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
stacks
2nd
3rd
transition arrays
2nd
fuzzy state machines
Mealy machines output alphabet
2nd
output function
2nd
3rd
Moore machines
2nd
3rd
probabilistic finite state machines
state values reinforcement learning
2nd
statements if-then statements
states adaptive gathering behaviors
directed graphs
2nd
finite state automata
2nd
finite state emotions creating
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
nested states hierarchical state machines
2nd
3rd
reinforcement learning
terminal states
static facial expressions
statistical analysis metrics
projections
tools
steady-state populations
steepest descent optimization perceptrons
2nd
3rd
4th
5th
6th
steering behaviors
2nd
AL (artificial life)
2nd
3rd
4th
5th
assumptions
2nd
seeking and fleeing
2nd
alignment component
cohesion component
fleeing
forced exploration
obstacle avoidance containment
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
obstacle avoidance algorithm
projecting targets
seeking
wandering
stimuli designing
2nd
story lines
strategic decision making
animats
2nd
factors
enemy status
environment layout
player state
features
personal objectives
2nd
3rd
4th
tactical behaviors
2nd
training zones
2nd
structure environments
2nd
3rd
subdomains variable complexity
subsumption architecture behaviors
2nd
3rd
4th
5th
6th
tactical behaviors
2nd
3rd
4th
5th
subsumption architectures
supervised learning
2nd
supervised learning algorithms
suppression arbitration
surveys membership functions creating
symbols KR (knowledge representation)
2nd
symmetry domains
synchronization RBS interfaces
synchroniztion fuzzy systems
|