[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
wall-following behaviors
2nd
3rd
wandering behaviors
weaknesses weapons
weapons
aiming errors
2nd
inverse problem
2nd
3rd
solving
2nd
3rd
4th
applicability
attackers
defenders
environment conditions
2nd
environment layouts
2nd
fight progressions
fitness learning
2nd
3rd
interfaces
melee weapons
2nd
3rd
player status
2nd
properties
2nd
declarative properties
implicit properties
learning
2nd
3rd
range weapons
2nd
requirments
2nd
selection
2nd
actions
code
2nd
context
2nd
criteria
2nd
3rd
4th
5th
data structures
2nd
3rd
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
34th
evaluation
2nd
3rd
4th
5th
6th
7th
8th
9th
formalizing
initialization
2nd
3rd
interfaces
2nd
3rd
4th
learning
methodology
2nd
module design
proposals
2nd
scripting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
senses
2nd
3rd
4th
5th
6th
specifications
2nd
tree induction algorithm
2nd
senses
shooting
2nd
3rd
4th
actions
aiming
2nd
case study
2nd
3rd
close fighting
2nd
3rd
4th
combat trends
2nd
criteria
design
2nd
3rd
4th
fire control
interfaces
2nd
3rd
4th
prediction of movement
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
reinforcement learning
2nd
3rd
4th
senses
2nd
3rd
4th
sketching
2nd
3rd
skill levels
2nd
3rd
4th
situations
2nd
3rd
sketching
skill levels
targets selecting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
training zones
2nd
3rd
weaknesses
weights perceptrons optimization
2nd
3rd
4th
5th
6th
7th
8th
training procedures
2nd
3rd
4th
5th
6th
7th
8th
9th
Weights parameter (actions)
Widrow, Bernard Adaline (adaptive linear neurons)
working memory fuzzy set theory
fuzzy terms
RBSs
2nd
application
2nd
initialization
2nd
world interfaces FEAR (Flexible Embodied Animat 'Rchitecture)
2nd
functionality
world models
2nd
3rd
planning techniques
worlds (games)
continuous events
2nd
3rd
4th
5th
6th
7th
conversions
2nd
dimensions
2nd
3rd
discrete events
2nd
3rd
4th
5th
6th
7th
conversions
2nd
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